Here is a little breakdown of what happens: - We do the usual visibility and normal calculation routine. - We make a very little offset on the ray along the normal direction, so we won't immediately fall into our hit distance threshold. Just a very little step. - We make a for loop again for our occlusion , for each…
looks really good man, only crit is the hanging wire things dont seem to be sagging realistically. The variation in shapes you have is good but the distribution of edge loops seems a little random, they look a bit chunky, you could afford to put a few more loops in there to smooth out the arcs and get them hanging more…
Are you building lighting? Some of it looks like it's gotten an overlapping lightmap uv set which is causing some parts to be black. Hope some of that can help EDIT: I've just re-read your post and you say you have built all lighting... I'm fairly sure, then, that it's your lightmap UV channel. Does it look Ok when…
Hi, my name's Murphie and I'm a self-taught 2D character artist / weapon concept artist. Check out my portfolio, and if you like my style feel free to contact me at somedoghairs@gmail.com, or even add me on Discord at Murphie 💜#9859. I will try my best to respond ASAP. Portfolio: https://murphiej.artstation.com/ My rates…
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Hello, We're looking for freelance artists to complete our team. - Concept/sketches - Characters/creatures - Riggers - Animators - Props/Environment - Hard/Organic surface - Vehicles artists - Textures artists We need only veteran and killer artists who have strong experience and great skills in his own domain. We work…
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Hi, I am looking for a 3d modeler that is a bit familiar with video game ready assets and that can : - Drop down the triangle and verticle/ polycount of existing models i - Fix lightmaps of certain 3d models - Rig existing models , such as the feet of a bear or vehicle tires. Please contact me via pm if you are interested.…
Hi, We are looking for a 3dsmax/UE4 artist for an archviz project: Required: - experience in architecture/archviz - proficient in 3dsmax and able to optimize for real-time (low poly/normal maps). - proficient in UE4 especially in shaders/texturing (substance painter/designer is a plus). - able to communicate in English or…