Hello, I am a student and am learning 3D softwares right now, below is the model that I have created of a monster truck and added some shaders to it. I am looking for a job in this field, please guide me and provide me the feedback.
I made this model in blender, baked the cards in marmoset toolbag and textured it in substance painter. I would like to know your opinion about this model and comments on obvious errors. Thank you.
Your 'best' is a good example of background that help show your model it has vignette , soft gradient , something to break the flat color ,ground shadowOn the other hand 2 new pieces have not particular appalling color [think they call this muddy colors then you mix complimentary colors they became mud if you have to keep…
Hi! Another simple option to create trim modules with a more elaborate silhouette, would be to model the lowpoly trim, project its UVs onto the corresponding trim on the trim atlas and modify vertex normals to match the original bake plane. Here is a test created a while back for another thread, option A illustrating what…
Yes, they will be. The seems in your screen is not related to thin triangles . While thin triangles are not ideal you can't get rid of them completely for low poly game style models. But if you model for Arnold offline rendering you should use quad only modelling probably and use normal maps only for tiny hi frequency…
Alex_J Well, that's the thing... How do I make good artwork without making good art, and how do I make good art without good modeling AND texturing because if i post acceptable models with bad texturing wouldn't that lower my chances of getting hired ?. Don't get me wrong I am not complaining, I just need some guidance and…
any model, or just this one? if only this one, might be related to scale of the model. Can add subtool of one of zbrushes standard models from lightbox to see if its really big or really tiny.
Maybe it's an idea to model this by using the a segmented part of the pillar and then using some mirror modifier which use clipping at the mirror axis like so: With this there is no overlapping and the non-mirrored part could even be used as a module..
By the way, I'm not using any custom shaders. I haven't made any customizations on the Unity 3D Core (Built-in renderer) template. I simply placed the models in the scene and assigned materials. I also exported from Substance Painter using the metallicsmoothness presets and applied them to my other models using that…