So, I've been making some procBuilding rulesets for work so that we can how useful they are. I've been having some fun with them and just seeing what they can do, but when I bake lighting everything goes to hell. The light bake is effecting every modular piece separately instead of the building as a whole and I can't…
Decided to put down my brush and watercolor to get back into gear for modeling. I'm a resident blender-head and it remains my favorite choice after facing the shit storm of Maya 2011, but will go back when I pick up next semester's schedule. So far, this project is to brush up on modeling, so I took a few of my old…
Hi, I have been tasked with establishing a modular environment workflow for buildings using 3DS Max's XRef system, the main purpose is to work in a non destructive way using one master scene per building constructed from Xref-ing multiple sub components (door frames, support beam etc.). One issue I keep running into is how…
Hey guys, I'm new to this forum. I'm here to get good critiques and technical advice. I've been making 3D art for about 5 years now, going at a snails pace at The Art Institute in San Francisco (my real name's Jason Pettibone for those of you that know me from school - hey). So here is what I'm working on right now: I'm…
Hi guys, I'm pretty new here and I could not find any appropriate answer in older entries. I made a modular piece made of a bunch of assets that I want to rotate around to a circular chamber. My problem is that my asset is offset in z so I can enter a value in y that it perfectly aligns to each other. But when I take it to…
Hi all long time since I last posted been very busy. I have been working on this project for the last few months to learn more about the fab UDK. Anyhow here are some renders and a link to a render on my reel I am updating at the mo feedback welcome. The environment started out as a 3ds max project but halfway I decided to…
Hi, I am wondering if this is something I can fix in hypershade/shaderfx: the default texture preview for my PBR material (based on the Stingray PBS material base) is always the BRDF LUT texture, which isn't very helpful when I tried to lineup uv shell to tiling textures. Yes I could change them in the texture menu but it…
Most recent Progress Shot: A new scene I am working on in UE4. Consolidating my tileable workflow , procedural texturing, and the things I learned from my last project. Below is a image I Photoshopped really quickly as inspiration for some of the key components of the scene and some of the texturing. I am going for an…
this newborn sketchbook will probably contain: -textures -props/modular sets -more textures -concepts? note: feedback will be always appreciated. Looking at all those fancy threads i thought i gotta give those stylized textures a try as well. Hand painted stuff would definitely make a cool addition to my rather homogeneous…
Hi there Polycount, For a school project I am trying to learn both PBR and Unreal Engine 4. After making a couple of modular wall pieces and importing them into UE4 I'm experiencing some weird (what I guess are light) seams between my wall meshes. My question is if someone else has had this problem or a similar one. Or…