Just a quick update today. Been working on the wooden section of the handle. Any feedback is welcome. @Xelan101 This is my first time working with a Specular PRB workflow, I've worked with the Metalness workflow before. I found this post had some useful information to get me started if you were looking for guidance with…
Plan is a good one and high resolution at 4k for a hero portfolio piece I'd want to squeeze in every pixel could possibly grab thereby hopefully capture the attention of eyeballs that actually matter which typically, at a glance what you've created is worth their time continuing too scroll through a detailed breakdown how…
Olá pessoal, depois de dois resolvi voltar a produzir e aprender sobre 3D, percebi que o pessoal tem alta capacidade e olhar clínico por aqui, muitas artes magníficas, e venho através do meu último projeto mostrar um pouco do meu trabalho! Usei a Unreal Engine 5 para fazer esse pequeno projeto, pois na época estava…
Yea, sorry, what I meant by "Support BRDF model as well" is the Disney style BRDF which just means the metallic workflow. I suppose all pbr models are technically BRDF Now that I have the proper textures plugged into your shader, it is looking really good! My asset actually looks quite similar between Substance Painter and…
Hello, I would like to present you my latest project. Tenements Construction Kit Vol. 1 (Set A) consists of 12 complete structures and 65 architectural elements from which these structures are built (highly detailed Textures per asset - PBR 4096 x 4096). Subsequent releases of sets within Tenements Construction Kit Vol. 1…
Good day! Polysquid Studios is open for business opportunities. 3D Art studio, based in Riga, Latvia. We have 10+ years experience in game development. Our main focus is PBR game-ready models and hand painted art for games. All our art is made by us, from start to finish and we are NOT jet another outsource company...…
@Fabi_G, looking nice! The only issue I see with this method are little polygonal diamond shapes where the metal arcs are damaged: either it's the contrasting color in vertex color, or sharp edges, or both, but they look a bit too sharp. Especially compared to the similar shapes baked into the normal map. I realize these…