What Are You Working On? amontes Amsterdam Hilton Hotel AntonioNeves ArmoredWolf arthurgtn bassinicomix bejibo Bf.109 Calvin Chris Kuhner Cordero Dantert Daven DevMatt Dominique_ Dylan Brady EmJaeR explorer3d Gav Graze ILmaTeR invaderZim Isaiah Sherman Jakub Joel Zakrisson katzeimsack KLICKSTOP Kraken Kuhlhaus LeeHinds…
Hey guys, I just figured out a trick in Photoshop and I thought I'd share. As we all know the blur tool's absolutely useless, and the smudge brush can be slow. I found that you can use the Healing Brush to simulate a sort of waterpaint-like blur that seems to work quite well for blending purposes. Here's a quick step by…
I am finally done with this project. It took a few turns and troubleshooting after I committed to doing the shape revision but I’m happy I did. Thanks for the feedback @Fabi_G it helped a ton! Looking at wood crafting and references clearly showing how a chair actually is put together. Focusing on the high poly was the…
What do you hope to learn from it? I ask because this is much like asking for polycounts or texture sizes in the sense that it tells you very little of practical use without a whole shit load of context to go with it. The problems with just having a number like 2ms are multiple 1 : GPUs work in a massively parallel fashion…
there is no real clean rule, it walways depends on your final output considering your avatar is the style you are aiming for, you could actually approach it in a lot less standard way to achieve higher resolution textures check the GuiltyGear XRD talks on that topic. but yeah, the first thing i would do. apply one checke…
I took a look. You simply don't have enough resolution in the texture to support the detail. If you examine your UVs you'll see that this part is only using a small fraction of the UV map. At a 1k texture resolution, there are simply too few pixels to get a smooth transition across UV seams. The solution in this case is to…
If you're going for environment art, I'd suggest cutting the bottom half of your folio out. None of those categories would help land you a job and it's not your strongest work (though I do like that board game!). The thumbnails are a decent size and the fullsize images aren't too small. I think your wireframe presentation…
UDK doesn't give your access to the finer points of shader making (EI: Shadows and Light) and it seems alot of the stuff which is taken for granted in the standard material get taken away from you when you go custom. So you kinda have to 'fix' them yourself, which is a paradox itself, since from one side, it simplifies the…
I'm also having trouble understanding why the conversion is necessary. From what I've read, in the case of alpha blending, it's because the colours being blended are not linear. These RGB values that we select to paint are not linear. When we want a linear gradient of value, this is what we expect: But monitors don't work…
I just remembered your post and dropped in to see your progress. Your last render is much improved. I'm stealing from my betters but a couple of rules of thumb I've found to be true in my limited experience is that less is more when it comes to specular, if you examine the data available for physically based lighting…