Objects act as light sources when ray tracing is enabled, all you need to do is give them an emissive material. Emissive materials require quite a few samples to resolve though, so you may need to increase your sample count for good quality renders.
All well and done but all this hair and accessories are hiding a lot of flows Make yourself a little test line up just heads and see if their still look ok There are also common mistakes that are shared by most of them for example:- absence of cheek bones - no underchin plane - base of nose is missing - huge forehead which…
@pior Hey ! Thanks for your reply ! I decided to add verts all around the fuselage so it matches perfectly with the exhaust pipe. Is it what you meant by making it the "proactive model" ?Thanks !
Hiyah,Did you look into how boats are made? cause that might help, so when you pick a subject try to learn all you can before hand, this is something i didn't learn at my start but it helps 100%. https://search.brave.com/images?q=wooden%20boat%20blueprintsearch terms: blueprints/modelsheets + (other terms i.d.k.) are…
Hi there ! I made few rocks in maya and I decided to made one UV map for all of them High & Low Poly : UV Map : And, when I tried to bake it all in Substance Painter, I had weird artefact on my meshs : I thought is was about the UVS, but I tried to export just one of the rocks from maya to bake it solo (without changing…
I'd say the main question is how much time you think is reasonable for an asset to take. If your current approach fits within that and allows you to deliver your project on time, then there's not much reason to stress over it. And, going beyond all the techniques possible for individual asset creation, there's also the…
I'd say make friends with similar interests or find those game-art-jams and say "hey, I'll help make some stuff and make connections", group with a team you can trust and start a project that is not to big/long to accomplish and make games with people, right now all i see are people trying to get into the industry without…
Thank you so much for all the tips, that is deffinetly something I will use in the future. In regards to reproducing the problem, I don´t know, we ended up making a completely new model, and the problem never returned.
yellow means locked normals in maya - so all your normals are 'custom' guess your confused by this - so i think you should unlock normals and reset hard edges, and it will behave as expected.