If you're using Unreal I'd use the Post Processing options with less saturated lighting, maybe your middle screenshot. Because it's dynamic you can experiment quickly to find what you're looking for without having to sink time on rebaking lighting or reimport textures. Also with PP being dynamic means you can have it…
Thanks guy for the feedback, this helps me narrow down how I will organize my files for future reference, much appreciated. I should mention also that I'm trying to keep the Group's system in check, meaning I would like to know if using Groups is possible to keep my files a separation hierarchy to make things even more…
You joke and yet I already know a good number of studios actually using/testing out things like 3d scanners/photo capture to turn photos into in game assets. Procedural texturing isnt going to be like, "Click the rock button" and my rock texture is created. Its in a way similar to dDo. Using your Normal Map/Height Map you…
If you need normal maps, etc... (even if not) I recommend just modeling them yourself. With a textured model you can easily render out whatever maps you need especially alpha. It definitely takes longer to initially set up for sure but you can get exactly what you want out of it. Good photo reference is still essential and…
I wrote a response to this last week and polycount ate it,
twice. Something to do with posting attachments? Anyway, @Jacob, your third attempt is killer. Matching the
reference was a really good call. #4 is good as well, but you could give the
directional light a stronger color and work more color variation into the stone.…
Nice work man. About your gradient stuff, I thought I'd share something I just did as I thought your process for the outcome was a little long so here is a quickie, hope It helps. 0. You got your Model loaded up in Max, maya, this probably works with your application of choice you just have to know your app. 1. Make a…
thanks gents for all the nice words and crits.. @ bradmyers82-- definitely man.. i rushed the finger tips a bit.. thanks for the reminder @ S!nz-- yeah man there are more areas i would like to push.. especially the afterburners.. perhaps more line work in the car detailing.. and more painted lighting.. try to give it more…
Ok, update! here's two new pics showing off the new attenuation bloom ramping, and the first specular component being re-implemented. The specular needs a secondary fresnal modifier to give it that glancing sheen that skin has, but after that's done it's pretty much ready to release The attenuation blooming and specular in…
Hello everyone, this is my first post on polycount. I haven't really ever shown any 3D work online but here's a first. These are mainly for my portfolio as I try to find another job. I used to work at EA on Need For Speed as an environment modeler, but I'm looking to do characters now. Also **this is kind of a cheat, as…
some samples ^ this one isnt meant for mobile games...this is is roughly at 10k polys or tris thats not including the wings...this dragon like creature has wings just didnt have space to render them in also this dragon creature is using is diffuse, spec and displacement...so yeah this dragon 3d model thing is not meant for…