The lost link was: http://blog.davr.org/page/3/ Keep the info coming! And Per-bram-eris, can't wait to hear news from you when you get your bundle delivered. Edit - just found this: http://dev-scene.com
evilpixills:The noise is noted, thanks. The algae you see are actually an alpha'd layer of plants/algae hanging from the dock, but the lighting really messed that up! I see that now, it really gives the wrong impression. I could darken that texture, that'd probably help a lot. Thanks for pointing that out. On the front…
True. It takes patience when working as substance designer. The good news is that I'm catching up quickly from the last time I used it. I'm getting the hang of it with the official adobe substance youtube tutorials. It's pretty neat software and I also love epic games quixel suite as well which is my primary software…
Hi! One of the most important things will be lighting, so put enough resources there. If the look is going towards realistic, I would consider to source some scanned materials. When using UE4, you are free to use Megascans assets with it (sign in with Epic account). Introducing scanned attributes into your materials could…
I know she's still a WIP, But i feel like she's falling into the uncanny valley a bit. I wouldn't even mention this if the hole model felt that way, But its only portions. Isolating from the thumbs to the collar bones, it feels realistically rendered, Good form, Believable anatomy (for whatever that's worth coming from a…
Torch: Thanks Phil :) ILLMATICC: hehehe small world man, if you know the sinister black building on the visduct near the america's cup yaughts, thats where i used to work...nice views! HomeGrownHeroz : thanks Sam :D PatTl92 : thanks....its mostly stolen from epic games :) almighty_gir: hey lee, breaking up the symetry is…
@SteppenWolf & Cay - You guys are absolutely right when using a PBR workflow the Ambient Occlusion map is much more effective. At the time when I started this project, it was over a year ago and so the set is not in a PBR format. But you can still use the same workflow and simply replace the Specular with an AO bake in…
@Virtuosic - Yeah don't worry I have a lot of props planned for this scene to break repetition =) @brandoon - I'm using lower res lightmaps at the moment to keep iterations fast. The final version will use higher res maps! @ScoobyDoofus | @Xendance - Cool! I'm planning on adding detail specular maps, just need to figure…
This is looking great so far, but you lost it for me when you added the rocks outside, sure a few rocks to add some intrest...but I'd much rather see something epic with a great horizon...when looking out those windows. A great matte painting or photo-sourced collage would go a lot further than rocks right in yo' face. A…
I will have mine on Friday so I am also covered, though I've never been super spoiled so let's see what happens. My family (immediate, members across) to be safe for a long time, A 3D Jerb:poly136: New Wacom, Vertex dos! A lady friend ;) Get back on the healthy/exercise wagon A few good friends? - some comments and critics…