If you're happy with the placement of your light fixtures, start with a base level ambient (Skylight, etc. Guessing you have one already? Knock it down way lower) and then start matching your source sizes and shapes: You can always go back and adjust where your lights and emissive panels are, if you want to highlight…
Hey guys I'm compiling a list of things in ZBrush that I wish were done better, and things I consider to be bloat or just not really carrying their weight, curious what sort of things come to mind for you. Happy to talk about the good things too though! I might be working on something.. cons - constant document resizing,…
i found out another way things get out of wack (idk if they fixed it) is if you move any part of a model and try to reimport it say posed or any part repositioned. Will "destroy" smart masks which then makes them not so smart, the same with many other "smart" things, "funnily" ironic to me. So solution for me was to not…
Hi! Sorry to hear that. In general I would say that the way you create your UV layout is extremely crucial for which ever workflow you use. I try to always place my seams where there would be a natural break in the object: So for cloth I break them in a seam, For hard-surface where two surfaces are joint together by a weld…
Yeah, that’s exactly the trap I kept running into as well.High-pass + threshold always ends up being contrast-driven rather than structure-driven. As soon as you start blurring or expanding to reconnect gaps, you’re no longer preserving the original topology — you’re essentially reshaping it. That’s where the “bubbles”…
The path into game development really depends on where you're starting from. Some people start with an idea or thing they want to see in a game and learn skills as they go. Others master art or programing first and either find a counterpart or eventually branch out into the other discipline while working on different…
I've been working on this thing on and off for the last year
and a half. It started with me making the cat clock because I wanted to get
better at the highpoly > lowpoly workflow and needed to test how
adaptable PBR (which was pretty mysterious at the time) is to stylized textures. I love the art of Wildstar, housing…
I started working on SG Trist a while ago but haven't been posting my progress. So far I've already started on the splash. Here's the design I came up with for SG Trist, I didn't really go into alternative outfits b/c I like this one a lot and I feel like it stays true to the original Tristana splash (although I'm going to…
This is looking really strong for a final year project. You can clearly see the amount of thought that’s gone into the environment and presentation – the atmosphere and composition are really starting to come together nicely. Keep pushing the lighting (have you thought about a late evening, golden hour?) the materials.…
Awesome work! Did you model the corridor in one piece and then cut it up or did you plan a modular setup right from start? Which UE4 decal material are you using - translucent/translucent or dbuffer decals? I´m learning how to set up my mesh decals and started to use a translucent/translucent material, because I can have…