The idea of this scene was some sort of bathroom inspired in a image I once saw in the net. Also I did this scene to get my hand on how using water on blender. Comments and opinions are welcomed Textures are from http://www.imageafter.com and http://www.grsites.com/archive/textures/_
Hi we are a team and this is our WIP thread, we're kinda shooting for a Mayan culture kind of throne, we´re going to use: Blender UE Substance Painter Substance Designer Gimp 2 Here´s a few of the concept we´re trying to acomplish
Hello, my name is Vlad and I'm an entry level 3D artist. I have 2 years of experience with Blender and I worked a few months with Unreal Engine as well. Take a look at my portfolio and let me know if you we can work together.
Is they're really a difference bewteen reprojecting high poly details onto a low poly retopoed mesh (in a software like blender, or zbrush), vs just baking high to low poly in substance painter (i'm not sure if this can be done in other softwares)? Which method would be better for a model that will be rigged an animated?
I have this type of model that has an oval part. I have almost always textured this type of object without uv squares but I was wondering what is the correct shape if there is one. Is it better to texture the model with the uv as provided by blender? Or is it better to texture with the uv square pass? Sorry for my bad…
I was going to add some advice but neox seems to have nailed it. If you have to pick a DCC to learn I'd suggest Maya. The industry is not yet ready for Blender and Max simply doesn't have the coverage that Maya does.
I would use weighted normals if low poly has beveled edges, though not familiar with blender. Maybe it does that by default. In any case, dig those links sacboi provided. Dealing with normal baking without it would be a harder ride than you expect.
Ok, I coped with that. It seems like when you have plugged metalness map, Marmoset has the same issue as Blender in baking texture maps. You just need to unplug metalness and the program bakes everything perfectly.
There is a curve profile option in blender 2.91 that helps a bit with ornaments, although it can't do the ornaments from your picture, it might help in some cases. http://www.cgchannel.com/wp-content/uploads/2020/11/201126_Blender291_BevelCurve.webm?_=4
Boring day at work, so I tried making a concept directly in blender (no tablet here!). The eye holes should be bigger, but I don't like the rest very much either. Too bulky? Any suggestion? Thanks! :)