This will probably be the last video update for a while, I need to stop spending so much time making videos and more time modelling and polishing. Only minor updates this week, plus a first pass at the camera and editing. I like to keep the final videos short at about 1 min. Watch in HD [ame="…
in max / simple Cg world: diffuse is surface with normal at maximum 90° to the light. beyond that (backfacing light) is ambient. so in opengl or whatever you will find two color values you can tweak for light and material: diffuse/ambient. which will be picked based on normal/light relationship. however as normally those…
[ QUOTE ] I think the lack of shadows is what is killing it. Shadows in areas you would expect to see shadows and not just the harshly sharp shadows under players. It really helps games if artists bake some shadows into their textures. Some artists and AD's get fooled into thinking the defuse needs to be devoid of all…
I wasted lots and lots of time this year trying to find anything useful for content creation. Models/textures/ decals/ just nice alpha for brushes . Contrary to all that internet buzz and doom scenarios I found really nothing . All AI can generate is maybe some phone games fancy art : 2d pictures for a fantasy style "find…
"Warrior" is a modeling practice aimed at enhancing my hard surface skills in creating tactical clothing and gear, as well as improving my texturing abilities. I thoroughly enjoyed modeling this realistic 3D character and learned a great deal throughout the process, particularly while using Substance 3D Painter.…
I am going to be in #TheBsideOfDesign on the 24 of November in #LaSalle #Pachuca with a small #workshop about #Trims and #Modular structures #maya #substancepainter #unrealengine5 #3d #3dart #3dartist #enviornment #prop #gameart #gameartist #realistic #3dmodel #3dmodelling #games #lowpoly #realtime
Ok now I think I understand what you are talking about. First off let's be *very* precise. What you are specifically talking about is the look of the top and bottom edges of the embossed details. In other words, this whole thread is about this and only this (which if I am understanding you correctly comes from a 2D to…
Anger - UE5 Realtime Character Created in Blender, ZBrush, Substance Painter, Topogun, Marmoset Toolbag and Unreal. See more here: https://magnaludumcreatives.com/portfolio/3d-characters/
The maths are explained in the linked article. it's a simple texture lookup (gradient map) based on light contribution - i.e dot(light direction, surface normal) the nice thing here is that rangaros has used curve assets instead of textures to define the gradients. This replaces the engine modification described in the…
It´s time for me to get my stuff together and build a portfolio. But I got some questions before the game starts and that´s where it´s about you ^^ 1. I´m modeling (mainly characters). I do everything needed from the highpoly (Zbrush sculpts or good old max subdiv modeling) to the realtime mesh and of course I bake the…