I seem to have got this technique down quite well. slightly high poly, but still ok I think, with LOD's or just turning off the bevels so make the normal sole, subdivide once, so you have a smooth shape, then cut in to it and extrude. You can still subdivide it because the bevels act as support loops. Bit of a pain to…
might take a look at plasticity at some point - fusion 360workflow looks interesting too so I finally managed to render metallic blue :) might move the rear decal down a bit I have actually improved the shader a bit. 2 methods, one with white albedo/colured coat tint, one with coloured albedo, not quite sure yet
yes, lots, and i was researching into how to make realistic web without looking toony or too cliche. Are there any techniques you could recommend that are effective?
At the moment, I am developing a horror game environment for my final major project at university, drawing inspiration from Highgate Cemetery, Victorian spiritualism, and classic British/American horror films like Hellraiser and The Exorcist. My tutor recently shared on Polycount that he visited Highgate Cemetery after…
so i decided to tidy up my scene by appending to a new file. seems to have improved something. Used Blender 5.0 release version( cycles) Some of the textures, like the pavement were saved as SRGB, but were insanely bright in the viewport. Appending to a new file seems to have fixed some of the issues. For example the car…
Hi everyone! I'd like to share one of my portfolio projects: a hairstyle created for Replika AI - implemented and rendered in the Unity engine. This is a real-time hair asset created using Ornatrix for 3ds Max with the "Branching Workflow" technique. This method is excellent for creating natural-looking hairstyles with…
so i developed this setup for Blender real time compositor, makes a lot of difference to the viewport qualityin both eevee and cycles. Its basically a sharpen setup, seems to bring out a lot more detaili tried it with mix, but add seems to work quite well, not quite as harsh. it's the filter node set to box sharpenOriginal…
Nice! Doing some velvet myself at the moment (not realtime, though) and looked up your solution for the "combing" direction. Turned out to be a quite similar approach. I used two noises in the red and green channel. Good enough.