Ah ok. Right. This is what I am doing for the first time using Blender (with a character that has some mechanical parts like a shovel). Blender, ZB and SP is all you really need. This is what I do: Forget remesher, it shines when you want to up your detail of the main sculpt. -Separate the chest from the lock. Clown paint…
https://www.unrealengine.com/marketplace/arctic-alien-base Modular Arctic Alien Base Environment and Props pack with high-resolution PBR textures. The package contains 2 types of materials for each model: Rusty with snow and Clean Metal. It is possible to draw snow on each model using Vertex Paint. Features: * PBR textures…
Hi, Just as Skeleton Warrior this model was made for Flying Wild Hog last year. Actually he was created before the skeleton and was my 3rd character at all. Also it was first try to make proper PBR materials for metalness/roughness workflow. For me the biggest problem was to belive that what I see is black in PBR. I was…
Nice project! In terms of modeling you have a fairly clean lowpoly mesh, good work here. I think it could use more polys all around since you have very visible facetting, especially on the big round dial in the middle and on the corner piece with where the lanyard is attached. In terms of proportions you have a few errors,…
First I would suggest deciding which game engine you're exporting to. They each have different constraints on material setups, and how to get content out of your DCC app (3ds Max). Then learn from their help docs. Unreal…
@RyanB It is for PC. I didn't know they added the support in the end! @radiancef0rge So it is not a rule of thumb for PBR? I read here that it is "typical practice in PBR to use a linear pipeline". Indeed I mistakenly assumed it was always used. Because metal/roughness/etc.. represent 'values used for math' and would be…
@Olli. Thanks for the great feedback (btw, awesome beretta you got there way out of my league :D ), I went back and redid the slide like you suggested, I realize that I don't follow the reference on point, but my focus is mainly the technique on this piece. I went on to bake this to a low poly ~4.5k tris, 2k textures. I'd…
We are building an immersive VR shooter game and are looking for 3 key team members to join us on-site in Ankara for a 1+1 year development cycle. We’re offering accommodation and meals covered—all you need to bring is your skill, passion, and drive. Open Positions: We’re looking for individuals with experience in one or…
Not sure if this is the right place to ask but if I would like to make the lamps/holograms cast light on the panels how would I achieve this with PBR? One of the core tenets of PBR is that the albedo shouldn't have any lighting information, but aside from placing the baked lighting there I don't know where it could…