I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…
Hi guys! This is my first technical topic here, and I hope I'm doing it correctly. I'm trying to create an interior like the one in this reference picture, but I can't seem to get the same lighting. I'm using a V-Ray dome to light the scene evenly and a V-Ray sun for the light on the wall. Generally, it looks okay, but as…
Loving this so far! I will say, the dark background through the stained glass (that bright-ish sunlight is shining one & through) isn't helping at the moment-- as it should be brighter through that crack, or the stained glass shouldn't be as bright as it is. It's kind of a weird concept, as it's a ruin, so where is the…
*sigh* So I got a sharp hair up my ass last night and went on a quest to figure out how to get my Cintiq Companion to do GPU intensive stuff like doing work in Substance Painter or Marmoset Toolbag. First, I thought, hey I can just run a remote desktop to my workstation, problem solved. Nope. I can't get pen pressure to…
Portfolio: https://www.artstation.com/oweneljayi Email: owenbussines@gmail.comDiscord: .mr.owen I’m a 3D Environment Artist focused on building high-quality, game-ready worlds in Unreal Engine. I work across both stylized and realistic projects, handling everything from modular kits and materials in Substance Designer to…
lights look to be to close to the wall, maybe change the lighting from one of the 3 options and move the lights. yappin: I always wanted a "customizable" lighting situation even down to fade control, and funnel "think light-saber", perhaps objects can be turned into lights? maybe that would help me out, probably to…
Hello, 1. Not at all. If the player can't see it and it doesn't cause performance or lighting issues, it doesn't matter. 2. Double sided materials are slightly more expensive, but IMO worth it if it means you don't have to manage double sided geo. Using both at the same time would be completely redundant. Note that in VR…
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As said above, good texturing with PBR materials, good lighting and 2dfx (like the smoke) and well optimised models. Here's a good quick example of high poly to low poly baked material use Source: https://www.reddit.com/r/blender/comments/1sgac0v/this_is_your_sign_to_learn_how_to_bake_normal_maps/ Or better yet here's a…
3 point lighting is your friend. There is a lot of reading to be found on the intertron, but I'll give you the skinny version. I'll mostly talk in terms of Max however most of this translates to just about any 3D app and most game engines you plan on using. This is geared toward people who have tried to light a scene and…