Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
Thanks for the feedback! I’ve been pondering on this. Now I don’t want to go full-on anime and would rather stick to something more naturalistic, but I think you are right. I talked about it with friends and we compared the render with the model in the viewport, one of them noted that the iris might be too big while not…
Here's another one of these speed modeling projects. A guy sitting down having a coffee. Woohoo. This one took about 15 hours again, I spend 75% of it on his head, though, because I also tried to blend face texture and an ear and free-painted texture paint in Blender, matching all the values/hues together to make it look…
Thanks for the explanation! I've done something similar using geometry nodes in the past and I assure that one is the slowest way to do it! Your baker was pretty fast considering the other options to get height maps in Blender. It could be that I just don't know how to get a good AO-derived cavity map in Blender, but even…
Hahaha, first 3d Model (by myself, I was doing shit/editing with milkshape before this however). Skinned before the model was UV mapped (I was confused). Still quite proud of him. As you can see dated 7/7/01 making me 13. My first skin (none edited, again I was editing before with The Sims) and again, skinned before the…
Wow, haven't done much in a long time. I blame the heat, I can't work like that! @Natetheartist, I had experimented with materials and texture channels between sending that note and you posting here, so I had figured out that I could just use a second channel and be done with it. In this case atleast. Afaik UDK only…
Oh, found some more old info... Make sure to check your bones before creating animation, since any animation that exists on the negative-scaled bones will need to be re-created once the bones are reset to a positive scale. To check if any bones have non-uniform scale, select a bone and choose the icon Select and…
Unfortunately no one pmed me had the experience with what I needed. So here's a render to get more people interested. I really believe that this is a good product. If you don't know what I'm talking about, visit this thread http://www.polycount.com/forum/showthread.php?t=135432 Thanks. Render: http://imgur.com/mqcgeUK
I have a lamp with a standard vray mtl applied to the main body and a doublesided material applied to the translucent area around the light. I am having a problem thought that light is escaping through the non translucent base section and illuminating the pole in a wierd way. Do you know what I should do to prevent this?