Testing image to 3d AI, right 2 are AI images from Pinterest, left 2 are images by concept artists (originals shared below). All images were processed in Gemini to get desired results in free version of 3d AI tool. While the geometry is horrible, it can be fixed with AI toplogoy tools like RapidPipeline or even in Zbrush,…
I'd suggest to avoid flat surface vertices as much as possible, the only "rule" that would allow to let a little vertex in the middle of a flat surface would be "avoid tiny-long triangles", else, there's no need to put vertices in the middle of a flat surface
If you are an artist, it won't take you by surprise if I say I have a lot of art blocks and sometimes I struggle with lack of confidence in my work. The following drawings are the highlights of my last 6 months, and today I can say I'm happy with the way things are going on, but trust me, this pictures hide a looooot of…
I concur with the consensus of leading straight into your gallery with larger thumbnails or your best piece big with medium-res thumbnails underneath, perhaps. Other suggestions like no Flash are good too. And I agree that in your reel the wireframes are more distracting than helpful. They're too dense to mean much if the…
hey there some updates from the project: @ shep: thanks for your advice. I looked at your portfolio and I think I know what you mean. I tried to rework a small area of the model in the way you suggested. I experienced that it would require a major overhaul of the whole model. Which would really take me some time. So I…
@TorQue[MoD] Well, after some more digging around I came across something that I haven't seen before(in the many, many threads and vid tuts I've read/watched on lightmaps) It turns out you're not crazy after all. :) This explanation from Epic pretty much wraps up this mystery. It's pretty shit but at least you can move on…
This will save you hours of frustration. There is a lightmapping issue in UE4 that can't be resolved no matter what you do. It means modular seams on clean pieces will give shading errors. No amount of fiddling with lightmap UVs will solve it. It's a known limitation of the engine and is stated by Epic. Another trick is…
@pmiller001: Floating Geometry is a technique to make modeling surface detail easier in some cases. It allows you to model higher detail on large surfaces, without having to fit the topology of the surface around the detail to the increased polycount in that area. Have a look here and here.
26 new alphas have been added to Hard-Surface Alphas Vol.3 you can get them in both the Hard-Surface Collection and the Hard-Surface Alphas Vol.3 standalone product. DL & Preview - https://www.artstation.com/artwork/58gbzw
If you read Bryan Cavett's post, you'll see he puts the SSS map into the slot for the back-surface scatter colour. Basically that means that any sub-surface scattering effecting showing through a back surface will be tinted towards the colour in the SSS map.