[Revshare] Recruiting a 3d Animator for a project that will split the revenue equity. Hi everyone, We are a professional team of three senior members, each with more than 10 years of experience. We have been developing our project since November 2025. We know exactly where we are heading and what we aim to achieve.…
what will be your final rendering style? are you going all in on the flat/non shading with hatching and strong contrasting outlines? because if so i would suggest, get that shading to work asap and check what you are doing in that shading. you can sculpt how ever much you want, the shader might eat it all.
Hi everybody! I'm KKamjang and work as a 3D Modeler(3D Artist). I am writing this article to share some tips with you and discuss what I experienced while creating "Witch's Cauldron" a fantasy genre
scene that I named myself, to give some fruitful lessons and helpful tips. This time I tried
to give more of a casual vibe to…
Hey Polycount! I’d like to share with you some of the work we've been doing on NoseBound, a stylized noir adventure game developed under my indie label Quarantine Interactive. NoseBound is a serialized, point-and-click detective game set in a surreal, dark, and gritty city inspired by 1940s noir cinema, with elements of…
Some things I noticed: The angle is really odd. Your lighting mainly seems to rely on an HDRI environment (of an empty office/industrial space?) rather than a studio setup. And if you did set lights, then the HDRI works against that. Some of the reflections seem to have little or no Fresnel falloff when facing the camera.…
On PC it is not so typical to cull on face level. Backface culling is basically a hardware feature, but frustum/occlusion culling not, you have to code your own algorithms leveraging GPU/CPU to do that. The static geometry of say good old quake/halflife levels indeed are culled on face level by CPU, prior sending to GPU,…
SkinShade4 is a "standard" material inside zbrush. If you open up the materials palette and expand the modifiers section you can check out all it's shader settings. It doesn't look like anything too complicated (just a slight increase in ambient contribution and blue tint in the specular from what I can tell). You could…
I'm running into a weird z-sorting issue with the standards shader in Unity 5. I have a prop with transparency. When applied to the model in render mode cutout. Things look fine. When render mode is set to transparent, the model has sorting issues. I recorded a 2 minute video explaining and showing the problem. Any help or…
Nope, BRDF is the complicated name for the equation(s) used for shading. Basically, given a surface and lights, it defines what color should be returned to the camera. Gouraud shading is the oldest and simpliest BRDF (edit:sorry i meant Lambert there. Gouraud shading is the vertex normal interpolation algo, not the actual…
Hey guys, I'm using a Dynamic Parameter node in my material to expose material parameters to the particle editor interface. But as far as I can tell the Dynamic Parameter seems to have a default value of 0. I used to have my animated shader results showing up nicely in the preview window so I could get a feel for how the…