It looks great! The only thing that slightly bothers me though is the stone wall material of the church (not non-modeled ones) come off as just a touch too flat compared to the rest of the building. And really this is a very picky observation, I love the whole piece. It could be that maybe the diffuse for the shadowing is…
@ BradMyers82-- Thank you sir! The presentation in this pic is a bit random, I admit, but I wanted to show the sword at extreme angles, where I thought the light hit it the best so you can see some of the major details, especially in the hilt. And my shots are actually real time screen grabs w/ the textured/colored…
Having at least one frontal lamp like in Maya gives a nice Fresnel effect. The other lamps can give some more nuance. I wanted to change the light direction based on rotation (instead of mouse-dragging the sphere widget), so I wrote this: import bpy If you open a Text view in Blender, click New (to create a blank text…
Hey guys, I have been working on a Ka-Bar combat knife which features a long blade. In order to get the most UV density I cut the Blade UV in half and would rely on tri-planar mapping in Substance Painter to get around the seam. I applied smoothing groups to UVs and baked. I don't get any visible seam with the textures but…
This is a lowpoly tank I have been working on ( a bit simplyfied from original). Comments and critics welcome. Tris: 1400 Textures: Diffuse, Spec, Alpha
Hi guys, I would like to show you my newest creation, Lucy. I made her for the ART WAR 2 competition. She is a futuristic fighter in a world of darkness. Enjoy. My ART WAR 2 thread at cubebrush: https://forums.cubebrush.co/t/final-artwar-2-3d-lucy-fantasymaster/4622/1 My Artstation: https://www.artstation.com/fantasymaster
Hi everyone, I’m looking for a character artist to collaborate on the lead protagonist for my upcoming series, Vapor Logic. The Project: Vapor Logic is a series that will be premiering on YouTube. It’s set in a world that blends a heavy Vaporwave aesthetic (neon palettes, glitch vibes, surrealism) with Demonic/Supernatural…
Heya, this is an unfinished prop project I found from the depths of my old computer -- plan is to give it a fresh coat of paint and wrap it up :smile: Old version for context: So far I've reworked the model -- I changed and redid some parts for more interest in the forms and silhouette. Next up is to give it a Zbrush pass…
So I'm currently implementing substance workflow at work and my task is to make materials for weapon customization - i.e. dirt/wear/base materials and so on. It will be used on the character screen and should be updated real time. So any tips? So far I only know that uniform color nodes should be as low res as possible (up…