@Tom_Axler The time frame is there to provide that structure that can be useful when simply trying to overcome the choice paralysis of where to start that's so easy to get into. In the end though, reaching the finish line is the most important part and I'm grateful that both you and @LeonDreiling kept at it. Just finishing…
hi! I'm a student currently working on a piece of work to create an environment that is affected by rain with possible rain animations in the scene. I have been creating some assets in blender and texturing both in blender and substance painter. I tried to add some water droplets to this sign but am looking for some…
Hey y'all, I have finally published my work but still feel like it could use some more iterations before I let it go. I'll post some images below: In this project, I also created With artwork lended to me by a friend, I also made an alternative skin: The plan is to gather feedback and re-render all of the shots in marmoset…
Hi everyone! I am currently looking for new opportunities as an Environment / 3D Artist. Portfolio: https://www.artstation.com/kimshyuen18 I specialize in: * Stylized Art: Creating stylized props and environments, covering everything from initial design and texturing to final engine implementation. I'm also comfortable…
Check out my latest work at Behance: https://www.behance.net/gallery/236280877/Summer-Eternal-Analog-medium-of-a-Vinyl-and-a-Book I've also been active posting new work on FAB and Renderosity, links below: https://www.renderosity.com/marketplace/vendors/FV_Design https://www.fab.com/sellers/FV Design Artist profile on…
Hi guys, I'm new to UE5, and I'm encountering an issue with AO maps. Here are my troubleshooting steps: I adjusted the AO inside the PPV, and added these scripts: 1. Ambient Occlusion - Post process fix: r.Lumen.DiffuseIndirect.SSAO 1r.Lumen.ScreenProbeGather.ShortRangeAO 0It works with overall AO of the scene but not the…
Very nice. Definitely better than any student work I ever produced :+1: Agreed with illumisanic. Something I notice in grad work is that its common to spend a lot of triangles in small fine detail areas while neglecting the larger silhouette. If you take some of the triangles out of the high density areas and spend them in…
Just posting some work that I finally completed earlier this year. It sat for many years as a blockout on my hard drive. Due to some down time, I was able to start working on it at the end of last year. Inspired by one of Tor Frick's pieces, as well as work on some of the Alien films I wanted to tackle some science fiction…
Hi, we are a group of friends working on a story driven adventure. The story is inspired by true events based on the life of a puppet master in the state of Rajasthan, India; revealed through a puppet. What's the progress? We're currently at the start of the project. We have laid out our basic game mechanics and we are…
I’ve been trying to get cleaner highlight flow on this model, but I keep running into issues where the highlights feel muddy or break abruptly — especially on larger surfaces and edges. I’m working in Toolbag using HDRI + a few lights. From a modeling standpoint the surfaces should be clean, but the highlight flow still…