I think the ground stone was is too over scaled and a little uneven, if you're going for the overgrown look have some vines and the roots of trees interweaving through those huge stones. You also need a background blocker 2 or 3 layers at incremental distances to create ambiance. Some texture variation in the walls would…
New renders! 1) Removed the errant extra fret between the first fret and the nut lol. 2) Adjusted the roughness throughout the back. 3) added little more rust on the front and back of the headstock. 4) Fixed a normal and bake issue (on the headstock) that I hid in the original renders. 5) Redesigned the lighting for the…
Nice work. However I agree with gsokol in regards to materials, they could use some work. Even if the light spots are edge wear they would still be incorrect on the albiedo. The surface your shooting for seams to be a raw metal with a metallic coating or some kind of finish. So you're basically starting with one type of…
Pushing forward is a great idea. Your flat greys are really throwing the lighting off. Can see how your stonework could use more lighting, but throwing more lights at it is overblowing your whitebox materials. You might consider tuning your white material in the meantime so you can pump up your lighting. Other than that i…
I am pretty certain there are Matcaps for zbrush that can replicate this style and if not wouldnt be crazy complex to replicate. But yeah its important to test things early in as close as final shading as possible. These days you could possibly also just send a slightly lower subdiv level into your engine of choice and…
I re-worked the Lighting of the V8 Interceptor I made months ago in Unreal Engine 5 model made with ZBrush Maya SubstancePainter 3DSMax Full Project at https://lnkd.in/eHMzU78Q
The way I’ve done animated skyboxes is with a custom shader setup. This avoids performance problems from overdraw, makes sure skybox lighting is confined to only affecting the skybox, and generally optimizes everything. Because skyboxes can cover a significant percentage of the screen. A video here, using a custom engine.…
Different shaders use different specular lobes. Disney GGX is a commonly used one. Im guessing that’s why you’re seeing vastly different reflections at glancing angles… tools are probably using different ways to calculate how a roughness value will scatter the “rays” of light, and simulate the scattering of light that…
oh niceeee... this is looking very comfortable :) I'd say maybe on just the horns, add another pass on tonal value... push the brightness just a tad bit more so it's not the same values as the handle since its looking a little bit flat to me... also maybe add some rim light values coming from the bottom up along with…
For panoramas, you're going to stitch together multiple shots. A wide angle lens is good, but fisheye lenses are sort of overated. You would be better off getting a very wide lens that has little distortion, instead of a fisheye with massive distortion. You get a large view with the fisheye, but the corners are very warped…