Hey man, you got a few baking errors that would need fixing. Or are those decals? Worst offender I see is at the front fender. btw; did you happen to use my HP render method in those first beauty renders? they look similar to the technique I showed in my engine video.
Megascan does around 0.83. Some guides tells it's 0.76. Chat GPT told me 0.75. Adobe substance libraries have a lot of around 0.5-0.6. Textures.com are in range of 0.75-0.9. It all gave pretty subtle difference in our old renderer and Megacan ones looked almost matte and now 0.76 looks like a nuke when the sun is around 25…
Hi, everyone! I've decided to start a new topic to share my progress on a personal project I'm currently working on. The turret was my old test task back in 2019. Unfortunately, it wasn’t successful, and I was quite frustrated that I didn't even get a single line of feedback on it. But time has passed, I looked at it again…
I have encountered a problem - when I have multiple different texel densities on UV islands, Painter incorrectly renders normals. This is a test mesh in Blender - the rectangle has denser UV: Here we have incorrect normals in Painter with a visible rectangle: But when tessellation is on, height is rendered correctly, while…
Hey this is looking cool. I think your current render is looking a bit flat, the ground in particular is looking very low resolution. Take a close look at your main ref, in fact it’s really good to put it side-by-side with your render, helps to identify where the render is lacking. The circular snow mounds are looking…
Dusted off the scene and began work on texturing it, started with the first texture pass on my Repair Door (still need to throw it into UE4 and setup my glass and emissive just a marmoset render), still haven't set the base metal for the station so the surrounding metal is still WIP Using this as a base to texture the…
I have a weird Painter behavior where it change flat to smooth shading on decimated Zbrush hi poly object , It makes the baked normal map sort of blurry vs Designer or Blender bakers . Does anyone know a trick to workaround it ? Painter writes: [Scene 3d] [FBX] mesh normals are invalid (some values are null) and will be…
Rick: Make/find a normal-mapped human face texture with a metallic iridescent green necklace or something, render one with a greyscale spec map, render the same angle with exactly the same textures but a colour spec map (make sure it looks GOOD first!), and put those side by side in your tech doc. Let the reader's eyes do…
I don't get the comments about the gun being too high poly since he stated on the first post it is supposed to be a high poly model. :/ The models looks good, but the renders look a bit monotone. Maybe the textures lack contrast, or it might be the lack of proper lighting on the rendesr. Try using Catmull-Rom when…
Hello everyone! I've been working on a personal project for my first portfolio post (I was aiming to post it on Artstation). But I am a bit anxious if it's even worthy or what is needed to post it so it's appealing. My goal was to make a cinematic Orc Warrior in the style of Warcraft cinematics, I've grown up with Warcraft…