I found this article pretty informative, about how to spot AI fakes, and whether it's ultimately a losing battle (or not!). https://www.science.org/content/article/deepfakes-are-everywhere-godfather-digital-forensics-fighting-back One thing I found a little bit annoying was their reliance on perspective lines to help…
Ugh, unfortunately the bullshit detector was right. :( https://www.cgtrader.com/3d-models/vehicle/industrial-vehicle/komatsu-fh50-dirty Sure, you'll get a portfolio finished in record time, but then someone hires you to model something, and you can't find it online already... what happens then? They'll see through your…
Firstly, Chris, great work man! This came together beautifully! The left half of image 3 blows my mind. Great color and variation - who would have thought rocks, foliage, and fog could come together for an experience that sensual? I only have one, very minor critique. It concerns the right third in image 2. I feel there…
Apply Here Job Summary This position will be hired for our Dallas Studio, Project Flight School The 3D Artist is a CG generalist able to perform a wide variety of artistic tasks in the Game Development process, related to asset creation and implementation into the final product. Candidates should be able to assess the…
Hey there, nice progress so far! One of the first things that jumped out to me was the evergreen trees in the mid-background. They all look the same for the most part, which really breaks the immersion (most of that problem is centered around the silhouette up top). This could be fixed by simply rotating them a bit, but it…
Hehe, that's pretty cool. I like how it's up on blocks and the tyres are deflated :) Not sure if it's just your lighting setup, but it looks like the normal and specular aren't really doing much for this, mostly it seems like matte diffuse. What does it look like if you render it with just a flat grey diffuse texture…
I agree the lighting looks weird. Of course in a 3d enviro you're always gonna have 'bad angles'. But for a static shot you can achieve a 'perfect angle'. Right now it's really bright and suggests daytime, but your skybox suggests night time. Also, seems like the light is coming from right behind the player, which makes it…
Hey guys, So this was a relighting exercise using a scene from Liam Tart I was trying to capture the mood of a deep space dreadful atmosphere, one that is prevalent in the Alien movies, and give it a cinematic quality treatment. I added some blood decals to spice up the vibe even more. More and better res pictures here…
I'm wondering if anyone knows how to bake information from a low poly character, with the normal mapping texture info in a lit scene, into a texture file? I'm toying with Surface Sampler, toying with the "Diffuse Map" and "Lit and Shaded Color Map" output settings and so far I'm getting black image files.
You are about right. Well, I rendered in production, but try to keep my lightmaps as low as I could to speed up the renderings, I thought resolution was more or less good, but if it popped up for you I might have to increase then for the next versions. The only problem its that light baking takes a lot, so I have to do it…