Update : small rubble kit . Lots of fun sculpting and texturing it in Painter. Also helped me not to go insane while patiently learning S. Designer :D ( to do similar things more procedurally , i'm watching some great tutorials like Rogelio olguin's) Also experimenting with detail textures : this one is doing surprisingly…
@Dmorgan Absolutely not too late! Glad to see you're keeping up with it and working to get it all finished. =) I'd say you have a good shape going on with everything in place. At this point, I'd just refine the texture work you've got with it. Right now it looks like you're using some noise textures but I would recommend…
Update# I have been working on the details of the face and body; here is the progress. For the face, I have used different references to understand his prominent facial features and try to achieve likeness from there. I have also optimized the topology of the clothing for SubD in ZBrush, added thickness, and enhanced the…
The video is sadly not available in my country, but I read the articles you linked. I completely agree, that there is no discussion wether the icecaps are receeding, that is a pretty well established fact. The thing is whether or not this is caused by human intervention, or more importantly if it is such a tradgedy?…
I guess Substrate is the solution for having metal partially blended with non-metalic surfaces like dirt and paint without the problems the metalness workflow had with such blended materials? But what workflow and export settings would you use for Substance painter > UE5 substrate to get the correct effect?
tbh the issues in first post look like a triangulation mismatch between baker and renderer to me. put that turn to poly limited to 3 on top of your stack and use that to bake and rendering (in engine, or max) and as long as the tangentspace is synced (ie. MikkT) it should not happen like that. its a bit odd as it looks…
so progress on this so far. Here are some test renders. Looking to get feedback on my texturing. I'm going for a used look, not completely destroyed/damaged. Just a few years old maybe. I also would like to know if this is in the direction of being portfolio quality game asset. as that is my ultimate goal. I will post the…
kwshipman- Thank you very much for taking the time to make the detailed images you did! I really like the roof tutorial, I was under the now false impression that i couldn't ad those polys for it would be to much. But now i know otherwise thanks so much i do agree with all the improvements you spoke of and will change them…
Hi all, I am a 3D artist in the UK and was hoping to share my work. I have previously worked with several game developers like Manchester-based Clever Beans on titles such as 'Gods Will Fall', and the fantasy game 'Cloudborn', from the team at Antler Interactive. I have experience with several studios including Sony,…
"I always see these kind of weird edge loops when doing SubD modeling, but I'm not sure if it's supposed to look like that..." well, you're only seeing expected behavior when a particular sub division algorithm (there are various types) is applied too a low poly cage, in which shading is controlled by edge loops "What's…