Hello! I'm looking for Environment Artist (Unreal Engine 5.5) as a project partner. Our talent: We’re a small two-person indie team. My main profile is audio—sound design, music, dialogue—while I also manage coding, narrative and production (search wetdreamsexciter). My teammate is blocking out the world. We now need a…
The specular reflections are directly affected by the surface normals. For this asset you could try face-weighted normals, and see if it improves. I recently made a video about face-weighted normals, which is specifically for the 3d-batch-processing software made by my employer, but it might give you some ideas about how…
I personally spent some time studying Houdini decade or more ago but found a company would be reluctant to build their toolset on Houdini base. Same story in a way with Substance Designer actually which nobody uses really but me. Then I found all I ever wanted to do in Houdiny like complex arrays and scatter systems are…
@Noren Thanks for your feedback. The Main area was planned to be a bit more open space without trees so the view of the mountains would be visible as I had posted my main camera there. But yes, the angles with the shadow cast by the trees look better. I tried some shadows from volumetric clouds but after experimenting it…
Hi guys. Please leave threads and recommendations on textures for super huge spaceships. How to do it correctly to get the level of detail at the level of StarCitizen. So that on cruisers of one and a half kilometers when viewed from the first person there was clear detailing.
Welcome one and all to the 97th edition of the Bi-Monthly Environment Art Challenge for the months of July and August! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful…
Call me ignorant, but I wasn't even aware people wrote articles on LinkedIn. In the spirit of the article: That text png could have been a gif (or use a reduced color palette either way) and it's a bit blurry and crammed. But maybe there are size or format restrictions or it got processed during upload. Edit: And just in…
I didn't watch the videos, but two practical approaches would either be to model a "hair helmet" first and split that up, or model one strand, make UVs for that and perhaps even texture it and then assemble/merge your helmet from that while adjusting the models and textures (after rebaking to indiviual UVs) as needed.
Thanks for the critiques I went in and fixed (tried) all the problems you stated I noticed drastic improvement the ears it seems like it drifted away from its original spot while shaping the head next time I will put a guide overlay on top of the model so the features remain in their correct location sculpted with a 90mm…
Hi there, in every tutorial as soon as they turn on edit topology on a z-sphere the vertices show as small squares, but when I try it only shows the edges, does anyone know why this is occurring? My model Model from the tutorial