This popcorn machine is a prop I created to work on my hard surface modeling skills as part of my journey to become a better prop artist. Tools Used: * Modeling: Maya * Texturing: Substance Painter, Photoshop * Rendering: Marmoset Toolbag 4 One unique aspect of this project was the popcorn itself. I 3D scanned real popcorn…
KitBash3D is always looking for skilled 3D modelers with a passion for building worlds and contributing to the art community. While we are not actively hiring for this role, we collect applications on an ongoing basis. If you're interested in working with us in the future, you can submit an application here to be added to…
You really dont need to download some readymade for you stuff. Model a chainlink, put a few in a row. Render/bakea tiling bit. Use that on your low Or you might as well just paint it, really
I mostly use 3dsmax and speed tree to assemble my foliage. In max I do a high quality render from a specific camera set up in the scene to render geo-to-opacity. I try not to use opacity in the high poly because it never works in any of the rendering engines I've used. Opacity to Opacity rendering is one of the more…
Have fun diving deep into this game ready asset! ”Card Gun” 3D rendered adaptation of a concept by: https://iwse.artstation.com/ Modeled in Maya and ZBrush, painted in Substance Painter 3D, Rendered in UnrealEngine
Hello! This is my first time posting here, I hope I get things right but don't hesitate to point out any mistake I make. I'm a 3D artist specialized in environments and in stylized 3D for real-time rendering. I love it when my work can run on a potato, hand painting textures bring me joy.I used to work with 3Dsmax, now I'm…
The Render Scene dialog is barely functional, you are definitely staring into the abyss and its staring back at you. I hate the thing with a passion and it knows it. It uses every chance it can to ruin my day. Like rendering a muti-frame job from batch render to a single frame if single is checked on in the render dialog…
The version I looked at wasn't on the latest designer and doesn't use a while loop. The progressive down-sampling takes the place of a loop. It may be hard to reproduce in blender. If this were a glsl/hlsl shader you'd need to render a texture for each downsample at least and possibly to handle some of the composition
Hi Polycount! I thought to share my recent likeness study here too. I Practiced recreating Cassian Andor (portrayed by Diego Luna) with a real-time render in Unreal Engine 5. Artstation link: https://www.artstation.com/artwork/8BG5E6 Thanks for looking. Even though I am finished with this project I am still happy to hear…