These are just my two cents from the perspective of a stylistic prop artist, but hopefully some of my words might help a little! As others have suggested in this thread, in regard to not having experience, you could always try your hand at freelancing/commission work for indie devs. While they may not be able to provide a…
*points at his signature* Balancing time... that is way more difficult than it seems, especially if you do not have a 9-5 style job. We rely heavily on work boards like Strikebase or Trello. This allows us to schedule out a day (or many days) to some degree and prioritize things. Part of that may be time put in for…
1 day before UE5 came out i wanted to do some laser tests and it worked out somewhat: Matters cause when the light touches eachother they do the equivalent lighting color or a full on white https://www.artstation.com/artwork/GaNwbz Then this morning i did a Stained glass cathedral test and it was a little more involved but…
Refraction is the correct shading model to use for something like this. You'll want to create a mask and load it into the Mask Map slot in the Tansmission panel. White values = full refractive/transparent, while black values = opaque. For instance, if the metal bars were part of your glass texture, you would want those to…
The models and materials all look pretty good. I think the lighting could use a bit more work though. The lighting doesn't match the sky outside too well. It looks clear, mid-day outside, but the soft desaturated lighting inside looks more like overcast type lighting to me and it sucks some of the life and color out of the…
Picked up the collector's edition last night at midnight. It's not quite at the same level as the Wings of Liberty CE, but is still quite good. The WoL CE came with plenty of great extras, but what really put it above and beyond was the USB drive it came with. A USB drive that looked exactly like Jim Raynor's dog tag from…
There's a reason why the material looks transparent? Have you enabled some kind of X-Ray view? To fix this specific problem is simple, follow poopipe advice, which is add more edge loops, in these places: You can "improve" the smoothing of the mesh by adding more edges: You need to avoid edges that terminate into nothing,…
Hey Quack, with Toolbag 2.05, we updated the xnormal tangent space as well as the explicit tangents loading (substance guys: this may interest you as well). Not entirely related to this thread, but if you load your mesh in TB it should read the tangents correctly now. If you have time/are interested, it would be cool to…
The cost totally depends on your renderer. Back in the day area light capable raytracers wound up casting a huge amount of rays for area lights of any significant size, while the quality compared to a bunch of pointlights was not terribly different so long as the relative angle between each point light and the object was…
Day 1 of modeling: I am not entirely sure how I should model everything. I know the roof will be a plane for the 'game model' but I am not sure what to do about the tiles in the high poly. I was thinking probably just make a bunch of shingles and layering them. Would that be the best way? Guild Wars 2 had a bunch of really…