From blank slate, or existing concept, I am self starting full autonomous professional artist with 20 years experience making all kinds of commercial art from graphic design to illustration aggressively looking for a position creating real time 3D assets to meet any budget or application. All PBR methods are known to me…
Hi, I worked on a car model and am posting some WIPs for the 3dmodel Car Render Challenge 2024.It's an AE86, which I based off a bunch of reference images and I believe toy model diagrams. The stills for the competition submission should be up in a couple of days.This car will also be featured in an upcoming short…
Yes smoothness on alpha and metallic on red. It's a bit silly use of textures, but well you can still make your own (surface) shader if needed. As for png, i never really got this format, or is it photoshop ? If it's pure transparent, how can you specify the color ? Seems to be a poor choice for packing single channel…
Hello, I am trying to use mesh decal for my models in Unreal, I have made a decal atlas like this: And my model like this (everything is combined into one mesh to import into Unreal): As you can see, the smaller decal face that I am selecting is supposed to be on the top of every other mesh decal. I have also purposely…
So after many many months of snail like progress, i finally managed to finish this guy! Quite an enjoyable ride (some during the hangouts!) and i learned a lot! ZBrush for Highres, hair/fur, textures and retopod mesh Maya and mental ray for the rig and renders. apologies a head of time for supermassive renders, Textured…
@*Sebastian Here's some topology routing solutions for slots that run across curved surfaces and need to resolve to quad geometry. Support loops and shapes that cross perpendicular to the edges of the underlying curve typically won't disrupt the segment spacing in a way that could cause residual triangles or undesired…
Here's how my scene looks now: Here's how i'd like it to look (done really fast in photoshop): Anyone have some advice for getting cast shadows on terrain? I tried subdividing it more but that just caused it to crash when i baked. Dynamic shadows have proven useless as their draw range is very short. Any advice is…