Hi all, Started a new scene last week, looking for some feedback on it! Quick summary of theme: Based in Melbourne, Australia. A classic Italian-themed Gelataria with a contemporary twist is being renovated by a passionate young couple with Italian heritage. The couple are in the process of preparing the store for its…
Thanks for an example poopipe Can you make such brick wall with different brick objects ,different size and orientation, a window inserted for example, using different parts of texture atlas / doing UV shifts ? I.e something helpful to build procedural something from trim textures ? I always found it's kind of too complex…
I've got a 1m x 50cm barrell. It's a unique asset (not on a trim). The textel density in the scene is 4m = 2048px. If I stay consistent with the texel density, I'm not fully using UV space. Should it be this way? I'm thinking that maybe multiple objects should share the same texture in that case, but that could cause many…
Hey guys, I'm new here, however I'd love to receive a quick portfolio review for a Junior 3D position at games industry, mostly as prop/environment artist. I'm not sure if my skillset is enough? How I can improve it? Should I delete something from there? https://www.artstation.com/markovca I'm still working on personal…
Hey guys! This project was made throughout the year under the mentorship of Ryan Benno. The goals were to work with modular pieces, trim textures, tile textures and world align textures. This scene was inspired by my favorite movie Taxi Driver. More Shots and Video on my…
I am working on doing a small scene based on the Dead Space franchise. Although, my environment takes place underwater, where the Unitologists hold the last marker. There are two parts of the scene, one where you can look at the ocean, the dome where the city is,etc.The second part is just the end of the hallway. I'm…
Yes - calibrated means they come with numbers you can use to set them up correctly in your renderer (assuming you have the control to do so) These are calibrated (or at least i'm reliably informed they are) https://polyhaven.com/hdris I don't think you can just drop the files into painter and they'll magically work -…
Dirt could be done with a decal sheet or blend shader that uses some type of mask(s) or vert colors. The edges probably could be tackled with a trim sheet. I think yoiu could get that painterly surface imperfection on the edges that way easily and not have to mess with beveling every edge and vert normals.…
Some major updates and changes to this. I have a block out I had done and was using trim sheets to mess with. I wasn't very happy with it though so I am going back and sculpting more of the props out so I can get them more in the direction I wanted. Anyways, I'll throw down the block in to show the progresion, but it's not…
@L3XICON: Looking good!! Though I agree on the handle, it'd be nice to see it looking a little less perfect and the leather more obviously bound, maybe with some strap width variation, like the image in your moodboard.. Helmets! I am particularly fond of the face shape inspired ones, as they feel very saxon and give lots…