Thanks guys! I am trying to get it done! I have a couple freelance things that popped up so I am doing a juggling act at the moment. I also need to submit my Final Guard set.... Hey admin! If you see this, could you change this thread to Warhammer - Guilty Gavel? I will not be able to get a helmet done in time to create a…
I ran into this issue on a lighting only project I did a while back, a decrepit building with very little pockets for light to come through. I pushed and pulled settings for a while and had to stop when I could no longer achieve the strength that I needed. However, for me, that was step one. Your directional usually can't…
Hello everyone. I have just now started 3D modelling again for the first time in many years. I was never very good but I've picked the hobby back up and I'm starting with this fanart project to shake off the rust and try to get into it. I am posting this because i desperately want tips and feedback so that I can improve…
While in any offline render it's subtle . I load ACES 1.1 config.ocio in Blender, set all materials to use utility- sRGB texture , HDRI background to linear sRGB and see nothing especially contrast or darker in midtones. It tame down overexposed areas as expected but nothing drastic otherwise . While our render looks…
@cmtanko: Thanks The light on the stairs is a directional light. Have you got a lightmass importance volume set up? This will improve any shadows baked in UDK and makes baking the lights quicker Re your questions/probs #I am getting harsh lighting in the inside room too[how did it went inside, does that mean I have hole or…
I'm just trying to understand your problem so I'm not giving bad advice. You have a regular texture with albedo, normal, roughness, etc. The top is your trim in which you need regular texture settings. The bottom is decals in which you need decal settings. If you change the texture to decal, it works fine but you can't use…
Hi All I've begun working on the last exam for my education, in this exam i'm supposed to make a 3D model of my own choice, what i choose to do with it, is my own choice. So, i'm working from this concept: http://i.imgur.com/3B21fuZ.jpg To make a model that i could theoretically use in a game. I'm not following the concept…
I love my job, I really like what I do and I couldn't be more happy with the pay, benefits and perks. But like every job there are a few downsides to it. So I'm at work watching my system render out 9720 frames of mini-cinematic animations at 15min a frame. Breaks down to roughly 100 days of nothing but straight rendering.…
I decided to try my hand at capturing textures with a cross polarizing light setup and this was the result of todays test. I generated albedo, normal and specular/roughness maps. The relevant equipment I used is as listed:* Canon 7D * Canon EF 28mm F1.8 USM * B+W Circular Polarizer * Canon 430EX II Flash * Manfrotto…
looks cool man, it is good to see that u have complete enviros in your portfolio. As to me it is better than just set of individual props. I should say though that two problems that i see are "construction" aspect of your work and sometimes texturing. Basically what I mean is that construction of some things is not correct…