I understand what you're trying to achieve now...as you said it doesn't read clearly and that's down to lighting so shouldn't be too hard to fix. Although there might not be enough space for the sides to read clearly. I'll have a look and share my thoughts later. And the one on the right looks better!
I have two meshes that are overlapping together, this supposed to give me a shadow that covers the directional light illuminated from behind these two meshes but there is still a light that passed through in between them, the two meshes behind the chairs have two sided lighting but the floor isnt. I've rebuilt the lighting…
For this assignment we have to create a building using modular assets that snap together. Earlier this year I made a game concept titled Spicy Jam so will be recreating one of the environments (the Subway/underground) for this project. I didn't get to make concept art so got advice to pick an existing train station to base…
model **3D model the Sig Sauer Romeo5 Red Dot Sight.** * Made in Blender, Substance Painter, and Marmoset Toolbag. * I used 4K Textures for the scope, and 1K texture (roughness only) for the lens. * *Polycount:16973* * *Vertex count:8916* https://www.cgtrader.com/products/sig-sauer-romeo5-red-dot-sight
The uv stuff would be great, but right now Im using google's model-viewer which is kinda limited, Im not sure thats possible right now. Switching to a custom 3d engine would open up more possibilities.
lightmaps do funky stuff when they aren't receiving any light, or barely any. you can either turn up lightmap resolution or add a skylight or some other light so that lightmass can correctly calculate the lighting for that mesh. it can be real dim so that you still get a similar effect. if that doesn't work, maybe disable…
No thats right, you generally want to have a bit of specular, and a point/directional light to really show off the shape as well. Ambocc is all well and good, it just shouldn't be the only compontent of the render as it really tends to hide a lot. Making sure you dont have a bright white material helps as well =)
Im really bad at lighting both in 3DSMax and other software i.e Mudbox, UE4 Unity and i really want to learn more. I have a basic 3 point light setup but using that to light and make the asset look good is not a strong suit. Be it characters, or weapons my renders never seem to look great. So im wondering if you consummate…
Hmm, that would definitely give me more control over the lighting. Actually, I have a render test right here. Right now I'm trying to figure out how to get the lighting even between the background, the bot, and the pilot inside. I'm having tremendous difficulties. I've found I need to make the jellybot light in the back…
Hey, I looked into a few of your threads and you're making great progress overall. A few points so far that stand out when your work is lined up like this; I don't think it's worth the initial appearance of having more projects, when two of them are, well... rectangles. The alarm clock and air conditioner aren't super…