Hello fellow artist. Today i come to thee in search of your feedback skills. I recently started making some 3d environments (some based on concept art and others on some ideas that i get) Though none of them are of any outstanding level and thats why im here now. I want to start searching for true feedback from anyone…
Hey folks, Living Factory is looking for a team member. I'm GATO, the lead designer and one of the lead programmers in our startup. While we don't only do games, games have been my passion since I first learned how to write BASIC on our old Dell Dimension 286. While I have many fairly fleshed out game ideas in the works,…
Precisely. But when you render with best render, you get a dark border, which shows up in photoshop: your texture therefore won't tile, because the dark seam will be there. OR because you used materials that react to the Sun-light position, therefore the left and right (or top/down) edges of your render won't match ==>…
Thanks for the advice gnoop! Went and looked into Blender's bevel shader, baked it into a normal map, then imported said map to Substance Painter: It's not perfect, but it's a hell of a lot cleaner than the others. I could hide whats left of the artifacts with dirt or grunge. Although the artifacts become more apparent…
Can recommend watching this video:https://youtu.be/1H3xQaf7BFI?si=vNGZnqMnXA8PRZV5&t=9071(did not want it embedded) on the side lines if you got a chance and trying to "import" or whatever you got to do, to get this guy to make a 4090 with 48gbs of vram that (for me) would've been to go to if i had the options available to…
Very nice project, looking forward to the finished piece! Great points from Mark, though I'd add that daub protruding beyond the beams isn't that uncommon depending on location. You'll see plenty of that in Alsace for example. Also this is pretty much a fantasy painting, imo, despite the name. Larger than life…
It looks like padding just doesn't get displayed in Painters 2d/UV view. The actual baked map should have padding based on the dilation value set, so ideally no tweaks outside of painter should be necessary (which would have to be repeated on each subsequent bake when UVs changed). What does the baked AO map look like? I…
Wow thank you very much Mike, really appreciate your insight plus YT info which I'll definitely look into : ) I'm revisiting the Kingtiger tank project linked in my sig, after many a year decaying through obvious inattention....nay to be blunt unadulterated laziness hence the query for an alternate modeling method that may…
Yea "do it in post" its the easist and fastest way. If you're set on doing it all in the scene here are some things to try: - When rendering, geometry will always be faster than complex opacity shaders. Vailias touched on this and I explained it in a bit more detail HERE. But basically rays are shot out from the…