Job description Calling all experienced technical artists! Do you have a burning curiosity about how the technology you’re using actually works, and how you can push it even further? Could you see yourself working with cutting-edge automotive embedded graphics technology? Our Design Services team is looking for 2-3 more…
I want to make this house in UE4 at a photorealistic level: UE4 archviz has been around for a while and creating small scandinavian apartments just doesn't cut it anymore. Creating this magnificent home would really put me on the map and I'm sure it would lead to a job. I am willing to spend 6 months on it as well. (in…
Hello, im new to dDo and try it at the moment. I Export a very simple mesh from Maya to a Triangulated OBJ. Uv Map is right the ID Map is generated by NightshadeBlockout.py Problem is: The mesh is right loaded (seeing in 3Do correcktly) ID map isn't in the right Position (see Screenshot) What i Try: Exported to Single…
I like it nice work =) Crits: - I agree with Shep on the fog. - I like the glow on the lights you first had, now its being blown out and destroying the light guard detail which makes the shadows on the floor hard to understand. - There's a little too much ambient light. - You could probably take out the light in the…
Just thinking out loud here, haven't really got a chance to test this theory. But what if the color texture already has a pretty dark/near black texture? Then multiplying the AO into the diffuse won't amplify the dark effect that much. In that case you ought to benefit more from multiplying a separate AO map into the…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Dan! - I like the idea as well, so I hope I don't screw it up. ;) Skyerzz - Thanks! Prima ballerina from the future! I might pick up some of those light details. So here's some nights' progress - quick blockout and color coding I'm not so sure about the turntables, I need to exaggerate more & of course all the small dangly…
I know this is early on, but once you get more in there you'll definitely need to do a lot with the lighting and colors to evoke the same mood as the photograph. Looking good so far, though! I'm not really sold on the leaves though, you might work on another underbrush texture to mix in there, and vary up the leaves more.…
looks real nice, I second edwardE's comments. The knotted tex/trim doesnt really feel right with the style and the scale of it is throwing me off as a viewer. just fix up the scale of the sidewalk and the rest should seem in scale I think. See what you can do about the spec on the brickwork but sometimes if lighting is…
You can check normal direction on an object by turning off two sided lighting. The normals facing "up" will shade normally, and the other side will be shaded black. If this is the case then click your object and go to normals>reverse normals.