UPDATE: I have an update! SUBHEAD: Unexpected Pitfalls So I got sick of microslop's shit for the very last time in November of last year. I didn't post on microslop's forums that I was switching to linux, and then keep using microslop's products. I just did a buncha research about which distro would be best for me and…
I'm a low poly modeler/animator. I mainly work in the Half-Life style, mostly creating weapons and hand models, but I can do other things as well. If you're need a commission contact me.Discord: ryder_joestarModels Portfolio: Example of animations: https://youtu.be/GkK0k8RV1OA?si=DfMXVy2vfrADd1s7…
Olá pessoal, depois de dois resolvi voltar a produzir e aprender sobre 3D, percebi que o pessoal tem alta capacidade e olhar clínico por aqui, muitas artes magníficas, e venho através do meu último projeto mostrar um pouco do meu trabalho! Usei a Unreal Engine 5 para fazer esse pequeno projeto, pois na época estava…
This is great, love the lighting! The biggest problem for me is that the effects are overpowering everything else, so I can’t really focus on anything but the sparks. And the spinning camera makes it harder on top. I would suggest toning those both way down. The materials have a nice amount of grunge, but I can’t tell if…
@Noth I agree, Remember back with earlier Godot versions it was really rough and yes very unusable, but Godot even at that time showed potential. Great to see how far they have come especially now we seeing projects like Return to Vostok being developed in Godot. With Blender I only really am getting the hang of it due to…
At Waveforce Studio, we are driven by a genuine passion for game art. Lead by Minh Pham - a 7year industry veteran alongside a core group of dedicated artists, we combine our love for aesthetics with strict technical standards. We are a lean studio delivering the perfect balance of high-end visuals and flawless…
Does anyone found anything truly new and useful there ? I see Splatter v2 allows dense details with tiny scale but still does same aliased depth combine and bad alpha for something like tiny twigs or grass blades. I am still using old fx-map nodes instead . More controllable and easier to modify. Anything other new and…
"It's better to dig in and learn the process yourself, hard-surface modeling is actually very achievable." SECONDED! @Collins you're only cheating yourself and the artists, specifically their work having been flogged off as your own.
https://www.youtube.com/watch?v=WE3_pqw-KNU&t=2s Hi everyone, I’ve been working on Hairflow, a specialized 2D tool designed to bridge the gap between sculpting high-fidelity hair and the tedious process of creating hair card textures for real-time engines. The philosophy is simple: Groom in 2D on a flat canvas, and bake…