Hey there pixel-pushers and poly-paddlers, I got let go from my game job at the university where I worked due to bad timing and lack of money. I've been spending a while trying to assemble a legitimate portfolio, focusing on environment art and materials, although I did a little of everything previously. I still have stuff…
So, probably as a lot of you are aware, Tron is an 80's film. However because I like the aesthetic of the modern tron a bit more: I've been making a weapon leaning towards the more modern look of it. However I am trying to incorporate bits from both films, so we'll see I guess. Anyways without further delay... here is my…
Hey all I'm trying to figure out how to go about baking and applying a decal on the corner of my wall which is a tiling texture so I can still have a unique destroyed edge on the buildings. I'm a little unsure how I would go about baking something that's meant to tile along an edge, and maintain a crisp alpha so I can have…
I tend to view any project as a collection of creative problems that need solutions. Once you've both designed and executed solutions for the full list of problems, then the project is finished. Between the exterior drawovers and the panels from the comic illustrating the interiors, I felt I had enough concept to start 3D…
Tried out a new lighting set up, wanted to do something like an explosion in the background for a nice contrast but it ended up being very distracting and took focus away from the chracter. The test explosion was just a sphere in UE4 with a displacement material on it It probably would look nice if I put some smoke, decals…
Thanks @teodar23 -------------------------- I was working on a gray box level for a couple of underground corridors which give access to various machines control rooms. I started working on the base meshes for one of them and also trying to figure out scale and color schemes. I was hoping to have this textured with trim…
Don't worry, that's a problem with the subdivision algorithm in Max they didn't solve in decades. If you collapse the turbosmooth modifier, you'll see clearly how your UV has changed on borders/seams. As workaround: It's solved partially subdividing x1 and relaxing again the UV chunks. Not all apps have this issue. I work…
I would say ... very apparent on human faces baked from highres, and shown in an environment not allowing for control on incident lighting direction in relation to the camera. Hence the Mass Effect look : glowing lower eyelids and nostrils (glowing as in, catching highlights when they shouldn't.) Good tricks to prevent it…
Aye, I actually made some decent progress on this homie since the 24 days-ish I tried to upload this piece. I sort of took a step back from it for about a week or so and watched a bunch of Blender Guru tutorials on lighting (which are really good if your in the market). just so I could sort of come back to this piece with…
Hey all, making some progress but still delaying the drop-ship... if Im going to do one I want to do a really good which might take me awhile Im thinking of making some props that have monitors on them to get some more contrast into the composition. The door-frame needs work, still not sure what to do with it but no…