PBR is still applicable, but with offline renderer, so material format will be specific to their renderer. Ask about their pipeline... What renderer you'd be expected to use, what material pipeline. Offline renderers pay more attention to transmission and reflectance properties than games do. No baking nor lightmaps.…
Good afternoon my fellow 3D dudes and dudettes! After three months of spending every ounce of free time I had and completely abandoning anything that might resemble a social life or a hobby, I am finally near completion of my 2nd project. The concept itself was formed around my life-long love for the the 1985 fantasy film…
So, I've finally finished these little guys! It was a REALLY rocky road and they took MUCH longer than I'd hoped to finish but I'm so glad they're done. I ended up teaming up with Prophet9, who did an AMAZING job on the animations and really brought the ugly little critters to life! Ehks and Ohe are a pair of mischievous…
karl, yes the pipes let that prop down, some more polies and tighter spec/material properties could sort it. alos the normal map doest seam to be doing anything/enough in this area making loosing the shape here. i would suggest extracting the fan onto a seperate mesh whether it be simple plane or modeled mesh and have it…
====Day2 progress==== * I started refining the mesh of dress, didnt know how to tackle this at first with how dynamesh reacts with small areas at low resolutions so I ended up making it as 2 separate subtools (front+back / sides) then merging after im done playing with general silhouette, I also lifted the side parts up to…
Quite interesting really, I think it's pretty similar to how the different styles of kungfu used to battle it out to decide which style was the best. In the end they decided that no style was greater than another but merely the skill level of the individuals. Every single career is difficult and easy depending on the…
Another successful kickstarter, another play mat to draw. This one has been a pretty solid concept from the get go, it had to be a treasure map, but how to make it something more than any old nautical chart? The "here be dragons" cliche has been done so many times that the creativity of it has been atomized, but it's still…
A full character and environment for use in a real time game engine, rendered in Marmoset Toolbag 3. I designed this to be a full scene which could be apart of a game world. Adding the 'in game' menu UI and scrolling items animation to showcase this. All textures for the character and environment created in Substance…
got some time for ref searching; you'll need a few variants of each object and surface the main reference contains - the main ref can't really be trusted to give you enough details and answers (what does the wear&tear on the wood floor look like? How many meaningfully different vials, jars and flasks with different labels…