Just a quick update today. Been working on the wooden section of the handle. Any feedback is welcome. @Xelan101 This is my first time working with a Specular PRB workflow, I've worked with the Metalness workflow before. I found this post had some useful information to get me started if you were looking for guidance with…
Plan is a good one and high resolution at 4k for a hero portfolio piece I'd want to squeeze in every pixel could possibly grab thereby hopefully capture the attention of eyeballs that actually matter which typically, at a glance what you've created is worth their time continuing too scroll through a detailed breakdown how…
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…
Yea, sorry, what I meant by "Support BRDF model as well" is the Disney style BRDF which just means the metallic workflow. I suppose all pbr models are technically BRDF Now that I have the proper textures plugged into your shader, it is looking really good! My asset actually looks quite similar between Substance Painter and…
Hello, I would like to present you my latest project. Tenements Construction Kit Vol. 1 (Set A) consists of 12 complete structures and 65 architectural elements from which these structures are built (highly detailed Textures per asset - PBR 4096 x 4096). Subsequent releases of sets within Tenements Construction Kit Vol. 1…
Good day! Polysquid Studios is open for business opportunities. 3D Art studio, based in Riga, Latvia. We have 10+ years experience in game development. Our main focus is PBR game-ready models and hand painted art for games. All our art is made by us, from start to finish and we are NOT jet another outsource company...…
The way I’ve done animated skyboxes is with a custom shader setup. This avoids performance problems from overdraw, makes sure skybox lighting is confined to only affecting the skybox, and generally optimizes everything. Because skyboxes can cover a significant percentage of the screen. A video here, using a custom engine.…