This week I completed the baking process and cleaned up all of the UVs to ensure everything is optimized and ready for texturing. I’ve started texturing the sniper and have made solid progress so far, focusing on establishing the core materials and surface detail. In addition, I modeled a gun case to help strengthen the…
Saying that 99% of the output is garbage makes no sense. It is a work in progress and its part of the AI generation process to reroll and iterate & prompt craft to get the results you want. It takes time and iterations. Just like any other process creating art does. Its the same with sculpting. Does the image below look…
Personally I still check out the forum from time to time, I owe it (you all) and its wiki a lot. It's sad to see it right now though, I think it represents the decaying state of the industry. I hope we get to see better days again, this place makes me appreciate having a sense of community around 3D art. Seeing this thread…
Ancient god 216 triangles, texture size 256px Model I made and animated a while ago. I painted it on blender and then processed the texture with SLG_img2pix for that crispy look, it's an amazing free tool I really recommend it for editing retro textures or making them.
This week I focused primarily on the texturing process and the initial scene setup in Unreal Engine. I completed the full texturing pass on my model, making sure all materials were properly created and applied to achieve a consistent and realistic look across the asset. I paid attention to detail in the surface quality to…
Some more progress for my bat. It's at the 1k limit here at texture rez- I just need to figure out how to get it on a rig and test it out, this maya smd export process doesn't seem to be working out for me. Also, I have no idea what I'm doing colorwise yet, gotta play with some things that's for sure. Progress is progress
Progress has been slow, but is fairly substantial. Barring any glaring issues, once I build her shoes and get a little more definition in the legs, Harley Quinn's high-poly model should be done. Sometimes you really just gotta do things the hard way. I'm sure there's always an easier way, but when the standard tricks like…
These are called fireflies, which is a type of noise caused by the pixel not having enough samples to converge to the result you want. The solutions to this are either: 1) Render long enough (with progressive) or give it enough samples (non progressive) that the fireflies disappear. 2) Use a denoiser. Think of the process…