Grenade launcher for the game Beats Per Minute. I was responsible for the initial design, creating the high poly, low poly, bakes, and texturing of this asset. https://www.artstation.com/memnok
Alright mate, very solid for a uni project. I would say... * Knock down the gloss/reflectivity on the jeans massively. From your beauty shot, it almost matches the coat (I don't have any PBR values for denim at hand but there is a chart half way through this page that might help:…
Thanks! The game and the textures are set up for PBR, yeah. You can create PBR pipelines with the old dDo. PBR is mostly just correct albedo values combined with a logical gloss/roughness. I forgot if dDo(old) exports a metalicity map, but you can just dedicate one of the channels of one of the map exports to metalicity. I…
Does anyone know if UE5 still only uses the matelness workflow. And not a PBR 'specular' workflow like that in Marmoset? Metalness is severely restricted in materials where dirt and paint partly blends with the metal surface. Substrate seems too complex, because you would have to create layers for each material instead of…
We at TriCAT GmbH are looking to contract Hard-Surface Artists to create initially 4 vehicles with the possibility of 6 more. We are only looking for someone with professional experience with the possibility of feedback/iterations. Candidate should be comfortable working with image references and briefs from start to…
Hello!My name is Mikhail Stroganov. I am a 3D artist from Russia, living in Vietnam, Ho Chi Minh City.I am a professional 3D asset modeler for the gaming industry and currently work as an environment artist.My responsibilities include developing realistic environmental assets, including both natural elements and detailed…
📢 ENVIRONMENT ARTIST| OPEN TO WORK & PROJECTS 3D Artist specialized in stylized environments and props. I detect mistakes others don’t see, ensuring quality and detail in every project. 🎨 SERVICES * Modelling of high-quality stylized 3D assets with Maya. * Creation of stylized 3D environments in Unreal Engine 5 & Unity. *…
But then... are you rendering this in PBR ? Guild Wars 2 is heavily stylized and handpainted with no PBR, so of course it's only diffuse with simple spec. Maybe you should try to paint it like the actual game characters with pre-PBR methods, not just using flat albedo and hoping for the shader to do the job ^^ ? You're not…
You're supposed to use PBR workflow, can't use oldschool spec/gloss. Read up on Marmoset's site here: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice It takes roughness maps which work like gloss but inverse (black is polished, white is 100% matte, and metalness input…
Again, it's really discrete, spot it when I was looking at the topo, can't spot it unless you're really close ... Still one of the most ass kicking 3D car I've seen in a while. :poly124: What are you calling Spec and Gloss ? Is it Microsurface and reflectivity ? I'm kinda lost in that all PBR thing, often I see people thay…