Recently I've come to love vertex normals and have fully adopted them into my workflow. And as of not too long ago I have come across another great benefit of vertex normals. (Sorry if most of you already know this, I'm mostly out of the loop and learn these things independently.) Vertex normals can be tricky to handle,…
I use 3ds Max 2014 and ive been getting weird glitches in my scene (vertices exploding off screen when I apply a turbosmooth modifier, and crashes when I use some edit poly functions) I just restarted for like the 5th time, and suddenly all my UI settings are gone. Keybinds, modifier sets, Utilities menu all reset to…
Love your work! It looks really good, and you're doing a great job. As far as what to remove or change, since you have so much stuff on your page I would try to sort it so that the stuff you are the most proud of, or is most in line with what you want to continue to do is at the top front. You can simply click and drag…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
I have made some changes based on feedback that I am very happy with. I changed the lighting to help guide the eye towards the statue. Some foliage has also been removed. I definitely put too much foliage in the scene previously. Shabba sugested to remove some foliage to give the eye an area to rest, I did this in…
Job listings often get even more specific, like an architectural role that wants kitchen visualizations, or a VFX position focused purely on object removals. In those cases, even general interior renders or broader VFX work can come across as “off-topic” I guess what I’m really wondering is, how common is it to be…
Here's a neat trick. The problem you are seeing here is that there is a lot of repetitive variation and contrast in the VALUE of your bricks. This technique will help you remove that value variation, but retain the hue variation. In Photoshop, go to Image -> Mode -> Lab Color In your channels, notice that you now have a…
It's not procrastination if I make a modifier for the current model, right? Eh, who am I kidding... Anyway, I've made a quick (but slow) Geonodes modifier to fill an unwrapped mesh with tiled geometry... yay. I don't want to use Boolean to remove extra geometry (it will be VERY slow), so the edges are a bit broken. So they…
Here's a quote from the spyware weekly newsletter, i'm informing you because it sounds like a terrible thing: [ QUOTE ] I have had email conversations with a number of people at Sunbelt Software about the ID theft ring they discovered recently. They were kind enough to provide a HijackThis log entry that identifies the…
I agree with everything PyrZern said. Take that advice! The multiple shots thing (with relevant information) is very important. Website-wise.....IMO, the top section with your dude-in-a-hat and navigation is way too big. It takes up a lot of space that requires me to scroll down to see even the first few pieces. I think…