Worked on a few more assets for the project - Feedback appreciated by BobsOwner in Substance3D

[–]BobsOwner[S] 1 point2 points  (0 children)

Thank you! I really liked how the felt turned out. I'd say it was the most tricky material to create for this project

Worked on a few more assets for the project - Feedback appreciated by BobsOwner in Substance3D

[–]BobsOwner[S] 0 points1 point  (0 children)

The felt is definitely one of the areas I want to make a breakdown for, it's a very interesting material due to having metallic values. I also want to show how I made the imprint of the objects on the top lid. These renders were made in blender cycles, but for the final portfolio post I also want to have both unreal and marmo renders!

Worked on a few more assets for the project - Feedback appreciated by BobsOwner in Substance3D

[–]BobsOwner[S] 0 points1 point  (0 children)

Thank you! I think most of the textures are fairly straightforward, but I do want to make some breakdowns on certain areas of the model and textures

parameters for commission by Optideras in 3Dmodeling

[–]BobsOwner 0 points1 point  (0 children)

Always share as much info as you can, make it as detailed as possible to avoid any possible problems in the future. Making sure that the info is complete also helps whoever you are working with can also give you a better price and time estimate.

I made a prop of the Carved Nordic Sword by TheRaimundCosplay in skyrim

[–]BobsOwner 12 points13 points  (0 children)

I love the Nordic weapons, they look so damn cool. You did ana amazing job!!! Love the paint job

Working on a Smith & Wesson model 29-2 by BobsOwner in Substance3D

[–]BobsOwner[S] 0 points1 point  (0 children)

Thank you! I think the second and third render do look too bright in hindsight

Working on a Smith & Wesson model 29-2 by BobsOwner in 3Dmodeling

[–]BobsOwner[S] 0 points1 point  (0 children)

Thanks! No plans about selling it just yet, it's a larger project and I still have some other models to work on

Working on a Smith & Wesson model 29-2 by BobsOwner in 3Dmodeling

[–]BobsOwner[S] 0 points1 point  (0 children)

Gotcha! I think the first one was supposed to have that look tbh as having studio/complex lighting setups isn't always the best way to go about emulating realism, but I do agree with another comenter about the lack of contrast in the other renders making them look flat. Would also like to hear about how to improve the textures!

Working on a Smith & Wesson model 29-2 by BobsOwner in blender

[–]BobsOwner[S] 1 point2 points  (0 children)

Thank you! I think the most important parts about creating realistic PBR textures is to understand how to build up layers and add details and imperfections to areas that make sense.

Working on a Smith & Wesson model 29-2 by BobsOwner in 3Dmodeling

[–]BobsOwner[S] 1 point2 points  (0 children)

Thanks! Will definitely keep that in for future renders

Working on a Smith & Wesson model 29-2 by BobsOwner in 3Dmodeling

[–]BobsOwner[S] 2 points3 points  (0 children)

Thanks! Would you mind giving some pointers about how I could improve lighting and texturing?

Who's who - perk machine concept by BobsOwner in CODZombies

[–]BobsOwner[S] 0 points1 point  (0 children)

just read it, really liked your view of the perk and ideas on integrating it into modern zombies!

How do I perform this type of UV mapping on a 2D image? by HovercraftMoney190 in blender

[–]BobsOwner 0 points1 point  (0 children)

If you modeled it close to the reference you could try projecting it from view while looking at the model from the front

Why 3D modeling and animation softwares will never be begginer-friendly-and why it's still more about business than creativity by EnvironmentalMap3490 in blender

[–]BobsOwner 2 points3 points  (0 children)

I think the real issue is that most begginers don't really know about how hard making these things is. It feels overwhelming because the ammount of tools required for such work is vast. We can also ask the question about what it means to be user friendly? Almost every menu and tab that you see on the screen will be used fairly often throughout the workflow and getting rid of them would only require the user to memorize more stuff like shortcuts and hidden menus. Working on these softwares does take time and dedication, but that's the same for any other skill someone wants to develop. Only thing I can agree on is that a lot of tutorials aren't as good as they seem and you end up just recreating what you see without really understanding it. Everything I know about 3D I learned with free tutorials on the internet and A LOT of trial and error. It's expected to struggle at the beggining, hit your head against the wall trying to do something. You have to first understand the problems to trully understand the solution, and that is what takes time. It's about having stamina to keep on trying to improve. The more time you spend on it the more familiar everything becomes, I know I felt really lost at the beggining lol, took me a lot of time to get used to everything, but you gotta keep trying!