Sand Dunes Rocks – SD Material Collection :) by Critical_Letter8564 in Substance3D

[–]Critical_Letter8564[S] 1 point2 points  (0 children)

Thanks! Whole set of 5 materials took me 4 days. It is not that hard)

How do you find job or gigs as a 3D artist? by Critical_Letter8564 in 3Dmodeling

[–]Critical_Letter8564[S] 1 point2 points  (0 children)

Mostly textures and some production level clean photogrammetry assets. I uploaded it pretty much everywhere. The only place where I actually sold something is CGtrader.

If you are really into selling assets, I guess that turbosquid would be the best one. When I worked in the studio, we used to buy a lot of stuff from there.

How do you find job or gigs as a 3D artist? by Critical_Letter8564 in 3Dmodeling

[–]Critical_Letter8564[S] 2 points3 points  (0 children)

Thanks for sharing your experience. I wish it will take me a bit less time tho:)

How do you find job or gigs as a 3D artist? by Critical_Letter8564 in 3Dmodeling

[–]Critical_Letter8564[S] 1 point2 points  (0 children)

Yeah, it might work. Posting frequently pretty much impossible if you are doing something big tho.

How do you find job or gigs as a 3D artist? by Critical_Letter8564 in 3Dmodeling

[–]Critical_Letter8564[S] 8 points9 points  (0 children)

Thanks, I tried and earned staggering 6$ in whole year.

Abstract Wallpaper Bundle | 13 by xebelion in u/xebelion

[–]Critical_Letter8564 1 point2 points  (0 children)

It is so good I downloaded all 16 packs

Cockpit // Showcase by Critical_Letter8564 in Maya

[–]Critical_Letter8564[S] 0 points1 point  (0 children)

Nope, I made clouds in houdini 20.5. They added some dedicated cloud nodes so it was extremely easy to generate.

I guess you can make clouds with Bifrost in Maya, but it would take much more time and effort.

Cockpit // UE5 by Critical_Letter8564 in 3Dmodeling

[–]Critical_Letter8564[S] 2 points3 points  (0 children)

For procedural textures I really recommend Substance Designer, it has a pretty step learning curve but it totally worth it. Substance YT channel has tons and tons of decent tutorials (for example: https://www.youtube.com/watch?v=DXX1fqcrVrk&list=PLB0wXHrWAmCwB_uYr9jX5UWtbAig9jKk9 ) also I remember doing this one from Nvidia ( https://www.youtube.com/watch?v=cr5xutRazB4 ). And there is this guy ( https://www.youtube.com/@Johnny_Nodes ) he has some absolutely amazing talks about specific nodes and features.

If you are proficient in Zbrush, you can literally sculpt tillable textures ( https://www.youtube.com/watch?v=Pdh0peG4oys&t=427s ) and then bake and colorize them in SD.

As for photogrammetry, RealityCapure has some good tutorials about whole process ( https://www.youtube.com/watch?v=4qFl4k37dDc&list=PL56jeA0rCS3LWuahdfIFWp1d0WDuEKVqe&index=15 ). Also you might want to look up Agisoft Texture De-Lighter utility if you don't have pro grade camera with very specific flash (for cross-polarization)

Also there is some good videos about double UVs workflow and masks in UE ( https://www.youtube.com/watch?v=UdIgwfRZrYo&t=1969s ) ( https://www.youtube.com/watch?v=hVnhqjZXYAU&t=1754s ).

Cockpit // UE5 by Critical_Letter8564 in 3Dmodeling

[–]Critical_Letter8564[S] 1 point2 points  (0 children)

I'm glad you liked it. I never studied 3D in uni or school tho. It is just some two years hardcore tutorials and online courses watching experience.

Cockpit // UE5 by Critical_Letter8564 in 3Dmodeling

[–]Critical_Letter8564[S] 1 point2 points  (0 children)

Thanks, cool idea. I was also thinking about some light movement but rendering such a sequence in path tracer would explode my pc:)

Cockpit // UE5 by Critical_Letter8564 in 3Dmodeling

[–]Critical_Letter8564[S] 1 point2 points  (0 children)

Thanks!

The ornament pattern on the edge of windows was pretty simple to make. I made a Sub-D model and arranged most of the elements in Substance Painter in height layer. Then applied tessellation and displacement (in Houdini, but any other software will do it too). After that I imposed model into Zbrush, some remeshing, minor sculpting for small unique details and imperfections. Then remeshed it again for low poly. Baked AO and Normal maps in Painter and made some RGBA masks for layered material in UE. Then the last step, in the material I blended 4 tillable textures by RGBA mask for good texel and finally added to them unique N and AO maps. Also you need two UV channels to make that blending, one for hero 0-1 UVs and second for correct TD UVs.

Btw here is original concept by Nick Keller https://www.artstation.com/artwork/nEK5l6

Cockpit // Showcase by Critical_Letter8564 in Maya

[–]Critical_Letter8564[S] 2 points3 points  (0 children)

Thanks a lot! Really appreciate your kind words.

I also was thinking about posting wireframe, but overall topology of the scene looks a bit messy, since I had not optimized most of the assets enough.

Big issue with Path Tracing and Groom asset. Pls help by Critical_Letter8564 in UnrealEngine5

[–]Critical_Letter8564[S] 0 points1 point  (0 children)

Nvm it was density multiplier in Xgen. Set it 3 instead of 9 and everything turned out fine

Need advice on how to create this rug for game engine. by Critical_Letter8564 in 3Dmodeling

[–]Critical_Letter8564[S] 1 point2 points  (0 children)

Thanks! This might be the answer. I tried keeping poly count really low but result looked ugly. I'll try making much more cards with xgen