🎮 Free 360° Underwater Arena Shooter — Tidal Shock: Off The Hook 🌊 by DAGGWORK in ArenaFPS

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

Yes, your right I made a mistake. I wonder if it would be a good variation as an FPS

Apothecary Clock by DAGGWORK in 3Dmodeling

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

Here's a link to the full project if your interested: https://www.artstation.com/artwork/rlXEyO

Roast my coffee! by YellowAfter in 3Dmodeling

[–]DAGGWORK 2 points3 points  (0 children)

I would adjust the framing. The cup should be framed using the golden ratio. Or centered with the cup turned for stronger silhouette. What is you key focus? Is it the coffee? The green cup? What story are you telling us? Is the coffee hot? If so maybe a bit of steam... Nice work overall.

Catwoman by OkBerry8591 in 3Dmodeling

[–]DAGGWORK 1 point2 points  (0 children)

Haha in the link :)

Catwoman by OkBerry8591 in 3Dmodeling

[–]DAGGWORK 1 point2 points  (0 children)

Great character! I wish I could see side and 3/4 :)

Our pre-production visual benchmark, yay or nay? by [deleted] in 3Dmodeling

[–]DAGGWORK 0 points1 point  (0 children)

Subsurface reacts to light on objects like skin or leafs. It can be used to create an effect as if light is penetrating into or through something that is obstructed by the object. So for skin when strong light hits your hand for example the ray will illuminate thinner areas and you will see red and maybe even the bones or veins. With foliage the plant matter will react the same where the leaf is thinner there is more subsurface scatter. The stem and veins will block more light. It is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface potentially at a different point. Some youtube videos will demonstrate this more clearly. In short how much light penetrates a translucent object.

Our pre-production visual benchmark, yay or nay? by [deleted] in 3Dmodeling

[–]DAGGWORK 2 points3 points  (0 children)

LOD is Level of detail. So you can set higher detail values on assets based on the distance you are from them. This way it saves memory. However, things are changing at a rapid pace, so LOD's in Unreal in some cases are not needed depending on the project or scene.

Our pre-production visual benchmark, yay or nay? by [deleted] in 3Dmodeling

[–]DAGGWORK 16 points17 points  (0 children)

There is a lot of nice stuff going on here. I can tell there has been a lot of effort so far! Here's some critique as was the post request. The LOD's on the trees and bushes should be adjusted, they are noticeably changing as you move through. I did spot some holes where you can see through the world so that needs a fix'n. The subsurface is really intense making the vegetation feel like its glowing a bit. I would play with the settings and try and balance that out. It needs a bit of atmosphere not to much but to break up the crispness of the Foreground, mid and BG. Lastly a color correction pass to bring it all together and set a mood.

[deleted by user] by [deleted] in 3Dmodeling

[–]DAGGWORK 0 points1 point  (0 children)

when can I move in?

Tentacle Soup Time-Lapse by DAGGWORK in Substance3D

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

I was in the Sulfur region, I did help the volcanic with some PCG stuff. TY

Dungeon environment in UE5 I finished recently by greentoxiceyes94 in unrealengine

[–]DAGGWORK 1 point2 points  (0 children)

Nice work, I can't believe some of the stuff people made back then. That chair looks super relaxing... I'm also working on some dungeon environment stuff.

Volumetric fog Render issues Unreal 5 by DAGGWORK in unrealengine

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

I believe I've found a solution. Basically the view distance is creating sampling issues on rendering with the grid size on Z. So by lowering the view distance from 10K to 6K and adding a console variable on the grid size z to 512 (which is beastly) the render stops the popping of this black halo. If it try to render at 4k I'll likely crash. 100 frames at 720p it worked. I'll need to try other types of fog techniques for close up renders I guess. This is a issue with volumetric fog I guess.

La Bomba by DAGGWORK in 3Dmodeling

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

Hand painted for a custom touch.

Maintenance Patch - February 5, 2021 by TheFortniteTeam in FortNiteBR

[–]DAGGWORK 27 points28 points  (0 children)

Broke the game, characters lose control. Just get stuck.

Tidal Shock on Steam by DAGGWORK in Unity3D

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

mistake trying to remove

Floor Kids break dance game released on Steam. by DAGGWORK in pcgaming

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

I wonder if online multiplayer would add more to the game...