BlueOxel
946 posts

BlueOxel
@BlueOxel
3D hardsurface/prop artist He/Him
Katılım Temmuz 2018
104 Takip Edilen693 Takipçiler

Here’s a small find I rarely see mentioned in @Substance3D
I usually add an HSL filter to keep all blending modes in my new fill layers in Passthrough
But in Substance Painter, you can adjust ALL layer settings right when creating it(RMB)
You can also copy all blending settings
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I just wanted to point out some differences in your segments in these areas. When working on something like this it’s important to keep segment hierarchy in mind
Also, this is just one possible solution. I was keeping quad-based topology in mind while working on it.


Joe Wilson@JoeWilsonEQ1
People will tell you not to use ngons and turn around and suggest quad topology that should get their Blender license revoked
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@MR3Dev Playlists about Characters: youtube.com/playlist?list=… Environments: youtube.com/playlist?list=…
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As always, I recommend checking out their resources page yourself (marmoset.co/resources/), because there are plenty of other useful goodies there as well.
And thank you for reading this through.
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Ben Armstrong, Senior Environment Artist II at Respawn Entertainment
artstation.com/benarmstrongart
He explained his approach to building composition for a render. I especially liked that he tested everything directly on primitives.
marmoset.co/posts/creating…

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Articles from @marmosetco website (marmoset.co/resources/) that, in my opinion, are worth at least skimming through:

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Viktor Andryeyenkov (?) launched a personal website where he shares his experience in 3D.
Highly recommend his articles:
Mastering Ambient Occlusion: Achieving Professional Bakes in Marmoset Toolbag 5
3dartist.neocities.org/ao_distance/ao…
Creating Dark Metal in PBR
3dartist.neocities.org/dark_metal/dar…

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Forgot links:
@NextLevelGameArt" target="_blank" rel="nofollow noopener">youtube.com/@NextLevelGame…
udemy.com/course/unreal-…
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