Sci-Fi Console

I created this  Sci-Fi Console recently for my personal portfolio for UE4. I baked the normal map from high poly using Substance Painter. I’m quite glad about how this turned out with PBR metal-rough workflow.

The model is also available now in Turbosquid.

Sci-Fi Console Game Model

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Live Boolean in ZBrush 4R8 + Array Mesh

Here is an example how we can use Live Boolean in ZBrush 4R8. The feature is super handy- first time we can have accurate real time preview of boolean operation. We can keep working with the mesh pretty much infinitely by adding substract, union or intersect subtools, and we can also arrange these to boolean groups. When are are finished, we can create boolean mesh. This will create new tool for us, leaving the working tool intact. Pretty nice ZBrushey approach to booleans.

Check out the video below on how to create motorcycle engine kind of shapes using Array Mesh and Live Boolean in ZBrush 4R8.

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Low Poly Artifacts in Cycles render (Terminator Artifact)

I made a video about this issue as some friendly folks in Turbosquid pointed out to me the reason I had these low poly artifacts in cycles renders of my models.

It turned out that this effect is not only happening in Cycles but also in Renderman and other packages as well. This is what is known as “Terminator artifact”.

Low Poly Artifacts in Cycles render

Here is the jagged edges we get in low poly models in Cycles. This is what is called “Terminator artifact”

This has got to do with just how shadows are rendered in polygonal models and actually this is expected behavior.  Programmers of Blender Cycles knew very well this would happen. It kind of sucks though and at the moment we don’t have a lot of alternatives except stick with Blender internal render, subdivide our models or use softer lights to reduce the jagged shadows.

This is where Eevee will be super useful. I can’t wait get my hands on it.. (and it will even support Filmic Blender which is awesome).

Here is more information about low poly artifacts in cycles:

https://developer.blender.org/T37814

and here is a more technical explanation of it:
https://pdfs.semanticscholar.org/7986/ebd7b5427bbe54edb7c0c9cf674fee817933.pdf

I made video about this topic. Please check it in Youtube.

 

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Disable Wacom circle in Photoshop CC (Windows 10)

I found a way to disable Wacom circle in Photoshop CC; you know that annoying clockwise turning circle that pops up in in Photoshop CC.

While it’s handy to have brush settings available when right clicking, with pen this doesn’t really work. It’s rather annoying and destroys usability of Wacom Tablet in Photoshop.

The fix is to go to Control Panel, Ease of Access Center and click Make touch and tablets easier to use.

Go to accessibility settings to disable wacom circle in photoshop cc

Under “See also” there is “Make touch easier to use”. Click that and there is the option for “Press and hold”. Select it and press Settings… There, uncheck “Enable press and hold for right-clicking”. Voila!! A way to disable wacom circle in Photoshop!

Disable wacom circle in photoshop cc

This works in the current version of Windows 10. I have heard reports that sometimes Windows resets this setting so it maybe necessary to get back in there and change it back when OS is updated.

It is also possible to disable “Use Windows Ink” in Wacom Tablet Properties, but this will cause Photoshop CC to stop recognizing Wacom tablet pressure so this really wasn’t a fix.

I am using Wacom Intuos Pro M (2014) model. I am not sure if this fix helps users of other tablets, but it’s certainly worth a try.

Also make sure that you have latest drivers for your Wacom tablet from Wacom site.

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Wood Floor PBR in Substance Designer

I published a new tutorial finally in Youtube. I hope to give a breakdown on this wooden floor PBR material I created in Substance Designer. I hope you enjoy it. Please feel free to share this in social networks and subscribe to my channel.

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Yokohama Landmark Tower 3D model

I modeled Yokohama Landmark Tower in 3D using Blender. (Now available in Turbosquid) As I live in Yokohama this is a structure that I see quite often. This is such a lovely piece of architecture, so modern and urban, a mark of Yokohama.

This was quite fun project to do. It’s interesting to realize that when I model architecture I notice things about it that I wouldn’t normally think about. It’s like reverse-engineering architecture..

This was based on satellite data to get exactly accurate proportion. I just followed the photos and reference as close as I could for modeling, nothing special. I created the slots for the windows using geometry just so that I can get a little more shadow detail than I would get from normal maps. Often in 3d models windows are sunk in too deep, while in real world they sit almost flush to the surface.

When I create models like this I try to keep attention to detail as high as possible but also be subtle with smaller details.

I made textures to the model using Substance Designer and Substance Painter. The building walls share same texture space since they are really exactly the same thing. The smaller details like antennas on the roof are unique to each side so this should help a little to break the uniform feel. The model has just a single 4K texture and everything is packed into it. It was fun making the leak marks using the physical brushes in Substance Painter.

The model has PBR textures in metal-rough workflow.

Please support me by buying the model in Turbosquid.

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Unreal Engine Modular Sewer Tunnel

My modular Sewer Tunnel is now available in Turbosquid for Unreal Engine. The tunnel pieces snap seamlessly grid with tiling textures. It was quite fun to test this in the engine with automatic collision.

Lightmap UVs are set for each modular pieces, so there should be no shading issues even with lower values in Lightmap resolution settings. So many asset makers ignore this step resulting in poor lightmap UVs and unoptimized result. Lightmap UVs should be as continuous as possible and non-overlapping which may not be not what one wants to do with texture UVs.

I am thinking to expand this by making X section as well.

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Long time no see

I have been away for quite a while. I got quite much stress from doing Youtube videos and I started feel a kind of crippling loneliness. So I needed to have a break from all this, for a while. I have been doing photography quite a lot these days, but now I am finally ready to return to the three dimensional scene.

I will be doing new Youtube videos soon about 3D graphics and new stuff. Please stay tuned and feel free to subscribe to my channel.

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