More renders: artstation.com/artwork/319al…
Viktor Andryeyenkov (@?) wrote a great breakdown of OpenPBR in his latest ArtStation article: "OpenPBR: what 3D Artists actually need to know"
I'm sharing this because OpenPBR is already becoming new industry standard in Autodesk and Adobe 3D.
The link:
artstation.com/blogs/victor_…
Hi
I wanna share amazing The TechArt Guide by Benjamin Yde
A fantastic collection of deep dives into Tech Art. I highly recommend the Colors and PBR sections-they're essential reading for 3D artists.
Fair warning: some sections go very deep.
github.com/BenjaminYde/TechA…
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
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.
Recommend my favourite content: a game industry veteran talking about games he worked on.
Game World Art by environment artist David O’Reilly. He’s still active, so the insights are relevant.
youtube.com/@Game-World-Art
Articles from @marmosetco website (marmoset.co/resources/) that, in my opinion, are worth at least skimming through:
Ben Armstrong, Senior Environment Artist II at Respawn Entertainment
artstation.com/benarmstronga…
He explained his approach to building composition for a render. I especially liked that he tested everything directly on primitives.
marmoset.co/posts/creating-a…
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.





















