Bek polycounter lvl 4

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Bek
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http://benredmond.net/

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  • AFsoft said: wow, what engine is this ? real virtuality 4 (Arma 3)
  • https://www.artstation.com/artwork/nywD1
  • Just wanted to post about a small adaptation I made to my texturing workflow. When looking at the painted metal references I wanted to replicate the layer of rust you get between the paint and underlying steel, like so: What I needed was a way to…
  • @Justo make sure you update the motherboard's UEFI when you get it; there have been some significant improvements since the initial versions (apparently).
  • Heya, While it's recognisably a T-34, the overall quality isn't very good — there are proportion problems, there's no spec/gloss/normals, it's VERY lowpoly, the textures are boring — but it's a start. I'll give you some general advise on what your …
  • JoshuaG said: Your metalness values should be either 0 or 100%. No, that's misinformation; metalness does not have to be binary. Not that OP has stated they're using metalness or spec yet anyway.
  • Cglewis said: There appears to be a steel washer under the dial that is on top of the body of the sight that is in the reference that is not on your model. That's only on the gen1, I'm doing the gen2 (You can see the whole cap is di…
  • Thanks for making this; anyone looking into baking is very lucky to have such a concise and understandable resource available. I do have one question: Is 'handedness' a new term you've come up with? I haven't run into it before at least. There are …
  • Jerc said: There is currently no way to use the content of a channel to feed a mask but it is being worked on. Alright thanks for the answer, looking forward to what you all come up with.
  • CybranM said: @Bek The zbrush brushes look awesome but unfortunately the gumroad page says theyre currently not for sale Hm yeah looks like he's taken them down again. They were like that for months before he put them up for sale aga…
  • Well this is awesome. Since you mention UE4 as your endgame, have you considered using deferred decals? See here and here. I've found them to be excellent for the T-55 type vehicle I'm working on. I'm also using Piotr Bieryt's welds as decals, whic…
  • In what sense? I'm not looking to make anything too 'game-y'; I'm wanting to replicate the real thing. I've probably put in too much gloss variation as it is. Overall gloss could use a slight decrease actually. There is some more subtle wear I need …
  • (I'll post this here rather than clutter up your sketchbook) Are you using Designer to create these materials? If you haven't checked it out it's perfect for this sort of thing; you can get variation by plugging in a (faded) grunge to a splatte…
  • Ruger Mk II. Nice. edit: Damn, just saw the other thread. MK IV.
  • Any chance this SD issue could get looked at? https://forum.allegorithmic.com/index.php?topic=14568.0 tl;dr User channel to Mask for use in SP doesn't work and it isn't clear why. Possibly because of a potential infinite loop.
  • Props to you for talking about your methods, successes and problems. Good stuff. Some quick crits: The EXPS3 model looks pretty accurate, but the materials not so much. The outer shell is aluminium (IIRC) with some coating, while the actual holosig…
  • Some tweaks to gloss + updated the metal material
  • No, that's why I specifically mention if stuff I upload includes SBS. Substance Source also has a mix of sbsar and sbs: https://source.allegorithmic.com/#/substances/search/sbs
  • Cool stuff. I'll keep an eye out for that statue on Malden when it releases.
  • Very nice. Cool presentation as well. One crit; in the photos you took, you can just see a small gap between the front lower part of the slide and the polymer frame under that. This gives you a glimpse of the spring. Since you did the internals (ba…
    in Ruger SR9 Reply by Bek Apr 10 2017
  • Jonas Ronnegard said: I kinda have to reinstall it to explain further, I just like having the grid in absolute center with a clear 0,0,0 That's what modo has by default though? Your world grid (scale dependent on zoom level, but can be …
  • XnView MP, which unlike regular XnView supports unicode, so it doesn't freak the fuck out when I scroll to a filename with cyrillic characters. I also like that I can hotkey alt+1 to open the current image in PS or whatever
  • One thing I notice looking at the lowpoly wireframe, is you have lots of geo on the handle (which has a fairly subtle silhouette) compared to the large curves of the blade. It just seems out of proportion. If you can spend that much on the handle, w…
    in Demon Edge Reply by Bek Apr 3 2017
  • Alright I'm calling this one done; put it up on Artstation here.
  • NoRank said: So you can only tell who's who by their signature, interesting.  Or by mousing over their Greentooth name and reading their profile URL. Or by quoting someone it seems.
  • throttlekitty said: DELETE MY FUCKING ACCOUNT don't gib up on us
  • Minor tweaks to the mags: In Arma 3 the spec/gloss are shared to keep vram useage down. Normals have to be unique for the ribbing on the later era mags. So 2x materials, 3x unique diffuse textures. Also figured I'd throw up a bunch of ref I've …
  • Thanks for these short tutorials; they're great. Though, I would suggest posting them all in one big thread, rather than a separate thread for each video — that way it's easier to browse others, and you'd be bumping your previous videos every time y…
  • Nice work. The current presentation seems fine for showing off the model and textures; maybe you could play around with a darker scene with the lamp on for more of a secretive mood. Maybe you can throw in a quick floor if you go that route. Just som…
  • Obscura said: - to break up the straight lines, you can manipulate the coordinates of the input, or mask it afterwards. Hey Obscura, thanks for posting the function to try this out; it's really cool. Could you give any hints on how to go a…
  • Swaggletooth said: Honestly I think it's very good as it is. I wouldn't ever worry too much about the righthand side of a gun unless if you're aiming to specifically render that side - otherwise you'll be getting yourself into timewasting habit…
  • I wouldn't think it's that abnormal. But I would imagine it's easier to retopo your highpoly with a new edge flow rather than creating a new subdivision cage manually. Not that subdivision modeling isn't good practice for good edge flow in the futur…
  • Why not subdivide once then optimise areas that don't need that level of detail.
  • Very cool. The moon is criminally underutilized as an environment; it seems like such a sweet landscape to explore. Out of curiosity are you using displacement even for the smallest surface details? It looks like even the tiny bumps cast shadows; I'…
  • If you're going to be working on large projects in substance painter, the 6gb card will be a huge improvement over the 3gb. Something to consider. Once you run out of VRAM trying to do anything in painter is slow. But if you're more after zbrush per…
  • you're overthinking it make this duplicate it with array (instance array) done. Also to quickly get the edge loops for subd, you can duplicate or edit the cylinder you use to boolean the hole and scale it up slightly, then use it as a solid dri…
  • Nice work; the materials are great. Maybe you could have lighter scratches on the scabbard that go to a lighter red tone than all the way to yellow, just for a bit of extra detail.
  • @Joci Kösz! (Thanks!) Do you have any more of those pics? I haven't got those in my reference folder, and I thought by now I'd collected every picture on the internet of this thing I've also been trying to hunt down where I can buy the Hungarian …
  • Keen. I could totally see a skeleton-type stock fitting well on something like this; how much can a .45 kick anyway? Just a thought. The current stock in the concept seems a bit too angled at the shoulder if you stick with that. You could also look …
  • Greetings fellow Arma enthusiast. Some crits: The edges on the model are extremely sharp, which doesn't read too well. Additionally many edges seem to have black lines (did you bake with an averaged projection cage?) — this is most obvious on the m…
  • Thanks for adding discord channels.
  • The top folder is set to linear dodge. Anyway, if it's not a blending mode problem (99% will be the cause), it's a masking problem.
  • Because of the height blending modes. The group's blending mode also overrides the child layer's blending modes.
  • Interesting, I didn't get a notification for the @ mention, even though that's checked in my prefs. So that's still buggy. To be honest I'm not sure what you're getting at with your first paragraph. It's up to you to evaluate the crits you're given…