@simonBreumier very cool and nice to see the breakdown 🤓
@PuuroMan Cool scene 👍️ Imo the texture tiling is a bit apparent in some areas.
@atunnard I would note that the shading on some elements (vertical part of pillars, ceiling arches) looks too round/smooth. Maybe use hard edges or face weight vertex normals to achieve tighter shading. Good luck for the next one 🚀
Made a run at the chicken coop targeting sketchfab viewer, using a trim sheet (1024x2048) + some vertex color.
Edit: Trim Sheet
Vertex Color
Fabi_G
Hiya!
Excited to share the sub-level environment I did for the game Vampire the Masquerade Swansong, I was responsible for set-dressing, troubleshooting, prop creation and polishing! More renders here: https://www.artstation.com/artwork/yJqqG9
Midojr
Alright! Finally took the time to get back on the hard surface prop.
First, here's where I'm at (UE5 render, vegetation and rocks are from Quixel, dirt material is from substance source):
Now for the technical part:
I really wanted to make this prop with the least possible textures, a single material instance but a decent texel density, so I've put everything on a trim sheet:
The trim is made of three textures:
Then I made a shader in Unreal which:
For each paint you can choose two colors to make its texture come out, the noise mask packed in the noise paint mask (in the blue channel) is also used to get a more natural transition between painted and not painted wood.
A quick view of the shader:
EDIT: thinking of it I'm stupid, instead of making a shader with three differnet painting colors I could have used the vertex color to decide the color of the paint right away 😅
And the paint mask part:
Though I gotta say I think this is not the best way to add noise on a mask and am not too happy with the way it looks right now so I might change it, I'm opened to suggestions!
Everything is textured with this single material (even the bucket at the top and the nails^^), final details were added using decals.
Hope you like it and I'm open for feedbacks :)
simonBreumier
Austin Healey Sprite Mk 2, ChoroQ style - 112 tris, most of them used to make a negative space and shadow - definitely room to reduce the count. Texture is 32x64. Could probably trade some texture space for polygons by modelling the arches.
3D Fan Art sketch based on the awesome concept of Jens Claessens: https://www.artstation.com/artwork/R3bWEm
* More images: https://www.artstation.com/artwork/r9l8BE
rodgon




lotet
A collection of the latest and greatest pieces from Sketchfab users
@PuuroMan as Simon suggested I would start with changing the exposure. I like to set the exposure to manual and then change camera settings to get a lighting level I'm happy with.
I saw the challenge late and had to give it a go after seeing the Hile and Fabis artwork. Just found tesselation got removed from UE5, not sure how to adjust my workflow when working with Substance designer height maps. Lots to do and learn!
atunnard
Thanks for the help with lighting now my enviroment looks way better and realistic :) I feel like im done with this challenge. I learned what i wanted to learn. Now i feel a bit exhausted after working so hard with this enviroment hah :D I need to take few days time off from 3d.