Also, another word of caution : if one is a user of an older version of Zbrush (for instance because of dependencies on brushes and plugins, or even just as a matter of preference), Maxon support will not provide authorization for a reinstall and will force one to upgrade to the last non-sub version, which is 2022.05. So for instance, the installation file for 4r7p3 is not available anymore, and the authorization server doesn't run anymore either.
In my opinion this is pretty much the beginning of the end of the Zbrush era, especially with many new artists going straight to Blender for sculpting.
pior
3D stylized cassette player which I designed and created. I also added a small rig and animation for its door.
More pictures and 3d view from sketchfab : https://www.artstation.com/artwork/Ze4g3R
All pictures and the clip are rendered in EEVEE
PS: Working on this helped me release my stress in some level because of the critical situation in my country Iran which the murdering of innocent people and protesters is happening as we speak for basic human rights. Our main motto is Women, Life, Liberty.
HamedPhixer
I've been reworking this piece a bit based on some other feedbacks I've received!
Been working on the rendering in unreal and tweaked my roughness and metallic values a bit to have less harsh variations in the metal. I also lighten the metal albedo up a bit and homogenized the values between the different metal parts so it doesn't seem so different. I also cleaned up my topology a bit.
I feel like this is in a good enough place to let it off for a bit now! Here's my final artstation post for the showcase video, mesh and high rez screenshots: https://www.artstation.com/artwork/xYnWG2
simonBreumier
Finished this little environment inspired by Sephiroth Art and old school isometric RPGs.
qdpat
Hello 👋 I would say it depends what you make 3d for (Games? Movies? Images/Renders?) and what sort of style/complexity you need. If it's too heavy for real-time use, the solution is typically to bake down the details to textures to be used by a low resolution mesh.
Consider checking out the polycount wiki (wiki/Subdivision_Surface_Modeling) and stickied threads to get a better understanding of subcategories and workflows. There are also some nice WIP threads in this forum subsection, where you can follow peoples progress. Or research the background of assets you like (target specs/requirements, workflow and techniques used).
Good performance while working is also crucial imo, but from your pics, it's not an issue here.
Much success!
Fabi_G
Hi all! I had a lot of fun drawing these vegetable icons, I hope you enjoy them! Hope for your support and feel free to leave feedback in the comments!
My Artstation: https://www.artstation.com/artwork/r9rJ5G
Hey Everyone!
Some time ago I created a series of mini trains for 3D printing in my free time and it was a ton of fun!
You can read a bit of backstory about that here:
Or check a few more photos here:
Few weeks ago during the 2022 Game Industry Conference I had the chance to look around at the Poznań Game Arena too, and I’ve just fallen in love with all those great indie games. Some of the developers were giving away free stickers and after grabbing the first few I had the urge to collect as much as I could. :D I guess childhood memories kicked in, does anyone else remember those albums with the collectible stickers?
So these little stickers got me thinking, how cool would it be to have my train series as colorful stickers!
But unfortunately the models were for 3D printing, STL files from CAD program, messy topology, no UVs, never been painted.
Anyway, fast forward to the boiling point when I could not resist anymore and I sat down to remodel one with UVs and textures.
This was inspired by the hungarian M62 Szergej. (These are my childhood favorites. I remember standing next to the train tracks close to my grandma’s house and watching these massive iron horses pulling 50+ fully loaded cars behind them.)
It's using this texture:
(I know, I know, so much wasted space, could be more compact. :) )
If you are a train fan, you can spot right away that the M62 locomotive has 6 axles and this one only 4.
The reason behind it is that when I came up with the first designs I made an art decision to fit all of the models to a 1x1 base plate. This limitation made designing quite challenging. I could fit all 6 axles under the train, but then the body/wheel ratio would be something that I don’t like. So… I did my best to make it look okay even if it’s wrong, focusing more on the recognizable silhouettes and main forms. And this example is not even close to what I had to sacrifice with my very long steam locomotive designs. :)
I am also not making a difference between the american and european couplers and every model is using the same, kinda cartoonish buffers. I made this decision to make the 3D printed models “compatible” with each other regardless of what locomotives and cars you put together.
I still have not ordered sticker papers to print the first test versions :) But what I did is that I exported it to Unreal Engine 5, out of curiosity, and quickly made a few more models around it.
At this point I was like, what the hekk, why not… And made one more locomotive.
It’s pretty easy to model and texture them with this art style. This one took me like 7-8 hours to finish. And this is a brand new one, there is no 3D print ready base model to work with, which means some of the time was spent on checking references, proportions, forms etc.
As you can see I was fine tuning the proportions and details until the very last step, and still made a few adjustments after recording these steps.
And this is where I am now:
Still not sure where this is going...
...but 2 things I know:
- I will remodel more of my previous models to in-game models.
- I will dig deeper in Unreal Engine (spent almost the whole last decade working with RED engine, kinda forgot what is what in UE :) ) and make them move, maybe even I will try to make a mock up video about how a game would look like what I have somewhere in my head.
I’ve figured I will make posts like this to keep record of the progress. Whenever I have something to show, there will be a bigger post about it. As for now I go back and try to figure out how to make DoF in UE5. :) This is Photoshop DoF on the last shot, somehow I can not make it work on the simple CameraActor, no matter how I change the parameters…