Made by Showing Inspiration with D5 Render
Hi, it my personal project "Dreadlord" for handpaint lvl up, I want share this art to get community's attention, feedback and get your like's :)
https://www.artstation.com/artwork/lRognk
Thanks for your watching :)
A collection of the latest and greatest pieces from Sketchfab users
Hey Guys,
This is my last art, a fanart of game Stray.
If you want see more , please, check out my portfolio,
Thanks! ☺️
Hello!
I started to tweak some luminosity and contrast and also started the work on the foliage; still a lotttt to go but I really like that first pass altough mayeb a bit too cartoony! I think some more grass variation with details and flowers, plus little rock will help to unitize a bit everything.
For anyone that might be interested, the account and videos of Victoria Zavorodhnia is a real gold mine! ( https://www.artstation.com/akbutea )
the fuzz was something we experimented quite a bit with. while i am not perfectly happy with what we have in the end, i am pretty happy overall.
we thought about doing it similar to how we did fur on crash bandicoot. with planes placed by hand, transferring normals and UVs. but with that you usually have these weird spots where you can look flat on the plane, which i didnt wanna have here. you can do the best job in the world placing these, but you will always have these moments where the illusion breaks, no matter how much time has been spent
like here on the chest of crash:
So i thought it would be nicer to have this done with particles. It was a bit tricky to set up the shaders but @katzeimsack found the solution for it.
So what we do is spawn 3 different particles on the mesh, based on a RGB mask that tells the particle system "spawn particle A here, B here and C there"
I used to paint these masks but turned out, some randomized camo patterns work just as well.
then we grab the normals, roughness, metalness etc from the mesh it spawns on and apply this to the particle
blend them into the mesh using dithered pixel depth offset (like the moss above)
after that we apply one of the 3 different alphas to the particle UVs, randomize rotation and scale within some boundaries and
the result is this:
the downside is, the particles are spawned at random locations. An alternative would be placing them by hand in your dcc like the fur but orienting them to the camera like the particles in unreal. so we have perfect control over placement. but yeah, lot of manual work for that :)
for the future i would limit the random rotation as well so we do not have occasions like above where a shape floats on top. but it was good enough and we are never thaaaat close.
A collection of the latest and greatest pieces from Sketchfab users
Hi everyone,
I love to handpaint normal maps using just photoshop without doing any highpoly at all. I only do this when the polycount is kept quite low and the texture size is as small as possible.
When I work like this 90% of the work is done with the pencil tool in one pixel size (not the brush tool). The rest 10% of the work is done using any tool that photoshop can provide. I also have the "NVidia normal map" filter, but I barely use it. I only use it when I handpaint an organic "height map" and I whant its normal map, or when the UVs contains alot of diagonals. But when I use this filter I never use the resulting image, because with the texture sizes I'm working on are very small, the resulting image that the filter produces usually is quite blurry and messy. So, whenever I use the filter, I only use the resulting image as a reference to then paint my own normal map.
The images I'm going to show you are my own projects, they are not done for any actual game or anything. I just do them because I enjoy it so much. The first images I'm going to show are basicaly simple objects, and then I will show more complex objects at the end. The shaders I use for this are very simple, they only use difuse map, normal map and specular map. The screenshots are taken directly from 3dsMax, not using any game engine.
I hope you like it!
Bathroom:
Tools 1:
Tools 2:
Food 1:
Food 2:
Livingroom:
Scorpion Evo3 :
H&K MP5:
More guns:
I like guns, so I made a few. Polycounts and texture sizes are consistent with the rest of the objects.
Vehicles:
There is something I whant to say for the last object. I did this object and the normal map back in 2011. Since then I have improved alot, so today I would have done things quite diferent. I'm not particularly pround of the underneath part of it, but at that moment I was already too bored with the object, so I kept it as it is. Also, I never did the difuse texture, so I've created a very simple one just to show you how it could look (No specular map here). Still I think is good looking enough to show you.