More high poly work has been done since last time.
Added scope and mount. Added classic iron sight, front handguard and buttstock. Added a short version, bustock, handguard with suppressor and a new magazine. Added new grip and flashlight attachment. Added DBAL attachment.
Let me know what you think! Now I will start the low poly ) wish me good luck hehe. Thanks!
A selection of wireframe/previs from my various low-polygon animations in maya. Some old and a few shots from projects I'm currently working on when I can.
Wrapped this guy up. There are a few more things I might add at a later time, but I'm feeling pretty good about this so far. https://www.artstation.com/artwork/0nvVg4
I've just released a script for reverting chamfered geometry back to its original shape. I think it's quite useful, and hopefully a few of you will too.
(I raised the price a bit compared to my other tools, so if anyone can't afford it just send me a message)
I actually posted about this script (in the Tech Artist WAYWO thread) way back in 2018, but didn't get around to finishing it until now. Would love to hear if anyone still remembers it from back then.
Will the advent of UE5 upon us, I decided to resurrect my BART Train scene. No changes to the meshes were done, this was my way of testing out the Realtime, No Bake lighting and Reflections using Lumen and Raytracing. It by far is amazing so far, Just a few settings changes and I'm able to get similar if not more realistic lighting while also being all Dynamic.
I'm going to really take a deep dive inside of UE5 for my Ruined Lands Environment!
If you want, take a look at my Artstation post, added a nice Video Render of the scene there.
Doing stuff with Lumen and Nanite with this Minecraft -ish thing in UE5. Those grass blades are all modeled and a single block has ca 1500000 polys. More to see on Twitter https://twitter.com/TocoGamescom
I'm testing out some ideas for workflow in UE5. Heres my first test so far. I'm using baked inverted cavity (curvature) and AO on the zbrush highpoly to drive materials in unreal engine with world aligned textures. No low poly and no uv maps which is fun! Very exciting to have UE5 to play with. This runs at about a almost constant 40fps on my 1060gtx with lumen and nanite doing the hard work.
I cant seem to get normal maps working at the moment. I did notice a mikkt space error when it loaded the mesh in and converted it to nanite so perhaps there is something I could do before export? the normal maps work on unreal engine cubes and spheres etc just not on my mesh.
Please don't judge the art too much! I'm more just exploring workflows and the tech here, so the art is just mostly thrown together in zbrush with some quixel megascan textures. I made custom materials and also material functions in ue5 to do the dust/rust and edgewear. This model is around 1.4 million triangles and I had a load of them in the scene with no problems.