
A collection of the latest and greatest pieces from Sketchfab users
model
model
model
model
model
model
model
model
model
I've been working on this rock scene for about 5 weeks and finished it over the weekend.
I took part in @TheClubsDiscord sculpt-a-rock-a-day-challenge in January. And after starting but not finishing most of my projects last year I wanted to keep the ball rolling and put some of the rocky goodness to use. I purposefully kept the scene small so I could finish it within my 5 weeks.
I'd originally intended on presenting the rocks just by themselves. But then felt it needed a little life so added some simple grass, in the end I had a small hilltop.
I'd love any c&c, both from these images and those on my Artstation project (I didn't want to overload this post), and anything I could do better or fix!
Thanks for looking and there's more on my Artstation project page: https://www.artstation.com/artwork/rAyKvO
Hello guys. There are several
photogrammetry artists on
Artstation like https://www.artstation.com/artwork/g2dLa8
and https://www.artstation.com/artwork/lxrkyY
I wanted to make something that looks like photogrammetry. I decided to make a park bench since it has wood and metal – two vastly different materials. I never made wood planks before, so this is a first time.
Result:
Closer:
Process:
Step 1: I made this dummy in 3Ds max. For me it is faster to make this model in Max, then sculpt it in ZBrush.
Step 2:
Pretty basic sculpt in ZBrush.
On metal parts I'm using Trim Dynamic brush to beat edges. And some dents and cracks alpha brushes I found online.
On wood parts I use Trim brushes as well. I also found very good wood alphas on my hard drive. Don't remember where did I get them. Pretty simple process: just drag some alphas on a wood and that's it.
Step 3: Retopo in 3Ds Max.
Mesh:
Step 4:
Unwrap. Nothing interesting here.
Step 5: Texturing. The most important.
This is Diffuse channel:
Roughness:
Metal textures
1. This is a baked mesh with normals.
2. Add some grunge maps on top:
3. Some green thing:
4. Rust (Dirt generator) and Edges (Metal Edge generator)
5. More dirt + some details
Wood:
1. Baked mesh:
2. Slap two textures on a mesh
3. Add third texture on damaged parts (hand painted mask with directional blur on it)
4. Place inverted cavity map on top. (Maybe it is unnecessary. I don't know).
5. Paint:
I've painted this mask using few wood alphas.
+ cracks map on top
And done:
Final result:
Does this model look good? Yes, it does. Is it photorealistic? I don't think so. If you know any secrets how to make photoreal textures and models - feel free to share:)