Playing with Quixel Suite and making some PBR, model was done last year but had no chance to texture it, tri's is 3500 plus 1xAlbedo/Spec/Glass
/Normal map.
One (or 2) question(s)...
Shouldn't you actually avoid using too many gradients/grey values in the metalness map according to pbr system, where something is either metallic or not? Or is it very common to use a lot of in-between values?
I'm just wondering, because from the small part I can see it looks like the roughness with higher values.
Apart from that, I'd really like to see more of the roughness map instead of the giant normal part :P
Whatever this is, it looks great and I want to know more
Is if for the intro of my game Last Knight, I decided to make everything low poly for it instead of the usual super high poly detailed cgi intros. Which obviously also has practical reasons. This is the only other scene I have till now: http://imgur.com/bKQmCpo
That fly through uses the same environment pieces I'm using for the 3d map ingame but it is rendered in 3ds max, you can see that map in the trailer here: http://youtu.be/pQhBR_X7YbA and more on Steam: http://steamcommunity.com/games/262210/announcements/detail/1262444873044450721
One (or 2) question(s)...
Shouldn't you actually avoid using too many gradients/grey values in the metalness map according to pbr system, where something is either metallic or not? Or is it very common to use a lot of in-between values?
I'm just wondering, because from the small part I can see it looks like the roughness with higher values.
Apart from that, I'd really like to see more of the roughness map instead of the giant normal part :P
Thanks.
Some of those gradients are due to the 'Flaming Pear' Solidify filter that I run after I'm done with the map, it's like Xnormal Dialation for mip's so a large portion of it isn't actually on the Island that contains the needed info but rather in the gutter. However, some of the metals on the character feature grime, dust, sand, dirt, wear etc... which in some cases don't share the same reflectance value as the metal itself, hence some of the other values across the maps... PLUS, When I wanted certain parts of a specific metal to pop, I upped there values more as well (more of an artistic decision then a physically correct one).
Hi everybody, this is my first real post here at Polycount
I've been working on remakes of the old Quake 1 enemies. The Scrag is already converted to lowpoly and rendered in Keyshot, and I'm currently working on the Vore in Zbrush. I wanted to try and stay as faithful as possible to the old design, while elaborating on it.
More MeshFusion/Modo fun. This is part of a low wall to go along with the generator piece I made. Still a WIP. I think I'm going to add in a pipe connection into the scoop area that will run under the floor. I'll post more as I go.
Workshop with Gilberto Magno!
My low poly character using only diffuse map ( 1024x1024) I used Maya for modeling and 3d coat to create the texture..Concept art by Duelisto ( Stanislav Galay).
This is a work I've been doing for school(university) for the past weeks, it has been learning and doing. I started Zbrush only 2months ago and before that I only knew some basic stuff in 3DS Max. It's a wip.
Done in Zbrush(sculpting and polypaint), all comments and critics are highly appreciated and advice too.
This is supposed the be a "dream like"(like you would see in a dream or while you were dreaming) garden inside the mind of a little kid. The tree "simbolizes" the mind and imagination of the kid growing and bla bla bla. xD :P
@RexM Awesome looking foilage, are you photoreffing or rendering it or...? I've seen many different techniques and i was just wondering the one that you use. As said, great looking!
I use Zbrush for all texture sculpts, zspheres to make the branches for the texture, then make the leaf in Zbrush, Photoshop for any finishing/color adjustment.
@ StandingMonkey, I think your car needs spec/gloss maps.
@ SladeDigital, really great execution with that character.
@ samifira, nice modeling. What program did you use?
I really improved upon the trees I made, so I decided to update the shots. Trees are 400 tris for the sapling, 2200 for the smaller tree, and 3300 for the larger one. Not using PBR, this in Cryengine 3 free SDK.
Onto the next set of whatever assets I decide to make next... I think I want to make ruins and work on sculpting techniques more, but I am split from trying to make up ruins and using something already existing.
This is the first WIP of our very first figurine for project Mekanizer in collaboration with my friend Paul Kwon.
We are hoping this will be the first of many girls we produce and the start of an awesome collectible figurine adventure for the both of us. This is something I have wanted to do since I was a kid, so finding another dude like Paul to team up with who also wants this is just the ultimate!
Once she is posed up and finished, we intend to print her and have her produced as either a 9" or 12" desktop collectible figurine , painted and grey versions.
Replies
http://youtu.be/UQs6XSND8p8
That is bloody awesome buddy!
Whatever this is, it looks great and I want to know more
Grass is from UDK.
/Normal map.
nice character!
One (or 2) question(s)...
Shouldn't you actually avoid using too many gradients/grey values in the metalness map according to pbr system, where something is either metallic or not? Or is it very common to use a lot of in-between values?
I'm just wondering, because from the small part I can see it looks like the roughness with higher values.
Apart from that, I'd really like to see more of the roughness map instead of the giant normal part :P
Is if for the intro of my game Last Knight, I decided to make everything low poly for it instead of the usual super high poly detailed cgi intros. Which obviously also has practical reasons. This is the only other scene I have till now: http://imgur.com/bKQmCpo
That fly through uses the same environment pieces I'm using for the 3d map ingame but it is rendered in 3ds max, you can see that map in the trailer here: http://youtu.be/pQhBR_X7YbA and more on Steam: http://steamcommunity.com/games/262210/announcements/detail/1262444873044450721
Giant screenshot: http://environmentartist.com/boards_images/jeffparrott_axeHipsterBeardLarge014.jpg
13400 tris, normal+AO
rendered in marmoset
Man! I love this. I've been watching the WIP shots, and was concerned about how the design would read, but the final colors work very well.
[ame="http://www.youtube.com/watch?v=dOwLOp4VyIE"]Blubber Busters (Early testing) - YouTube[/ame]
Thanks.
Some of those gradients are due to the 'Flaming Pear' Solidify filter that I run after I'm done with the map, it's like Xnormal Dialation for mip's so a large portion of it isn't actually on the Island that contains the needed info but rather in the gutter. However, some of the metals on the character feature grime, dust, sand, dirt, wear etc... which in some cases don't share the same reflectance value as the metal itself, hence some of the other values across the maps... PLUS, When I wanted certain parts of a specific metal to pop, I upped there values more as well (more of an artistic decision then a physically correct one).
niiice
Here's an Alchemist's table I am creating in 3Ds Max, rendered in Marmoset 2.
I've been working on remakes of the old Quake 1 enemies. The Scrag is already converted to lowpoly and rendered in Keyshot, and I'm currently working on the Vore in Zbrush. I wanted to try and stay as faithful as possible to the old design, while elaborating on it.
Its a glitchy, wipeout inspired tap racer.
Below is a vine.
https://vine.co/v/MTLDjmgm91z/
Todays head sculpt?
Day 5 of daily sculpting.
Critique?
Where are the wireframes, you cock-tease!! You can't post a model this sexy without showing us the wires, its torture!
Gorgeous!
Pretty impressed with the quixel suite.
Finished Samus
She was a fun weekend project
[ame="http://www.youtube.com/watch?v=3GwaWboFzmc"]Samus Timelapse - YouTube[/ame]
More MeshFusion/Modo fun. This is part of a low wall to go along with the generator piece I made. Still a WIP. I think I'm going to add in a pipe connection into the scoop area that will run under the floor. I'll post more as I go.
Workshop with Gilberto Magno!
My low poly character using only diffuse map ( 1024x1024) I used Maya for modeling and 3d coat to create the texture..Concept art by Duelisto ( Stanislav Galay).
I hope you like it!
+ More info:
http://www.tiagorabello.com/
I've been following your posts for a while and this is really shaping up to be amazing.
[ame="http://www.youtube.com/watch?v=di6yR_c7N70"]Kaelin Hinnant Modeling Reel 2014 - YouTube[/ame]
Wonderful stuff guys Learning a new app, painted a head. Will do some proper renders later...
Starting the Low Poly now
Working on a fleetline 1950 - i may make it like fallout 2 or steampunk stuff !
Max + Mari + Vray
Love this man, simple idea but perfectly done
This is a work I've been doing for school(university) for the past weeks, it has been learning and doing. I started Zbrush only 2months ago and before that I only knew some basic stuff in 3DS Max. It's a wip.
Done in Zbrush(sculpting and polypaint), all comments and critics are highly appreciated and advice too.
This is supposed the be a "dream like"(like you would see in a dream or while you were dreaming) garden inside the mind of a little kid. The tree "simbolizes" the mind and imagination of the kid growing and bla bla bla. xD :P
It's not done yet.
Sorry if the post is in the wrong section.
Its still pretty sketchy, but I'm gonna try and clean it up and make a game rez out of it
I use Zbrush for all texture sculpts, zspheres to make the branches for the texture, then make the leaf in Zbrush, Photoshop for any finishing/color adjustment.
I may do breakdowns in the future, but I am pretty invested in making more art as I try to seek out my next job opportunity right now.
Thanks, nice work yourself on the camera.
@ Wahlgren, awesome work with the old mustang!
@ StandingMonkey, I think your car needs spec/gloss maps.
@ SladeDigital, really great execution with that character.
@ samifira, nice modeling. What program did you use?
I really improved upon the trees I made, so I decided to update the shots. Trees are 400 tris for the sapling, 2200 for the smaller tree, and 3300 for the larger one. Not using PBR, this in Cryengine 3 free SDK.
Onto the next set of whatever assets I decide to make next... I think I want to make ruins and work on sculpting techniques more, but I am split from trying to make up ruins and using something already existing.
Created in Photoshop.
I'm attempting the inside, and just redid the rims/tires since I didn't like the old ones.
[SKETCHFAB]b38f3de959b84ae9bccc215dbb2861e5[/SKETCHFAB]
We are hoping this will be the first of many girls we produce and the start of an awesome collectible figurine adventure for the both of us. This is something I have wanted to do since I was a kid, so finding another dude like Paul to team up with who also wants this is just the ultimate!
Once she is posed up and finished, we intend to print her and have her produced as either a 9" or 12" desktop collectible figurine , painted and grey versions.