Earlier this week built out the high poly models(over 10 million tris o.O) in a few hours. Built the low polys in less than a day. The last 4 pics are today and yesterdays work(textures). I have a 500 combined poly limit for the monitor case and keyboard and each gets a 512 map.
Solid work everybody, looks like we're off to another great week in this thread
Here is my final submission to the UNREAL MARKETPLACE Everyone can expect to see it available for purchase soon. It's a fully modular building set consisting of only 112 Static Meshes. The reason I can get so much variety out of it, was by designing my textures and arranging my UV's in a way that would allow me to easily swap out different material onto the same surface. So I could switch between broken tiles, bricks, metal and the like. As well as a simple color picking material that I created within the Unreal Engine. I can write up a breakdown if anyone is interested. Enjoy!
Hey Folks,
Just wanna show my progress with asset. I'm currently working on.
This is bake tests and very simple material definition. So still work in progress = )
Some concepts for a world I am developing. The idea is these dwarf like Nomadic people, have enslaved the robots to mine and move the resources they desire. The robot arms have either been removed or completely damaged so they cant fight back. The Nomads commonly retro fit the robots with extra components, which are attached like a saddle on a horse so only the nomads can control them.
Did a Marmoset 2 render of my Everlast Boxing Gloves and Headgear, this is menat for a much bigger UE4 scene of a boxing gym that me and my brother are making. Thin kit turned out ok, especially since this was my first take with PBR and Marmoset 2
Lovely work! The gold looks fantastic. I do feel the red cloth could pop a bit more, but the muted look works well for it too.
Can you talk a bit about how the height and fuzz maps are working?
The height map it's quite straightforward...it a displacement map. I'm using it just to make sure I don't get that old gen look when you could see the low polycount on round edges and of course for more volumes here and there.
The fuzz tho...it's a new lovely map that you can use for simulating the microfiber on clothes. It adds a nice cozy whiteness on the outside parts of the mesh simulating the specular for the small fibers of the fabric. If you work it a bit with some variation(like i did) it can look quite amazing...making it easy to simulate fabrics like velvet and so on.
Please start a thread for all your work, I would love to follow it. Your personal blog loads completely broken half the time for me, and it only gives me tiny pictures. Your work is inspiring, and I love everything you do. I want to see more of your process, your workflow, everything, without losing your post only a day later, never to find it again until you post again in this thread.
Please, I love your work. I would love to be able to view it better and more frequently. I'm sure many people here would agree.
Gotta say, blog works perfectly for me though. Got good info on it, too. Could it be a page encoding problem because of the Korean, or maybe the browser you use?
I use chrome, all the characters show up but it doesn't translate (can't get it to translate either) so I never have any idea what his commentary is, or how to navigate the blog. Just sounds like my frustration comes from a language barrier.
Thanks so much for the link! I followed him and liked every picture in his gallery.
Replies
Working on Franken Tibbers for the Riot Challenge, check it out here
http://www.polycount.com/forum/showthread.php?t=141231&page=4
Woah! Loving this so far!
a little space ship in ue4 -
It has two customization colours setup in the editor so players can slide through and select what they want.
and started working on a lil turret-
@BaoLong - Really awesome work dude!
Here is my final submission to the UNREAL MARKETPLACE Everyone can expect to see it available for purchase soon. It's a fully modular building set consisting of only 112 Static Meshes. The reason I can get so much variety out of it, was by designing my textures and arranging my UV's in a way that would allow me to easily swap out different material onto the same surface. So I could switch between broken tiles, bricks, metal and the like. As well as a simple color picking material that I created within the Unreal Engine. I can write up a breakdown if anyone is interested. Enjoy!
Sweet concept dude!
Another bullpup! This time a Tavor.
excellent rifle man! :thumbup: and thanks
here is my status update: http://www.polycount.com/forum/showthread.php?p=2170441#post2170441
the magazine feeding system doesn't make sense. but that's okay. that is for the animator to solve
Here's my Sunday evening project. 3 hours to make.
TURNTABLE
I tried sculpting a tiling textures based on a painting by Beksinski. We'll see how this goes!
I'll call the texture for the body done for now. I will probably revisit it a bit when I will be done with the head, hands and hair.
And the texture samples if anyone is interested.
very nice texturing!
In my opinion, the golden parts are a bit too dominant
Which software did you use for the texturing ?
I agree about the gold parts....i will have to think of something to temper it down...dunno if possible without redoing the whole embroidery.
Photoshop and Quixel Suite
I'd love a breakdown!
Just wanna show my progress with asset. I'm currently working on.
This is bake tests and very simple material definition. So still work in progress = )
Can you talk a bit about how the height and fuzz maps are working?
Holy crap those are beautiful.
love this
The height map it's quite straightforward...it a displacement map. I'm using it just to make sure I don't get that old gen look when you could see the low polycount on round edges and of course for more volumes here and there.
The fuzz tho...it's a new lovely map that you can use for simulating the microfiber on clothes. It adds a nice cozy whiteness on the outside parts of the mesh simulating the specular for the small fibers of the fabric. If you work it a bit with some variation(like i did) it can look quite amazing...making it easy to simulate fabrics like velvet and so on.
+1 that sounds interesting :poly142:
which rendering engine are you using? looks like marmoset?
didn´t know that there is a fuzz map channel there!
edit: I see, Microfiber ("Fuzz") Diffusion, marmoset tb 2
very nice!
https://vimeo.com/110182672
one tree per 1300tri
Blog : http://blog.naver.com/wnalstlr777
E-mail : wnalstlr777@naver.com
[UDK] Janggage_Mountain
http://www.polycount.com/forum/showpost.php?p=2067874&postcount=5087
[ame="http://www.youtube.com/watch?v=OcgMUB0xTm0"]Dandelion Observation Deck - YouTube[/ame]
Please, I love your work. I would love to be able to view it better and more frequently. I'm sure many people here would agree.
http://www.artstation.com/artist/ipos888
Gotta say, blog works perfectly for me though. Got good info on it, too. Could it be a page encoding problem because of the Korean, or maybe the browser you use?
Thanks so much for the link! I followed him and liked every picture in his gallery.
https://www.facebook.com/photo.php?fbid=735081126570208&set=a.115300308548296.20503.100002049812206&type=1&theater
Sure man, I've gotten a couple requests so I'll throw one together in the next couple of weeks for everyone