The weapons were rendered in Nifskop 2.0 Pre-Alpha 2 [dev 2], which is a mesh viewer and multi-purpose editor (shaders, animations, mesh object heirarchy, etc.) for nif files. Previous versions of nifskope did not fully support realtime shading reasonably accurate to what you'd see in-game. Today is the first day I've gotten my hands on it and it should make creating assets for Skyrim much easier.
[Posted May 2015] Started working on this yesterday. My first time really using zbrush for detailing. I tried something similar with mudbox quite a while ago and it didn't go too well. I 'm fairly happy with the results this time. I'd point out that only the blade has been detailed at the moment. The handle and hilt only have a tiled detail normal map applied. This is the high poly.
My reference
EDIT: Also, this sword is very similar to the broadsword in Dark Souls and Dark Souls II, although the handle is longer in DS/DSII. I assume that that is so because it had to accommodate wielding with two hands.
[Posted May 2015] Low poly with WIP textures/materials I tried making friends with zbrush with this model. I mainly used noise maker, trim dynamic, and quite a few layers. Low poly and base high poly were made in 3ds max. Maps were baked in xNormal. Textures were created in Photoshop.
[Posted March 2016] Workin' away on a character/scene based on a Matt Dixon concept
[Posted March 2016] Finished LP and normal bake
[Posted March 2016] I think I'm done with the robot character aside from minor tweaks. model
[Posted March 2016] Did a little more than play with the emissive. I think it matches the concept better now. I'm currently skinning/rigging this guy, so I'll be redoing the pose to fit the concept better, as well.
[Posted June 2016] I finally started messing with SD. For my first substance I chose the usual, obligatory tiling tile (tiled 3x3 and rendered in Marmoset).
[Posted May 2017] Long time, no update. I've been working on this bit by bit, making small changes every so often over the last (almost) year. For now I'm finished with this, although I might come back to polish it up some more later.
This is rendered in MT3. I decided not to use UE4. I'm more comfortable with MT3 and the new GI tech is real nice. I'm not using any pre-baked environment mapping: GI and local reflections only.
As I said a year ago, I planned to create two lighting setups and I did.
[Posted April 2015] Update on my binary detective robot character. future-fictions aigis fanart inspired me to take another look at this quick model I made a while ago (see head decoration).
[Posted February 2017] Hey hey. I'm revisiting a character which I've revisited once before, but did not go beyond a bust. My intention is to create a full real-time character. My first revisit was initially spurred on by future-fiction's Aigis (persona 3 fanart) character, so there are similarities, some deliberate and some not.
With that out of the way, here is my starting point:
[Posted March 2017] LP with base materials/textures
[Posted May 2018] Updated a few older weapon models that were originally intended for Skyrim, some released as mods, some not. Specifically, I modified the materials/textures to work with PBR using GGX shading.
I've bought my first 3D printer. I'm excited to be able to bring things from digital 3d into real life in such a short amount of time and at a relatively low cost.
After getting some of the kinks worked out, I've printed my first thing of my own creation, a sword hilt. This is a first test for future plans I have in mind.
This past summer I successfully melted aluminum in a basic charcoal furnace, which consisted of a camp-gas tank bottom half, a coffee tin, charcoal, a blowup mattress inflator, and a few holes in the ground. I plan to give lost-pla casting a try, maybe make my own real sword, preferably casting in bronze which will require an upgrade.
Most details are subject to change. Blade swirl is a displacement map and blade fuller details are floaters. I haven't quite found the grip shape I want. It's a bit too round as is, which is good for comfort, but in this case not so good for aesthetics IMO.
Contemplating reviving an old thread... more WIP images of this weapon
I'm trying out projecting mesh shapes from multiple subtools onto another into separate layers, allowing me to change larger forms of the handle while keeping my sculpted details (bodge job atm). The blade fuller is a displacement map which I've been tweaking in Photoshop, adding details and textures.
Participated in the environment art challenge (January to February 2021). I created a prop based of the chosen prop concept. Artstation Link See thread here
Hey everyone. Here is my finished cauldron prop. I tried to create this thing as quick as I could but it ended up taking me much longer than expected. I think there are a few things I could improve on with this thing, but I'm calling it done for now.
I used blender to model the high poly, zbrush to detail sculpt, blender for low poly modelling (used zremesher for goo). To texture I used photoshop and a bit of blender texture painting to create cross UV island masks.
@rollin Thanks rollin! My output has been sporadic over the years. I had a non-utilitarian 3D modelling drought starting around Q2 2018 and ending around mid 2020. I did do some small-scale archviz for personal reno projects, but beyond that, nothing. I'm glad to get back to doing more creative 3D art projects.
Replies
354 tris
256x256 texture
Evilsbane on Sketchfab (PBR)
[SKETCHFAB]e8c3e852e0874f07a25da115033d93d4[/SKETCHFAB]
Another quick "lowpoly" thing
model
This was very much inspired by what Christian Nordgren has been posting.
View on Artstation
Showcase Thread
[Posted June 2015]
Working away on my revolver. Just finished the low poly. Need to fix a few things up then on to texturing.
[Posted June 2015]
Finally reached a point with the textures of my revolver where it doesn't look like crap. WIP, semi-finished at this point.
[Posted March 2016]
I recently finished a retexture of this thing.
Here it is in Marmoset
and Sketchfab
model
The weapons were rendered in Nifskop 2.0 Pre-Alpha 2 [dev 2], which is a mesh viewer and multi-purpose editor (shaders, animations, mesh object heirarchy, etc.) for nif files. Previous versions of nifskope did not fully support realtime shading reasonably accurate to what you'd see in-game. Today is the first day I've gotten my hands on it and it should make creating assets for Skyrim much easier.
[Posted April 2015]
Started working on this yesterday. My first time really using zbrush for detailing. I tried something similar with mudbox quite a while ago and it didn't go too well. I 'm fairly happy with the results this time. I'd point out that only the blade has been detailed at the moment. The handle and hilt only have a tiled detail normal map applied. This is the high poly.
My reference
EDIT: Also, this sword is very similar to the broadsword in Dark Souls and Dark Souls II, although the handle is longer in DS/DSII. I assume that that is so because it had to accommodate wielding with two hands.
[Posted May 2015]
Low poly with WIP textures/materials
I tried making friends with zbrush with this model. I mainly used noise maker, trim dynamic, and quite a few layers. Low poly and base high poly were made in 3ds max. Maps were baked in xNormal. Textures were created in Photoshop.
EDIT: uploaded it to sketchfab
model
model
View on Artstation
Showcase Thread
[Posted March 2016]
Workin' away on a character/scene based on a Matt Dixon concept
[Posted March 2016]
Finished LP and normal bake
[Posted March 2016]
I think I'm done with the robot character aside from minor tweaks.
model
[Posted March 2016]
Did a little more than play with the emissive. I think it matches the concept better now.
I'm currently skinning/rigging this guy, so I'll be redoing the pose to fit the concept better, as well.
[Posted February 2017]
Calling this finished (view on Artstation).
View on Artstation
[Posted June 2016]
Finished lowpoly and materials for this
Here it is on Sketchfab
model
Might come back and add a strap, but I'm calling it done for now.
I finally started messing with SD. For my first substance I chose the usual, obligatory tiling tile (tiled 3x3 and rendered in Marmoset).
Another substance. A cinder block wall this time, plus optional paint layers.
Messing with decimation master and Marmoset
https://www.artstation.com/artwork/85rkE
View on Artstation
Showcase Thread
[Posted July 2016]
[Posted July 2016]
[Posted July 2016]
[Posted May 2017]
Long time, no update. I've been working on this bit by bit, making small changes every so often over the last (almost) year. For now I'm finished with this, although I might come back to polish it up some more later.
This is rendered in MT3. I decided not to use UE4. I'm more comfortable with MT3 and the new GI tech is real nice. I'm not using any pre-baked environment mapping: GI and local reflections only.
As I said a year ago, I planned to create two lighting setups and I did.
Natural Lighting
Artificial Lighting
View on Artstation
Showcase Thread
[Posted April 2015]
Update on my binary detective robot character. future-fictions aigis fanart inspired me to take another look at this quick model I made a while ago (see head decoration).
[Posted February 2017]
Hey hey. I'm revisiting a character which I've revisited once before, but did not go beyond a bust. My intention is to create a full real-time character. My first revisit was initially spurred on by future-fiction's Aigis (persona 3 fanart) character, so there are similarities, some deliberate and some not.
With that out of the way, here is my starting point:
[Posted March 2017]
LP with base materials/textures
Updated a few older weapon models that were originally intended for Skyrim, some released as mods, some not. Specifically, I modified the materials/textures to work with PBR using GGX shading.
Longclaw: https://www.artstation.com/artwork/BdOxl
Dragonspear: https://www.artstation.com/artwork/Zrzg8
Evilsbane: https://www.artstation.com/artwork/vbzOD
Dragon Rend: https://www.artstation.com/artwork/RveEe
Most details are subject to change. Blade swirl is a displacement map and blade fuller details are floaters. I haven't quite found the grip shape I want. It's a bit too round as is, which is good for comfort, but in this case not so good for aesthetics IMO.
I'm trying out projecting mesh shapes from multiple subtools onto another into separate layers, allowing me to change larger forms of the handle while keeping my sculpted details (bodge job atm). The blade fuller is a displacement map which I've been tweaking in Photoshop, adding details and textures.
I've moved on adding sculpted details in zbrush. I applied my displacement maps to the blade.
Made a thread for this here.
Artstation Link
See thread here
Thanks rollin!
My output has been sporadic over the years. I had a non-utilitarian 3D modelling drought starting around Q2 2018 and ending around mid 2020. I did do some small-scale archviz for personal reno projects, but beyond that, nothing. I'm glad to get back to doing more creative 3D art projects.