I got my first little asset pack on the Unity Asset Store ... Arch Vis Polish Pack #1. It's also approved and pending for the Unreal Marketplace but I don't have a release date there yet.
Finally managed to build this into UE4 with no lightmap errors!
I've started to realize a car is not exactly meant to be a static object thus not having need for lightmaps but thought I'd take it as practise anyway.
Next up would be to start creating the textures and materials.
I got my first little asset pack on the Unity Asset Store ... Arch Vis Polish Pack #1. It's also approved and pending for the Unreal Marketplace but I don't have a release date there yet.
I got my first little asset pack on the Unity Asset Store ... Arch Vis Polish Pack #1. It's also approved and pending for the Unreal Marketplace but I don't have a release date there yet.
(everything modeled in MODO, textured in Substance Painter)
G]
I am really interested to hear how this stuff does for you. I have also thought about making arch viz assets but I couldn't decide how high to price them.
No where as cool as some of the substance stuff you guys are doing, but here's some rock.
Has anyone been using substance as a starting point for zbrush sculpts? That looks nice but I badly want to load it up in zbrush and have at it.
Is there a good workflow for substance to zbrush where you can keep some subdivision levels? I find applying a displacement map to a tiling mesh in zbrush pretty awkward.
everything looks great, except the opening of the barrel. why is it just flat metal instead of an actual rifled bore?
I didn't use polygons to make it hollow because it seemed like a waste, so I was going to fake a hole in the texture. Apparently that got disabled or deleted or something... Something I need to fix up
Loving that creature box design, I have to look at my book again one day though lol everyone done made everything already.
EQ:
God damn it you made me go ham on my next project, hope it comes out even half as good as that. Love the work long time.
Alec:
Damn that rock texture is bad ass, I had a hard time working on my rock guy trying to do that exact look. it was the comicon 2014 1 in the rock thread if you wanna look at it. It is meh to me but that was my first time doing rock stuff so i guess not all that bad.
Mr.B.Fox:
Ha cool them colors doe.
edit:
Very interesting lar
edit2:
This is the wayw after all so i should post what i am working on next.
2nd ship? the first never went past 500 tris or the concept so this is actually a first isn't it?
@ larolaro : ace...ALWAYS excited to see you do what you do :thumbup:
@ Draconius : Pretty cool character. I like the high V ..."hive" elf.
Crosspost from me
OK... I think this is the last big pose revision. I was chatting with a mate from work about poses and as usual he shed a heap of light on the situation and so I ended up here. It would be cool if he were to be holding something in his hand but I can't think of anything at the moment so there.
heres a small medievel city I am working on. gona move to hand painted texturing soon, crits are welcome.
Thats so fucken cool. One thing I spotted was the scale of some of the features. Mainly the stairs and planks on the bridges. If I compare them tot he size of the doors on the houses, they are AWFULLY large. Try not to get into the habit of make everything large for readability and epicness. You will loose a lot of the value of scale and its wonderful uses of giving depth to a scene.
It's also noted that views from eye level might be not as good as from overhead. you need to prioritize this early. I find for folio pieces an eve level cam is great as it shows a lot more about thinking from a game point of view than a making a nice piece of art.
And here is my wip, more dota 2 stuff. Started sculpting feathers.
Replies
That's awesome, I'd love to see a breakdown and/or workflow/etc
Also my first attempt at making PBR textures.
www.warrenmarshall.biz
I got my first little asset pack on the Unity Asset Store ... Arch Vis Polish Pack #1. It's also approved and pending for the Unreal Marketplace but I don't have a release date there yet.
https://www.assetstore.unity3d.com/en/#!/content/40109
Yay!
(everything modeled in MODO, textured in Substance Painter)
I've started to realize a car is not exactly meant to be a static object thus not having need for lightmaps but thought I'd take it as practise anyway.
Next up would be to start creating the textures and materials.
Assets look great dude!
Fixed a few issues from yesterday and progressing through this texture.
I know there is a few faults here and there but i'm learning as I go.
edit: to clarify - just photoshop and 3DO; not substance
I am really interested to hear how this stuff does for you. I have also thought about making arch viz assets but I couldn't decide how high to price them.
Thread here: http://www.polycount.com/forum/showthread.php?t=146426&page=2
https://www.behance.net/gallery/27610777/ZIS-5
https://www.artstation.com/artwork/3d-model-zis-5
Has anyone been using substance as a starting point for zbrush sculpts? That looks nice but I badly want to load it up in zbrush and have at it.
Is there a good workflow for substance to zbrush where you can keep some subdivision levels? I find applying a displacement map to a tiling mesh in zbrush pretty awkward.
Like this ammo box:
The edits I made crashed on me, so I'll just have to do them again tomorrow on my day off.
Pushed contrast for separation to make things feel more settled.
Inspired by Hiromasa Yonebayashi's "When Marnie Was There".
Still need a dirt pass and to work on the microsurface map.
Wip Jungle
Character WIP thread
Environment WIP thread
L
Crosspost from my thread.
I didn't use polygons to make it hollow because it seemed like a waste, so I was going to fake a hole in the texture. Apparently that got disabled or deleted or something... Something I need to fix up
This is pretty sweet
EQ:
God damn it you made me go ham on my next project, hope it comes out even half as good as that. Love the work long time.
Alec:
Damn that rock texture is bad ass, I had a hard time working on my rock guy trying to do that exact look. it was the comicon 2014 1 in the rock thread if you wanna look at it. It is meh to me but that was my first time doing rock stuff so i guess not all that bad.
Mr.B.Fox:
Ha cool them colors doe.
edit:
Very interesting lar
edit2:
This is the wayw after all so i should post what i am working on next.
2nd ship? the first never went past 500 tris or the concept so this is actually a first isn't it?
@ larolaro : ace...ALWAYS excited to see you do what you do :thumbup:
@ Draconius : Pretty cool character. I like the high V ..."hive" elf.
Crosspost from me
OK... I think this is the last big pose revision. I was chatting with a mate from work about poses and as usual he shed a heap of light on the situation and so I ended up here. It would be cool if he were to be holding something in his hand but I can't think of anything at the moment so there.
hahah or this one...
keep up the rads everyone.
Thats so fucken cool. One thing I spotted was the scale of some of the features. Mainly the stairs and planks on the bridges. If I compare them tot he size of the doors on the houses, they are AWFULLY large. Try not to get into the habit of make everything large for readability and epicness. You will loose a lot of the value of scale and its wonderful uses of giving depth to a scene.
It's also noted that views from eye level might be not as good as from overhead. you need to prioritize this early. I find for folio pieces an eve level cam is great as it shows a lot more about thinking from a game point of view than a making a nice piece of art.
And here is my wip, more dota 2 stuff. Started sculpting feathers.
Here's the Marmoset Viewer: https://www.artstation.com/artwork/nuka-cola-fallout-4-fan-art
Comments are welcome !