Hi there, I'll try to keep it short: I'm a junior 3D environment/prop artist. And I felt like it's about time I starting putting work online! Hopefully by this time next year, this sketchbook will have filled up nicely!
Hey it looks good for a feedback, I would say that the Leather part seems a bit wierd. Like there is a lof of big folds and bumpy areas. For exemple this looks like the the handle you tried to do :-) on your handle we don t feel that much an real overlapping of the leather bands. More like you just "cut" the mesh with a brush. But that's my opinion, for the rest it look really interesting !
So far I don't have a real preference. I like Substance designer a lot, great for efficient, custom materials. It's a great tool for environment work and other modular work. Substance Painter is a cool addition for when you have more unique stuff, it's also a lot less buggy I feel. However I am not yet as used to using Substance Painter as I am to Quixel, so I'll have to leave the final verdict for later - I can say this though: Quixel, although slow and buggy at times in comparison, comes with an easy to use workflow and a ready-made library of any kinds of base smart materials you could want. They all look great and are easy to manipulate. With Substance Painter I am not as impressed with the standard library. It might be I just need to work a bit more with Painter first. I'm thinking of doing my next piece in Painter. This Cleaver was my first full project in Quixel. It's only fair I do the same for Substance Painter
TL;DR: Quixel: Awesome base library, easy, fast workflow, photoshop plugin is buggy and slow. Substance Painter: Harder to get into, might be lack of practice, standalone software seems more robust, fast and flexible (if used with Designer).
Hiya, I definitely agree that it isn't your standard metal blade. Nor was that the intention, I had some trouble with the material definition though. My inspiration for the blade can be found here: https://www.artstation.com/artwork/4RQ0q - Could you elaborate what you mean with 'spongy'?
Haha thanks ^^ - well lets say that the material base was quixel and was done in 5-10 minutes, the actual texturing that followed took me a few hours I think. Hard to remember, I retextured it from scratch 3 times spread over a couple short evenings.
why does almost everyone think quixel is more for hard surface / Ultra realistic stuff? Quixel is a texturing app that can pretty much do everything the competition can as well
why does almost everyone think quixel is more for hard surface / Ultra realistic stuff? Quixel is a texturing app that can pretty much do everything the competition can as well
My guess is marketing ^^ - Quixel is often marketed with examples of sci-fi hardsurfaces.
This time I wanted to learn Substance Painter and practice some more normal map baking with cylinders. High res images here: https://www.artstation.com/artwork/km3gK
It's been way too long since I posted... but better late then never right? This month I'll be trying to get this scene finished. It started out as a VR archviz scene, so it's all low poly with lighting that needs to feel realistic. I'm not being extremely strict on anything though, and currently the texture resolution sizes have not been optimized! Below a few wip shots, hopefully more too follow later this week ^^ - I'm not planning any crazy drastic changes at this point, it's more about dressing it up and polishing it. - regardless of that, any feedback is welcome and appreciated!
This looks great. That tile is super cool. Personally I don't think the tables fit well with the rest of the scene. I think it would look better with something cleaner, less dense, and more modern looking.
Hi! Thanks for the feedback, I don't think I completely understand though, could you give an example of what you mean with 'less dense'? I changed the setup a bit to make the room feel less crowded and give some breathing space, really feels better now. Thanks man!
Managed to continue on my project over the weekend: better set dressing, some new materials and a couple of revised props. I'm not completely convinced by everything yet. I'll first add some final decoration props and plants. After that I'll gather some feedback and finish up this one!
Replies
Find the high res images and marmoset viewer here, just scroll down: https://www.artstation.com/artwork/wNK6g
So far I don't have a real preference. I like Substance designer a lot, great for efficient, custom materials. It's a great tool for environment work and other modular work. Substance Painter is a cool addition for when you have more unique stuff, it's also a lot less buggy I feel. However I am not yet as used to using Substance Painter as I am to Quixel, so I'll have to leave the final verdict for later - I can say this though: Quixel, although slow and buggy at times in comparison, comes with an easy to use workflow and a ready-made library of any kinds of base smart materials you could want. They all look great and are easy to manipulate. With Substance Painter I am not as impressed with the standard library. It might be I just need to work a bit more with Painter first. I'm thinking of doing my next piece in Painter. This Cleaver was my first full project in Quixel. It's only fair I do the same for Substance Painter
TL;DR:
Quixel: Awesome base library, easy, fast workflow, photoshop plugin is buggy and slow.
Substance Painter: Harder to get into, might be lack of practice, standalone software seems more robust, fast and flexible (if used with Designer).
Amazing work
High res images here: https://www.artstation.com/artwork/km3gK
This month I'll be trying to get this scene finished.
It started out as a VR archviz scene, so it's all low poly with lighting that needs to feel realistic.
I'm not being extremely strict on anything though, and currently the texture resolution sizes have not been optimized!
Below a few wip shots, hopefully more too follow later this week ^^ - I'm not planning any crazy drastic changes at this point, it's more about dressing it up and polishing it. - regardless of that, any feedback is welcome and appreciated!
Thank you for reading
More to follow in the next few weeks
I changed the setup a bit to make the room feel less crowded and give some breathing space, really feels better now. Thanks man!
I'm not completely convinced by everything yet. I'll first add some final decoration props and plants.
After that I'll gather some feedback and finish up this one!
Full release soon
Follow my full works here:
https://www.artstation.com/dominiquebuttiens
Artstation Challenge - Wild West - Tomb of The Iron Horse:
https://polycount.com/discussion/202706/tomb-of-the-iron-horse-artstation-wild-west-challenge-image-heavy/
Artstation Challenge - Feudal Japan - The Forgotten Grave:
https://polycount.com/discussion/208714/the-forgotten-graveyard-artstation-feudal-japan-challenge/
Lighting Experiment in UE4:
https://polycount.com/discussion/208713/lighting-experiment-in-ue4/
Big bulky update to catch up!
More on everything on my Artstation: https://www.artstation.com/dominiquebuttiens
https://www.artstation.com/artwork/A92wgW
https://www.artstation.com/artwork/e02oP6
https://www.artstation.com/artwork/0nDgvy
https://www.artstation.com/artwork/ArBZeq
Big bulky update to catch up!
More on everything on my Artstation: https://www.artstation.com/dominiquebuttiens