Hello everyone,
I am a self-taught 3D artist with a BA in Fine Arts and a MSc in Computer Aided Arts & Design.In order to push myself further, I wanted to start a sketchbook to share some work in progress.
Feedback and critique are more than welcome
Cheers,
Mine
Replies
On the left side, I used an alpha to paint a height map on a low poly mesh in Substance Painter.
On the right side, I carved the letters via Projection Master in ZBrush and baked a normal map.
I thought ZBrush version should have looked better, but alpha-height map one is sharper.
I have applied some materials in Substance Painter and finally used particles to paint the leaks.
So here are my references;
And my bench;
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For last a couple of days, I was busy with creating new headstones with varied names.
Some of my references;
I have created medals and frame separately and combined them in UE4.
I also made 2 more frames for a certificate and a written oath.
I am not quite happy with the purple velvet behind the medals, it looks way too dark in UE4.
Because it's going to be placed in a room, which is not used for years, I wanted to make it look a bit flat.
I used Maya for modelling the main shape, then Marvelous Designer and Zbrush for wrinkles and baking the normal map.
Finally Photoshop + Substance Painter for texturing.
Nice info from your experiment with Zbrush and Substance Painter as well.
These are the screenshots from UE4;
I have used/edited/created images to create bed cover, wallpaper, book covers, map, punch bag and certificate/oath textures in Photoshop, then played with them in Substance Painter.
Yesterday I have started working on a couple of jigsaw puzzle pieces and a box as a part of a puzzle in the game.
As the image, I used a painting from John William Waterhouse, he is one of my favourites.
These are screenshots from Substance Painter;
I've moved the pieces around in UE4.
And placed them into my scene.
I used Photoshop to prepare alphas for the texts and Substance Painter for material creation.
Since this is going to be used as a game prop, I've changed the brand name to Panasound
Rest in peace, George Michael
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However, I did some retouch.
A quick composition with decoder glasses
These are the in-game screenshots from UE4.
I have been re-arranging the headstones, placing fences, creating a landscape material with multiple layers, making a path and so on.
On the landscape material, I used varied materials from Substance Source.
Here is my material,
My only comment, which is more of a preference, would be to add a sheet of reflective glass on top of these frames with the medals and certificates, I think it would add a nice "depth" touch (and if you like to keep things away from dust too ), but it is only to be picky, it really looks great already!
Looking forward to see more!
So, this is the mesh I've created
And the path I made with the spline tool in UE4.
When making a path, road, pipe, etc. with spline tool, Zak Parrish's tutorial is perfect. He is very thorough.
But if you are looking for a quick solution, I recommend this one.
I happened to try them both
My main plan was using broken glass on the medal display, as someone got angry and threw something at it. However my broken glass material didn't look that appealing
I have been following this tutorial, it is fantastic!
My current result is;
So, I used Substance Designer to create normal/height/AO/roughness channels.
And imported them into UE4 to create the material.
Anyways, I have started doing some tutorials from Michael Pavlovich to improve my sculpting. He is absulately amazing!
This is my very first character sketch in Zbrush. It took about 3 hours to make it.
After some research, the other day I've started building the basement with simple modular pieces in Maya.
Creating modular building pieces is super fun!
I used Substance Painter for texturing. And the bricks are from Substance Source, I directly used the material in UE4. They are not looking that convincing, I think I should make some adjustments in Designer.
used maya, photoshop and substance painter.
As I have started importing the objects, the basement seemed a bit too big for our purposes. So thanks to modular building pieces, I resized it pretty easily I also changed bricks, ceiling and floor textures.
At the moment I am still creating objects to pile up, in order to make it look like an old, messy place.
I didn't have time to create new lamps for basement, so used my regular lamps for now.
We needed an old typewriter from 1950s. Royal's Quiet DeLuxe was a great fit.
...and here is my "Loyal" Quiet DeLuxe
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I scuplted the high poly mesh in Zbrush, baked texture maps and created material in Substance Designer.
And finally did some retouch in Substance Painter.
I used Zbrush for sculpting and zsphere+topology tool for creating the low poly mesh.
And the candles in the UE4 scene;
So far, I've used Marvelous, Zbrush, Maya, Substance Designer and Painter, and Photoshop.
The Photoshop part took longer than that I expected.
Here is my reference,
Turquoise tiles;
Then updated my portfolio.
So, this is a scale that I made for our game, The Family Skeleton.
I used Maya for modeling and Substance Painter and Photoshop for texturing.
Another prop for the game, "Smith" says
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For this time, instead of creating the whole material procedurally in SD, I've used a mesh to bake normal, ambient occlusion, curvature, height and color maps.
Afterwards I created wood texture and wallpaper pattern in SD and put them all together.