WOW! Nice details on the engine. Is the hoverbike / engine based on a concept or your own design? The latest pics have some unflattering lighting but otherwise great stuff! Very good high-poly modeling.
All the modeling is done in Modo ( base body is done in MakeHuman ), from highpoly to game ready lowpoly models. Baked normal map, ambient occlusion and id map in Modo by using the rounded shader, cage and exploded mesh. A whole scene is modeled in a modular system, there are about twenty modular pieces around the scene.All texturing is done in Substance Painter, created couple smart materials that are is used in a scene. Imported in Unreal Engine and start adding decals, particals, reflection, audio and lightmap density setup to the scene. There are few master materials, so I can change roughness, normal strength, emissive and main color in material instances. The lightmap density is in skarsnik green range and baked by using a wonderful GPU Lightmass in five minutes. The lighting is done by using emissive light from the main top ceiling and only a few spotlights are added to light up dark places. Post-Process is also done in Unreal.
If you have any questions, feel free to comment. Any kind of comment is more than welcome.
Replies
Outsource Lady
Some older works..
Generator
High to Low poly and texturing in Substance Painter.
Current WIP - Procharged Rotary Engine Hoverbike
Timelapse of modeling -
Part One
Part Two
Procharged Rotary Engine, textured in Substance Painter and rendered in Marmoset Toolbag
Hoverbike was made with no concept ( directly from head and modeling as I go ).
Engine is based on 13B rotary engine. It's NA engine on ITB. Procharger is there to boost rear hover thrust modul. It's not conventional way.
Gonna put engine in Unreal to fire up this baby..
Outsource Lady
In the near future, humans will be cheaper than animals.
Block out stages
Mak Maintenance Room
Unexpected engine problems ( blown head gasket ) and some suspension adjustments.Sten MK2
Medical Corridor
Corridor to solution.AAW Type SCC - Assault Ambush Walker
AAW Type SCC ( Small Caliber Cannon ).
All the modeling is done in Modo ( base body is done in MakeHuman ), from highpoly to game ready lowpoly models. Baked normal map, ambient occlusion and id map in Modo by using the rounded shader, cage and exploded mesh. A whole scene is modeled in a modular system, there are about twenty modular pieces around the scene.All texturing is done in Substance Painter, created couple smart materials that are is used in a scene. Imported in Unreal Engine and start adding decals, particals, reflection, audio and lightmap density setup to the scene. There are few master materials, so I can change roughness, normal strength, emissive and main color in material instances. The lightmap density is in skarsnik green range and baked by using a wonderful GPU Lightmass in five minutes. The lighting is done by using emissive light from the main top ceiling and only a few spotlights are added to light up dark places. Post-Process is also done in Unreal.
If you have any questions, feel free to comment. Any kind of comment is more than welcome.
http://www.youtube.com/watch?v=6mnnNBocOAk
BM_01+ ( Base Model 01+ )
Another Mecha Walker, part of mecha city battle cinematic that is in making...
This one is base model ( "+" stands for additional light weapon option ), square shapes adds simplicity for customization needs among city battles.