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I'm working off of a ripped version of this environment to recreate it into Unity. So far the insights have been really interesting and I'd thought maybe you'd be interested in seeing what cool processes they've put into this environment's mesh and shaders to create what is now considered one of the most iconic video game environments out there.
For more of this you can find the thread here
Credit for models and textures go to Square Enix, rip was done by Murugo
If this is an inappropriate post for this side of polycount, please let me know.
https://youtu.be/gUDqHm9YHvM
ArtStation Store: https://scribblemesh.artstation.com/store
Gumroad: https://gumroad.com/scribblemesh
Desert Fox HP
https://www.artstation.com/artwork/YaGZw6
https://www.artstation.com/artwork/L24yB5
making an environment for this guy
https://www.artstation.com/artwork/zAx49w
Work Thread >>Here<<
<a href="https://www.artstation.com/artwork/N5qR2g">https://www.artstation.com/artwork/N5qR2g</a>
More angles and gifs in sketchbook / Artstation (links in sig)
Artstation link - https://www.artstation.com/artwork/9e89VN
PC Thread - https://polycount.com/discussion/207621/a-quiet-place-scene#latest
would love some critique / feedback!!!! Here's the thread: https://polycount.com/discussion/207610/ue4-fishertown-environment
Beep Boop. Working on some Unreal Engine Shader lights for my current project
Finished up my entry for Retrogasm competition a few months late (oops)
Tron Bonne from Megaman Legends, The Misadventures of Tron Bonne, and the Marvel Vs Capcom games.
You can see some more renders and viewer files on Artstation.
https://www.artstation.com/artwork/Z5lr4m
More views here! - https://www.artstation.com/artwork/gJRb3e
An animation i did for Fleets of Heroes game. Video and more invo on artstation https://www.artstation.com/artwork/L24qPR
https://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine/p3#latest
https://www.youtube.com/watch?v=R_iy5pAb3O8
https://www.artstation.com/artwork/xz31vm
My last work in 2018=). to be Continued...)
Update to my snow mountain scene. I changed the trees so that they look more together with the scene. Also, way too many polygons in the trees that it caused the FBX file to have a lot of memory. As always any feedback is good!
More images here: https://www.artstation.com/artwork/8lB6PE
https://www.artstation.com/astridrotelli
Another update; just working on metal materials for super large structures. Would really appreciate tips/feedback on what I've got so far and how I've done it - would really love to hear if anyone has any suggestions for improving the look/workflow.
https://youtu.be/AYvCg5cjkhQ
The mesh is mid-poly, it uses face-weighted normals - no baked textures are used.
The exterior mat is made from three 1k tiling Substances; the bright metal, the rust and the sand at the top. All the blending is being done by a single 4k bitmap that was made in Substance Painter that has a mask in each of it's 4 channels - one for the rust, one for the sand, and two that are each being used to mask out solid colour (V4 parameter) to add dirt and variation to the overall colour.
The painted mask bitmap obviously has to rely on 1:1 UVs, but because it's such a huge model, texel density is being stretched to breaking point. So - I added another UV set just for the masks, in this UV set I gave way more UV real estate to the most prominent parts - parts the player is going to be able to get right up close to - and parts on the top were shrunk way down. The first UV set is all even so that the tiling textures have consistent texel density.
The interior isn't finished yet, but it does much of the same - only with POM displacement for structural details.
I'm still not happy with the exterior just yet. I won't say why because I'd like to know if the same problems are noticeable to a fresh pair of eyes (I mean yours, obviously). But really I'd like feedback on how I'm doing this material work - could it be streamlined? Is there a better way you can think of?
I can't find a lot of info about how to tackle the job of texturing really massive architectural assets like this for games. If anyone knows of any good learning resources for this I'd be enormously grateful if you'd care to share them.
Anyhow - thanks for taking a look,
B.
But - real nice work anyway!
B.
https://www.artstation.com/alextabone
Watch the full tutorial: https://www.artstation.com/artwork/L24AQP
Concept by Galy And
https://www.artstation.com/artwork/lVGgPa
model
The low-poly scene for a mobile game, scene uses one 4K texture atlas
More renders at ArtStation and Sketchfab