this was done with Unreal, Maya, and Substance Painter, I had a lot of fun working on the modeling portion and assembling it in Unreal. I wanted to make a bunch of weapons, for the most part, since I enjoy designing them.
following up my last project I really wanted to focus more on the presentation of my work, so I put in some extra effort when it came to compositing the renders in Photoshop. I took advantage of Zbrush's ability to export a mask render pass to get a clean image with a transparent background that I could use to enhance the lighting. to further push the lighting, I also did some minimal poly painting in cracks and crevices (and the eyes, so they'd look more like the reference). I've always enjoyed painting shadows on my models, so I was really happy for the opportunity to use that to push my final renders just a bit further. design by Ron Broyde: https://www.artstation.com/artwork/L4VJmP
I'm extremely happy with how this came out, and I'm happy to see how far my prop work has come since my first project. it was really nice to finally get a handle on baking and texturing, texturing especially since I feel like the work on my textures in this project vs my first project has improved significantly. really looking forward to doing more prop work in the future since I find the process of making these sorts of models very enjoyable.
Replies
design by Ron Broyde: https://www.artstation.com/artwork/L4VJmP
I wanted to go with this design from Marina Ortega Lorente: https://www.artstation.com/artwork/xYdBDE
I'm extremely happy with how this came out, and I'm happy to see how far my prop work has come since my first project.
it was really nice to finally get a handle on baking and texturing, texturing especially since I feel like the work on my textures in this project vs my first project has improved significantly.
really looking forward to doing more prop work in the future since I find the process of making these sorts of models very enjoyable.