PLEASE CRIT WHEN CONVENIENT. :) So here I am, a long-time member of Polycount but a guy who almost never posts ever. In that past, that was mostly about being intimidated by all the excellent work from people that gets shown here and thinking to myself that I wasn't ready to "play the game" at that level and not wanting to…
@Eric Chadwick Thanks! Not entirely sure yet, either the blue one from the default Games Workshop model or a "custom" Sons of Horus-legion themed greenish one. As I am also planning to physically print and paint this one, probably the default blue (maybe with some nice pattern) for the digital and the greenish one for the…
Thank you for your appreciation. Ya there are few changes I made . The major one was removing the chain part from the wheels as it was not matching overall theme , and somesome minor Tweeks . For the wood texturing I used Photoshop and for metal ,cloth and stone I used substance painter .
"I 3D scanned real popcorn and baked it down onto the pile using a diffuse height map." Could you elaborate on that, please? Might be about terminology, but I don't quite follow. You scanned individual pieces or a bunch of popcorn? And since you seem to be using a displacement map / tesselation, did you take the height map…
Hi. I like the painterly wood texture and the metal side parts. Nice going! If it's going to be printed on a real physical object, talk to your team about making a mask out of those metal parts and the titles, and using them for a coat of "spot varnish" on these parts (the "spot" part is important, it means only specific…
If you want to get more resolution out of your pipes you can try this method,i used it in the last project i worked on to make make large pipes with good pixel resolution. Ok so you will take a texture sheet and lay it out like this... - 1 and 2 are horizontal tileing sections,i use these parts to make one half of the main…
Hey guys this is my latest piece of work, modelled in Zbrush, Maya and Photoshop and rendered in Toolbag 2. Also I have put together a 3 part breakdown on the workflow I used, most of the info is fairly standard but maybe its useful to some of you :) Part 1 - http://youtu.be/S9BWiVPqYrM Part 2 - http://youtu.be/4wnncgzemIE…
Spherical Testing : Part 2 has now officially been released! It is available through the Steam Workshop here. Developed by : Generalvivi and Drexen Important note : Part 2 is currently the only released part of Spherical Testing. We are super excited to release this level and get feedback as more parts are being developed.…
Texturing series of several Environment assets for my latest (still wip) project "The Dock". All textured in MARI, modeled in Maya (its all low poly), Normals done in ndo2. Crate (part 1): Platform (part 2): Bridge (part 3): Dock+Bridge animation (The Dock part 4) Hope you guys like it, comments/feedback are most welcome!