This Asset Pack features detailed realistic and modular Lamp Assets for usage in game, archviz and cinematic rendering. The mix between modern and whimsy designs permits versitile use for any kind of project. Modularity is simplified by using Component Meshes. Just copy-paste the Component Meshes from the Overview Level…
Here are some of my works: I worked on the sculpting, low-poly/assemble, and texturing of this project for Etherion Designs as an artist at Carbon Based Studio.
Slow progress recently but I've finished up the Highpoly and unwrapped it. I've still got split it up as two different texture sets and then I can normalize the texel density. As you may have noticed its all over the place.
What I think I could do much better in this project: 1. cloth texture 2. face detail, texture 3. jacket folds 4. weapon texture 5. hair cards 6. topology and uv 7. belt texture Ooof, that's basically everything.
This is intended to be game-ready and I tried my best to be careful with the polycount. I modelled this in Maya and sculpted the small details in Zbrush. Baking and texturing were done in Substance Painter. Stickers/Decals/Alphas for textures were made in Photoshop. I aimed to create a prop that tells a story of the urban…
Finished up this asset for a commission. A realtime replica of an EMD SD18 as uniquely delivered to the Duluth and Missabe railway in 1960. Commissioned for an upcoming rail sim. Blueprint accurate, fully rigged, Midpoly, 8k textures Special thanks to the people on the Polycount discord for all their help in improving the…
Hiya! I am currently looking for work, full-time or freelance. I have 12 years of experience as a character artist. I can assist with benchmark models, hi poly/texturing and some concepting skills. I have worked with Ubisoft, Capcom, and 2k games. http://www.artstation.com/wizo labreche.simon@gmail.com Have a nice day!
You may have to elaborate this to get a more suited answer. Because six textures with six different UV maps (UDIM or not) with the same resolution.. of course will give you a higher pixel density.. or using one six times bigger image in the first place (?).