Loir Axe Handpainted lowpoly Axe based on my own design. Model itself was made with traditional LowPoly to HighPoly workflow and Baked Normals LowPoly Model was made in Blender and HighPoly Model was sculpted in Zbrush, Some of Renders were made with keyshot and others with Zbrush. Videos and More Images…
Hello! I've started working on stylized shield just for practice, planning to do sculpt and make mixed style with normal + diffuse map. Here is some block out and my concept, i hope you'll like it :) Rough model, it will be replaced with optimized and clean one :) Updates here:…
Hey everyone, I got a task from a friend of mine to hone my skills. He wanted me to mimic this awesome concept by xin xia as close as possible Big thanks to Peet for pushing me to do this and all the feedback =) Pretty happy with how it turned out : and here is a fancy progression gif
gotta lov handpainted textures. I think the back of the blade is a bit dark and flat. In my opinion, I think gibsons paintover is better. The one u have now has a huge jump between light and dark. THats what i think anyways. anyone else?
Ok some handpainted stuff. Took about 2h (modelling, uving, texturing). Of course texture is wip. Ohhh its 1024x256 and flat shading. And thats how uv layout looks like... I feel like I don't really use this 1024x256 as well as it could be used.
Pretty sure it's not a shader because the road texture curves. If it were just grass->dirt yeah it'd probably be one but because it's grass->curved path I very much doubt it is. Also the transition on the grass->path edge is much too precise and handpainted to be texture splatting with shaders.
gives word mindfuck a whole new meaning, huh? model looks really cool, but the texture still has that polypaint vibe. not sure what it is but i think i's not as organic as it could. material definition makes me think of handpainted figurines rather than actual living creature.
I use the non-projection mode a lot for painting along seams, or painting edge hilights, but the types of textures I paint are more oldschool handpainted stuff, so I can't speak to how useful the texture painting is for more high end stuff. Works for me though!
Hello, everyone! Decided to give a try to the mask prop, though it`ll be very hard for me, cause I wanna learn zbrush -> handpainted pipeline and have no experince in baking for that haha :( So far I`m trying to make a raw blockout in max. Started with the gold part
Good job. Get those details in. Also, in general, it's helpful to add a VERY SUBTLE roughness noise over the whole object to break up the specularity just a tad bit. Also, wear and tear should be in specific places. If you're not handpainting some of the scuffs, you're doing it wrong.