Here is a personal work I have been doing during lunchtime at work. Inspired by Zhongfeng Lee https://www.artstation.com/artwork/JKNDR Planning to do some handpainted PBR textures with this project.
Hello, This is the first thing i'm showing in this forum, and i thought it was cool to show my first try with Substance Designer with pbr workflow for texturing this weapon. C&C are welcome.
Yeah yeah I know, rocks? But yeah. I was checking out some portfolios and saw Clinton Crumpler's with some sick looking rocks. I'm planing on doing one rock sculpt per day until I can reach that level of quality (http://www.clintoncrumpler.com/#/gears-of-war-4/). If you have any tips, please throw them my way!! - A…
Thanks for all the comments and crits! I appreciate it. Made most of the suggested changes...I took some new screenshots of the sniper and thought of using that system for every finished model. First frame: 3 views of the model without texture, second frame: same views with texture, third and fourth frame: for texture…
Physically based rendering Using a PBR ready engine (UE4, Marmoset, CryEngine) probably 2 2048x2048 textures for a character 30k-70k tris for a character
Sketchfab added PBR shading a while ago: https://labs.sketchfab.com/siggraph2014/ Its shadowing and post processing aren't as well fleshed out as Marmoset's, but it's serviceable.