I've been working on a rifle for real time use. Around 13K tris. Manually PBR textured for unreal 4. Critique is very welcome of course :) [SKETCHFAB]a66b52ede9af472a9a9e0946154d603c[/SKETCHFAB] Here are some WIPS This is the finished highpoly:
Looks extremely good, but why don't you use metallic for all metal parts, like the gun metal of the barrel for example (trying to better understand PBR myself)?
Added a bit more edge loops, looks like it needs more but that'll do for later. Now experimenting with TB2 shaders, its awesome playin around with PBR.
Here is my most recent piece I finished. I wanted to focus on pbr workflow and learning Substance Painter with this. Rendered it in UE4. More renders on my ArtStation.
*UPDATE* I wanted to try a new and better way to do Texture, then I sculpted it in Zbrush with dislpacement modification. All done in Zbrush and Photoshop. Rendered on Marmoset in PBR!
Yeah, that's kind of weird, huh? I mean, I think it looks fine. But seems like it could potentially detract from the PBR aspects of it, at least compared with Megascans.
Thanks JVoye :) Not exactly hand painted, but I've been practicing my sculpting and trying to get a bit more familiar with PBR stuff, here's my first attempt at it:
Test out asset workflow with simple foliage. Modeled low poly plant and grass. Added PBR texture in substance painter. Rendered vegetation in UE4 with water shader.