I've been lurking around polycount for a some time now and while I am still a student I figure it'd be a good idea to post some of my work to get feedback and critiques to up my game before graduation. One of my current WIP's is a game environment based on Disney's TRON franchise. So here we go: Flynn's Arcade: The current…
Hey Polycount, this is my recreation of the Engineer hero from Heroes of Newerth. For anyone familiar with the game, the characters are low res, around 2k tris with 256 texture maps, however they have really nicely detailed character concept art. I've made my intepretation of their concept with a full scale character as…
Boanerges is seeking talented 3D artists to join our team working on several new PC/Xbox360 projects using next-generation technology. We are looking for artists who excel at high-resolution modeling and texturing, with an eye towards photorealism. Experience using Zbrush and creating detailed real-time texture maps from…
@Lurcisia I think if you just used the simple exponential fog you'd have better results. It looks like you are trying to use the atmospheric fog, but that fog is more complex and really geared towards wide open spaces. Fog can be tricky in general though. I'd make the near distance super close somewhere around 100 or 250…
Okay, here's some promised making of pics. Below is a wire view.A bit high polywise for buildings but if your texture blending they are a must.Since the buildings are only a few floors high its acceptable. Next is some grabs of my zbrush props.Just a few were necessary.Low poly built first and then imported into ZB.No…
Hey guys ! Long time no see, recently i was digging through some old projects and stumbled upon this and though it might be a good ideea to finnish it. High poly is not exactly done, since i want to take it into zbrush and detail it some more - scratches, dents and such. I've also attached some sketches i made and the…
The project isn't going to be put into a game engine :/ (it's a school project). I would love to be able to use UDK to do all my stuff, but I don't think I have the time to learn UDK and do all my work by Tuesday :P I've been looking through countless tutorials on 3dtotal looking at the way they do their tile texturing...…
The dirt 3 noise generator in Substance painter is awesome for sand. If we're talking roughness, just invert it. https://support.allegorithmic.com/documentation/display/SDDOC/Dirt+3 If you're using spec/gloss, keep it as it is. For a gloss map, raise the black level slightly so it doesn't go pure black. Stick around 15 or…
nick2730: You don't need to colorise the mask, but you'll need to alter the value range of the existing mask depending on what needs to be yellow, and what needs to be blue. Quickest way would be to select what needs to be blue, and run a levels on it. Just move the bottom sliders. Blue would be (0 - 127), while yellow…