This is my attempt to model a PBR game asset from this image: Below are screenshots of the process, first I modeled a subd mesh, imported into 3d-coat to sculpt the details, retopo'd and baked the normal map then applied surfacing in adobe substance. Any suggestions? I see some weirdness on the center corners, not sure if…
A #Medieval Style Oat Covered Stone Baked #Bread made for Get Dead Entertainment made with #ZBrush #Maya and #substancepainter Get the #3dmodel at https://bit.ly/2ZWLy4I #3d #3dart #3dartist #3dmodelling #gameart #lowpoly #environmentart #prop #gameartist #gameassets #unreal #realistic #pbr #pbrtexture #fantasy #unity
Looking for an environment artist specialized in stylized PBR. Either hand-drawn or procedurally generated assets. Must have experience making modular tiles/pieces, trimsheets, etc. Experience laying things out in Unity3D a plus. Example of concept art you'll be working off of: Please email earthromancer@gmail.com with…
Shifting to another old project. Turning my Shyvana model, which was suppossed to be my entry for Polycount LOL Art Contest years ago, into a PBR character, since i suck at handpainted. Still works in progress. You could see the old handpainted and unfinished one in the first page.
We created 9 LowPoly tanks, Normal baking and PBR texturing them. To see turnable models and more images please take a look at our website: www.cube-master.com We are available as an outsource team to cooperation with you to make your big projects happen by better rate and time.
Hello guys! I'd like to share this WIP sculp I started recently. I'm planning to make a PBR textured version of it. Everything needs a lot of work, but I would like to know what you think! Concept done by the awesome Junica Hots: https://www.artstation.com/artwork/bxyNm
Some good points. Rescale things. Definitely need to pull the scene together with color! Thanks. AlphaVader-Stylized PBR is a different workflow, I know this is last gen. But I'm trying to showcase a hand painted skill set with this. But my next thing project will incorporate a next-gen workflow.
Actually, the game engine you use makes a big difference! If it's PBR with a strong material editor like Unreal Engine 4, there's so many ways to reduce the texture size and memory it's daunting for tech artists. But for Unity and such, it might be interesting to look at mobile games optimizations, as their method is very…
did a quick asset breakdown , first time doing a big environment and first time using zbrush/substance painter / speedtree / pbr / ue4 lightning/ so lots of new stuff but got plenty of free time this month so lets see how far i can get :)
Looks good, i'd work on the lighting and tone down the purple in your lighting. Looks kinda muddy. Great model though! If this is pbr i would really work on your roughness too, the textures are nice but you could make it less flat overall i feel.