Thanks for the kind words @NuclearAngel and @Carlobarley Yeah, the lacking of game related models was definitely on my top priority fix list, I'm currently working on a character while learning more about the PBR workflow at the same time, gonna post that up soon. So much stuff to catch up on! :D
Hi guys, I know it's been a while. Just altered the textures for this rifle of mine. Previously, it was using last-gen materials. This time; now fully PBR complete and available to view in Marmoset Viewer too; https://www.artstation.com/artist/betarazer Here are some shiny new renders and the maps I used;
"Is the workflow that different from Gears of War 1 to Gears of War 4?" Do you mean original GoW 1 or the remastered GoW 1? Look at all the "how do I do PBR" threads on Polycount. But this is derailing, I'll just continue to facepalm at all your posts silently from now on.
There are website where you can get models from Super Mario Odyssey. Then, you can break down how they do the textures. Looks like Super Mario Odyssey is using basic PBR workflow. Guessing Mario Vs Rabids is the game. Wonder if they are using substance painter and designer I'm guessing they are.
Have you tried switching back to the Legacy Direct3D driver? It could probably still work then (but no promises). In Max2016 there is a DirectX Stingray driver, which is PBR. If you are ok with using an external application, use Marmoset Toolbag, Quixels 3do or even Substance Painter. Or just directly an engine, like…
Update to my little GoPro project. It was pretty cool learning how to make the LCD screen texture. I think I'm finally getting a hang of how PBR texturing works. Next is the clear casing protective casing and then whatever post work I need to do in Marmoset. Comments and critiques welcomed!
Arrowhead the team behind Magicka, The Showdown Effect, Gauntlet and Helldivers are now seeking multiple artists to work on an upcoming project unlike any of our others. Were now taking the next step with the studio and raising the bar of quality in our games, while retaining all of the Arrowhead spirit and core…
Hi guys. I have a problem. Experienced Max user here, and I was making a little stick grenade, just as a portfolio piece. Trouble is, I cannot for the life of me ge it to bake properly. Shown below are the low poly and high poly, along with the object names. The head section of the high poly has been split into multiple…
Hello, I'm a 3D artist and my focus is, among others, on hard surface modeling. I've experience in rigging and animation as well. Most of my career is dedicated to the game industry and all of the models are optimized for most of the game engines. I am also able to provide PBR textures. I'm available for only part-time…
This is one of my most recent models which I made for "Space Engineers" game. Did concept art, modeling and PBR texturing of this hand tool. Used Quixel Suite for base material block out, and then did some manual work also. Used Zbrush for highpoly detailing and xnormal for baking it all to lowpoly. Already available in…