If you're doing things on the cheap side photogrammetry can help if you buy assets from megascans or other places, like the unity asset store, and then you don't need to make them yourself. Then you get a detailed result for very little cost.
I used megascans displacement maps + surface tools in zbrush to get a some decent castle ruins going. A couple walls, stone frames for the door were reused on the windows. I used designer with the baked maps to create a similar look for the custom sculpts.
Excellent work! How did u made this material? It looks like the one from the quixel megascans announcement material.. I'ld love to see a breakdown from you! Here are some WIPs for my CE3 italian styled scene: and here dropped together:
Hi! As the title suggests... I've been using Quixel for more than a year and while I really like the software, I feel that Substance Painter/Designer have features that will really improve my workflow, so I'm moving to (mostly) Substance Painter and getting the hang of it. However some of the materials in the Suite 2.0…
Hi! Looks cool, however I think both, models and surfaces look a bit too simple. You could take some scanned assets (Megascans?) as quality benchmark for your custom assets and at the same time use them to add more detail to the scene.
Hello everyone! This is WIP P8 and the progress which I have today. So I started to create the environment for my Forester, he-he. Playing with Megascans and ForestPack is so fan =) Happy viewing! Videoprocess of creation in my Polycount SketchBook. Click on the image to view it =)
Welcome to Polycount! A blockout is a good way to start. Do a search for trains, I know there have been posts about them in the past. Synaesthesia comes to mind, but I'm sure there are others. https://polycount.com/discussion/169699/emd-sd40-2-florida-megascans-environment
I have no idea , I do it only for our current projects, not for sale. Megascan makes I guess. But looks like they don't bother to build anything bigger then 2x2meters. Probably because of a same pain in the ... and unfortunately such things is a little help for what we do
Hi all! This is a render that I am currently working on. I'm trying to push for realism, but I feel like its still very far from being finished. I would really appreciate your criticisms on this so far, thankyou! For those interested, this is C4D, redshift & megascans/substance painter for the models & texturing
Wanting to improve in my world building and lighting so grabbed some assets off the UE4 marketplace along with some megascans and went to town. Using dynamic lighting. Here's where I'm at currently. I want to get away from the painterly look. Any advice on that or any other feedback would be great!