This took me a bit but I finally finished a weapon referencing Mike Azevedo's concept art of a street sign mashup weapon! I learned a lot and had a lot of fun modeling this super cool looking prop-- which was all done in MAYA and Zbrush. I painted and textured in Substance Painter, then rendered in UE5. The wireframes were…
Hello, for some time Im concerned about question why some props and assets get sculpting pass others dont, and just use substance texture for some reason i wanted creating simple diorama and this question bother me what props should i sculpt and other just leave low as it
Hey guys and girls, I have a question concerning workflow: I'm a Maya user who's recently had a little fling with Max and after watching BoBo's Darksiders weapon tutorial (quite awesome, thanks for that!) I've gotten quite excited by the NURMS functionality in Max. One of my biggest problems with modelling in Maya was that…
Hi! =) https://bit.ly/MaterialsElb These are the Smart Materials I created for the wooden chest prop I posted last week, which will also be heavily used on all the props for the FMA scene I'm working on! Check out the link to see all full renders and turnables at high-res! :3 Made inside Substance Painter and rendered in…
If you have game ready models, start showing them as they are. re-beveling and subdiv added on top for "beauty" is shooting your foot. The imo easiest and quickest way to render game ready models with a low barrier is using Marmoset Toolbag. drag drop the meshes as a gltf or fbx file into it. Throw a good lighting on it,…
Decided to actually turn this into a finished prop. I used Substance Painter to add welds over seams, and then used Quixel's Suite to do all of the material work. Maps are currently 2k, model is 4.4k (a little on the high side for such a prop, but figured with some aggressive LOD's it probably wouldn't matter). model
You did a great job there, hard surface modeling in zbrush is really fun and fast when you get the hang of it! Personally i would retopo in 3ds for this kind of prop. Retopo tools are great in zbrush, i but i usully use them more for organic props. Keep us posted!
I see a bunch of tiny props, but nothing that stands out. You don't even have a full scene in your portfolio. You really need something like that. Don't focus on 1 prop so much as showing off you can be more than a 1 tricky tiny pony.
I'd consider a prop as it'll give your scene a focus point rather than creating an 'atmosphere'. Making just some rocks, crystals, cart tracks, and a lightbuild with some good lighting won't be a very compelling environment. The paintover was to show some supportive lighting to the props that - should - be in there. Keep…
And so this is our current schedule, the study change based on day of the week: Environment -> Props 1 -> Human Gesture (full figure) -> Architecture -> Animal Anatomy -> Props 2 -> Human Closeup -> and then it loops back. I figured seeying the schedule would help you decide if you want to join our daily challenge :)