Got round to the texture. I will go back and do a bit more by hand later, depends how visible some of the ott dDo dirt is visible in engine, as a quick pass i think it looks pretty good and after all it's not a hero prop. Going to start work on the environment now then back to some more props.
I was thinking other props found in ME3. I love seeing environments that feel used or inhabited. So populating the area with props (i.e. trash, crates, etc These aren't the greatest examples) helps with that a bit and gives the area a bit more life. This is my HS study http://www.polycount.com/forum/showthread.php?t=99208
Nice start with the props. What were they built with? I agree with the other comments. Texture maps would help out a lot. My issue with your portfolio so far is that is feels as if you captured everything before it was finished. I would work on finishing the props and scenes before taking the time to stick them into your…
thanks for the advice Pliang. I actually decided to change up the maps a bit for the props-- giving each it's own 128. After talking to Dabu and a couple other people I think this would be a better route for the props. And I'll definitely be softening a lot of the edges-- I just wanted them in there for class-- nothing's…
[ QUOTE ] Show me a real scene using it not one prop. [/ QUOTE ] My thoughts exactly. Last gen Nvidia (6800+) cards can do this already, but it's just too expensive for a real scene. I remember Nvidia showing similar examples of it - small prop in a closed environment. I'd like to see this in a real scene.
My weekends work. Probably could have been uv'ed better but good enough. mainly made for a lab prop (octopus specimin in a jar) but will probably be boned and animated at some point. Cut down alot of polys for in jar prop, it is only 600 polys. Fun anyway, haven't done much in the way of sealife before.
i'd say we're still in the very early days of actual grooming for games. as in one hair is one hair and not a line on a haircard. for now, chances are haircards will stick around for a while. and if it is as lods to hyper realistic grooms, such as used by metahumans. from what i have seen, this industry will likely…
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…
I'm trying to make a brushed bronze texture for a prop I'm messing around with, but the problem is i want the brushed to follow a curve. my current technique was to add noise then motion blur it. That game me good results on like 80% of the prop, but places where the mesh curves it looks REALLY bad. Anyone have a good…
Heya! I thought that to keep myself motivated to do more 3D stuff, I'd start a thread here on Polycount for hand painted models & concepts :) I enjoy illustration, and combining that with 3D models. I made this set of weapons that I'm going to make hand painted props of. Thoughts and feedback on the concepts, and the props…