Okay, so there is still plenty of work to do on this sculpt but I'm giving an update simply as an excuse to share this brief article I wrote on my methods here when doing these sculpts. I am posting this briefing on my methods below as I'm sure many of you don't want to read it, (its pretty long). Here is the latest still…
Looks pretty good, although it seems like everything you haven't photosourced directly (mainly the duck and bucket textures) look like they're made of concrete. They should be smooth surfaces, don't add noise & bumpiness to everything without regard to what sort of material it's meant to be. The bucket should be smoother…
looking good, couple of small crits though: you've got the right idea by bashing up the model and making it look used but imo it looks a little artificial. the ends, which i would have assumed would have taken the most damage are only ever so slightly rounded and the large dents in the sides look to have been made almost…
Hm, didn' write a tutorial (yet) and I don't think there's enough to this to make it a tutorial. Basically, instead of using a greyscale cubemap that is dark where you want the shadows to go and multiplied with the diffuse map, the cubemap is an alpha texture (I drew one myself but I can post it if you want) put into the…
The helmet model changes its shape because the smoothing algorithm in zbrush (and any other 3d App) tries to change a linear shape into a curve by adding one or more edges between two edges. To keep hard edges you have to add extra edges parallel near to the original edge. A good tutorial which explains this principle of…
You're on the right path for both render and game-mesh (or at least one of the right paths; there's always more than one way to do something). Take note that I have a very limited amount of experience compared to what many others on this site may have, but I can at least pitch in my two cents, and maybe point you in the…
from an artistic standpoint, you work looks like someone who is almost at junior level but not quite. as others mentioned, the overall generic weathering and even amount of scratches across the guns makes them feel kinda bland. the other thing that is holding the work back is the material definition. In a lot of your…
@b_beauchamp Thanks for your suggestions. You have a very advanced way of thinking. The reasoning you made regarding the example of the floor would never have occurred to me. I will buy Substance Painter because I tried to add details to the textures using Quixel Mixer but I found many difficulties despite having followed…
Yes I've seen those methods. I cant post the model as that would be ill advised.Its not mine and this is personal work and learning for me. I dont want to bake from high poly to low poly models as that would invlove me making a high poly model for each bake and thats just not practical if I want to use the ao's as textures…
So I've made three models this week. First - Muzzelite MZ-14 for Monthly Weapons Challange here on the forum. 7,5k tris. Second one - MK2 Grenade. I've started this model as my learning path of weapons' game art. Based on the tutorial by Tim Bergholz from ChamferZone. During the project I decided to make it "more my own…