I think I've finished the modeling and did an initial normal/occlusion bake from xnormal. I'll create more normal detail using crazybump for stamped text, screws etc etc. I just threw on a metal like texture so I could see how the normals looked without just a gray color. The model weighs in at 1900 verts. I'm sure there's…
looks like this is progressing niceley. I would reccomend a highpoly for the normal map generation for most objects, you can even just model to the existing texture to get the details to pop in the normal. get some wall textures on there and itll really help make it feel like a big jump in progress. that crate looks a…
Hi, Another daily update. Got some changes done on the ocean shader and got a first pass on the treasure chest. After my first post, polycounts where requested and now that the models are final I'm happy to oblige. So here goes, in tris: Anchor 1654 Rock Group 1905 Rock 768 Wall 990 Treasure Chest 1728 Island 2380 Palm A…
I find it funny that people that where born in the mid 1980's are latching onto 8bit nintendo, GI-Joe, Transformers and Star Wars as if it was some how the stuff they where raised on. Sorry guys maybe your big bother was raised on this stuff, but really by the time you knew what 8bit was there was SNES, GI-Joe and…
Here's a showcase of my recent project: Norinco Uzi model 320. The whole thing took a span of..... about five days. Here's a little backstory of the Norinco uzi (its the one with the wooden thumb-hole stock.) The Norinco UZI's were unlicensed copies of the IMI UZI Model B and were manufactured in China in the the mid…
Hi everyone, I wanted to create a scene to show my work done in a 1954 chevy truck, with a more cinematic style and telling a story. The render was created in Marmoset, the models in Maya and the textures in Substance Painter. The sky and postproduction in Photoshop. In the second image I added a cinematic effect changing…
The Long Dark is a survival game set in the Canadian
wilderness. It's my favorite survival game by far and I want to get a head
start on modding it, so I thought I'd start with a small, self-contained
shelter- an old RV. To make sure the scale is accurate, I'm borrowing the floorplan
from an existing RV model- a Prowler 18…
Hey all. This is a personal project I'm working on in my spare time. It's intended for use in the Source engine and I'm trying to keep it under 5k of tris. Right now it's sitting on 4950. I'm happy with how it's turning out so far but the hair has been a pain in the ass. It's supposed to be braids but I'm not sure how…
The idea for this one is: "Recently damaged, light and rain leaks in through the broken roof of a 1920's attic." I was really excited about this project, because it's the scene that finally helped me get comfortable with substance painter. Attics are pretty common for renders, but I'm hoping the light and period specific…