If anything, next gen is about awesome looking specular materials. PBR all the metals. Makes me really stoked to work on hard surface stuff. I did see a lot of screen space reflections though, which is nice, but a bit underwhelming considering what could have been with UE4's SVOGI... And yea, everyone is sweaty in the…
Working on some tiles in zBrush and getting them ready for PBR: [SKETCHFAB]ad2738660d744ba7828e606f736fef0c[/SKETCHFAB] Unfortunately I've been having some trouble getting the same results from Toolbag in Unreal. Was counting on their specular workflow supporting colored specular :( . Any ideas on how to carry that result…
I'm thinking of calling this done now (although I'll adjust if anyone spots anything). I've added some wear, tear, and dirt, without going over board. Overall I'm happy enough with the result and got to learn a bit about PBR. Now to the next project! Thanks for looking. (First post is updated with more images and maps).…
You should mention what platform/specs are you aiming for. Low poly can mean anything from mobile phones, current gen consoles, PC or the really retro stuff (PS1 or Nintendo DS). And if you're following a PBR/AAA workflow, you'll still need to model a High Poly version to save the normal maps info from.
Current stage of rig also added some lights to scene, starting to think about the mood. struggling to get the materials right, if any one knows any good resources or videos that cover material definition, or just PBR texturing for characters I'd really appreciate it. Also getting tucked into my next character's highpoly.…
Hi everyone, my name is Ksenia and im a 3D Environment//Prop Artist. Portfolio: https://www.artstation.com/arixxibaby My skiils: Create props\enviroment -Low Poly and High Poly -Hard Surface modeling -Stylized modeling -Sculpt -Optimzed UVs -Retopology -Perfect Bakes -Textures in PBR and HandPainted Soft: -Maya -Zbrush…
Hello there, here's a WIP FAN ART of RYU from Street Fighter. The main goal is to obtain a "game-ready" character, with PBR textures and materials. I'd like to revisit this iconic character with realistic proportions, clothes and some accessories. I'm still struggling with clothes and anatomy, then will focus on the face /…
Hey Guys, Going to be posting up some of work I did on this game over the next few weeks as I get to them! I hope you like it, i had a blast at Grinding Gear Games working on 'old school' 'low res' characters and that golden pre PBR Diffuse/Spec/Normal only trio of textures. First up, King Kaom one of the Act IV Bosses!…
Hi, During the last weeks I worked on a fictional assault rifle. I took inspirations from the HK243 & the ACR combined with a concept art of a friend. The result so far. Low Poly Renders (Max & Marmorset): High Poly Final Result with Textures (PBR R/S): Textures are 1x 4096 & 1x 2048 (Mag and front grip) [will be downsized…
Currently available for remote freelance work I'm a Professional 3D Character Artist with experience working remotely video games and VR. I specialize in 3D modeling, Baking normals, PBR texturing and rigging. I have experience with Unity 5, UE4 and Cryengine. You can contact me via my portfolio. Please only serious…