Hello Polycount! Long time Lurker, but this will be my first post to the showcase. I am pleased to share this model of Boyd Crowder from the FX series Justified portrayed by Walton Goggins. Built for real-time and showcased here in Unreal Engine. To complete this asset I have used Zbrush, Marvelous Designer and Substance…
I created this shader to dynamically add more variation to my scenes without baking it into the main textures. This is incredibly handy especially on trim sheet style mapping, though it can be used on anything. You can create many styles of your model quickly and easily (Clean vs Dirty) This shader utilizes RGB Texture…
Hi Polycount! Thought I'd start a thread to get crit and feedback for my 3D game art. I've attached a couple of screenshots of previous projects so you can see what level I'm at, all rendered in UE4 (if you wanna see more: https://www.artstation.com/louisstelfox) I've got a couple of projects in the work, one being a Soyuz…
I use the main mesh and the decal sheets within a blueprint (components) - just a simple prefab. The mobility of the main mesh is set to static, the mobility of the decal sheets/trims is set to moveable, so I don't need a second UV channel, when I use static lighting.As far as I understand dbuffer decals get multiplied in…
Hi everyone! I'm not very experienced in Zbrush, can you please advise me on dealing with lumpy surfaces of dense meshes? Here's an example: this beautiful sphere. The right side is perfectly smooth, there's a splendidly sculpted spiral and so on. The left side is a result of brush/smooth/trim brushes and is lumpy. What I…
Hey guys this is my submission for the Desert Eagle Reptilian - Inspired by the cheesy Star Trek Reptilians http://steamcommunity.com/sharedfiles/filedetails/?id=687791989 I started originally with a pattern style that I've used for another project - the green swirly pattern and added these pinky/orange trims to the Desert…
Hello everyone we are looking for dedicated Character Artists, Generic 3D Modelers, Texture Artist, and Animators for an indie game we're currently working on using Unity 3D. This is not a paid position, but you will see your name in the credits and have an awesome portfolio piece. We ask that the modelers keep texturing…
Hey again, adding the question back for anyone who might be searching for something similar. http://www.philipk.net/tutorials/materials/woodrough/woodrough.html This is the tutorial I was using but I couldn't figure out how to achieve the same effect as him, the main issue was my mallet fast brush not seeming to work in…
Nice! Tried this on my Xperia L running android 4.2, everything seems fine. Haven't create anything heavy yet so can't give any feedback regarding performance for now, but I can see a potential here. 2 things that I'm abit struggle at the moment; - the home grid appear to be always on top of an object, even though it's not…
Well, the specular is pretty strong but I think I just super fail at lighting setups, mostly any setup using multiple lights drowns out the normalmaps, and anything with a single lightsource leaves lots of the model not lit enough. I tried with just a strong key and rim light (no fill) which seems to work a bit better:…