Hey all! I recently modeled this AR-15 as a game asset - I would love some feedback. I've been advised to revise it to fit inside a game universe (CSGO, PUBG, etc.). Any other feedback would be appreciated as well. All renders were done in UE4 aside from the 2 highpoly images (the greyscale models, rendered in Zbrush). I…
Hi , decided to model the Sony tps - l2, I was inspired to do this asset after playing as Starlord on fortnite with my son, it reminded me how good the gotg films are and love the opening scene in the first film where Starlord is dancing while exploring the planet. Here is my highpoly of the asset, next will be lowpoly and…
Hey guys! Been working on this bad boy :) Highpoly: Lopoly + Wires: Lowpoly + Normals (test): Lowpoly + Normals + Edgewear (test) Still have to clean up a lot of things, get all the bolts and rivets in place plus touch up some parts like the Drum area. Then to Texture!!!! :) Any feedback is welcomed and appreciated.
First time doing sub-d! be gentle ;_; this gun was too awesome to pass up. Highpoly is just about done, only a few more things to add. couldn't figure out the way the charging handle worked so i nicked the sterling's, and the rear ironsight isnt very clear on the ref either.
Just noticed that I posted this in the wrong thread. :poly136::poly136: Well, now its in the right place :poly136: :poly136: Here is a small personal vehicle challenge I'm working on right now.:) I'm still working on the Highpoly model as there are a few more details that have to be done. WIP :poly142: The concept is from…
This time I build a spider mech based on a concept by Kevin Anderson https://www.artstation.com/artwork/bG1ar Its a highpoly done with zbrush boolean and subDs. Currently I do not plan to make a low poly and textures.Now I'm in the process of tweaking stuff and creating a small environment for the mech to stand on.…
Is it possible to import highpoly model so that its normals smoothing angle is 1 or less. Thing is, I decimate a model in zbrush and it creates a lot of triangles. It looks fine until marmoset 3 average normals on import which creates lots of small shading artefacts on my bakes.
I would like to share my new 3d concept work. Sculpted in Zbrush and Textured using ZBrush polypaint and Substance painter. Zbrush HighPoly Zbrush polypaint used as base on Substance painter. TurnTable: https://youtu.be/PKCP6E21Tv8 https://youtu.be/GCSHXJ9H5rA Iniyan Associate Art Lead Lakshya Digital
For some reason i have got black parts on the object when I apply the normal maps. I'm guessing this is from the normal map as there are no other textures applied. Here is the highpoly. And what the cage looks like. It is all a simply bake really. The texture size is 2048 x 2048, and below is the template.
I'm trying to bake a lighting map to be used as AO but I ran in a bit of trouble. It seems that wherever the highpoly mesh intersects with the low poly mesh I get an ugly seam. Example: Anyone knows a way to be rid of this other than pushing all of my high poly inside the low poly?