Hello my name is Petr Švenda im residing in Czech Republic and im looking for freelance or remote work. Mainly focusing on hardsurface staticmesh props. Currently doing models in Blender, texturing in Substance Painter Contact: petrsvenda3d@gmail.com Portfolio: https://petrsvenda.artstation.com/
If memory serves correct this will be the first thread I've started so please excuse any formatting or etiquette errors that I might make :) I modelled this in blender over the course of 2 days. I used the subdivision modifier with crease weighting. Highpoly: Reference:
The idea of this scene was some sort of bathroom inspired in a image I once saw in the net. Also I did this scene to get my hand on how using water on blender. Comments and opinions are welcomed Textures are from http://www.imageafter.com and http://www.grsites.com/archive/textures/_
Hi we are a team and this is our WIP thread, we're kinda shooting for a Mayan culture kind of throne, we´re going to use: Blender UE Substance Painter Substance Designer Gimp 2 Here´s a few of the concept we´re trying to acomplish
I was going to add some advice but neox seems to have nailed it. If you have to pick a DCC to learn I'd suggest Maya. The industry is not yet ready for Blender and Max simply doesn't have the coverage that Maya does.
Ok, I coped with that. It seems like when you have plugged metalness map, Marmoset has the same issue as Blender in baking texture maps. You just need to unplug metalness and the program bakes everything perfectly.
There is a curve profile option in blender 2.91 that helps a bit with ornaments, although it can't do the ornaments from your picture, it might help in some cases. http://www.cgchannel.com/wp-content/uploads/2020/11/201126_Blender291_BevelCurve.webm?_=4
@DavidMcKenna Thanks a lot! I'm a blender user but most of what you describe is transferable, pretty work intensive, but damn those results speak for themselves, I'll give it a try for sure. keep at it, that env is shaping up to be exceptional!
Boring day at work, so I tried making a concept directly in blender (no tablet here!). The eye holes should be bigger, but I don't like the rest very much either. Too bulky? Any suggestion? Thanks! :)
here you can see how this might look like in a bit more advanced game engine like marmoset toolbag @choppz in blender and gimp i use same default hard round brush, nothing fancy