Mm, don't have the time to shoot ideas on how this might've been done in detail but the artists DID post quite a lot to Artstation, which might give you some idea! fwiw though you had a closer idea with carefully placing smaller rocks and props around to create the larger formations. Combine that with some detail textures,…
I realized I went radio silent on this thread for a while, got busy with other stuff. I want to update that I finished this project a while back, and I was able to achieve most of my objectives. Eventually I created the completely modular character asset with this project, with whole inner body mesh with a set of outfit. I…
Hello people! I just finished a new 3D artwork in Unreal Engine 5. It's heavily inspired by the artstyle of the latest "Zelda: Echoes of Wisdom". I deeply enjoyed creating this piece and hope it'll give you some positive vibes! https://www.artstation.com/artwork/8BmEgw ZBrush Sculpt Wireframe ViewProcedural Tileable…
There’s a great video at the bottom here in Jared’s portfolio, that explains how to create tiled textures from Zbrush sculpts. https://www.artstation.com/artwork/4965R1
I will give it a try and test around. Thanks a lot for the feedback! Reworked Link: https://www.artstation.com/artwork/XgKdPY (I believe it was because of the brackets)
Here are some weapons from around 2011-2012. This was before the PBR-Workflow so no Physically Based Rendering and texturing. Mostly rendered with Marmoset 1. Texturing is W.I.P. and incomplete on most. DOUBLE BARREL SHOTGUN (HighPoly) - 3dsmax viewport More on Artstation: https://www.artstation.com/artwork/4RxxL DOUBLE…
How to approach the modeling really depends on what the model will be used for and the technical limitations. Two common methods for creating tracks are: Model a continuous band that matches the shape of the tracks and use animated textures to simulate track link movement. Instance an individual track link or track link…