This is one of my most recent models which I made for "Space Engineers" game. Did concept art, modeling and PBR texturing of this hand tool. Used Quixel Suite for base material block out, and then did some manual work also. Used Zbrush for highpoly detailing and xnormal for baking it all to lowpoly. Already available in…
One of my most recent models. Did concept art, modeling and PBR texturing of this hand tool. Used Quixel Suite for base material block out, and then did some manual work also. Used Zbrush for highpoly detailing and xnormal for baking it all to lowpoly. Already available in latest Beta update of Space Engineers.
Made this in three days. Modeling in Modo, materials in SP2. Here's where the low poly mesh I started with. Screenshot from Modo. And here's the high poly mesh and 1st material pass. Screenshot from SP2. Any tips, criticism, etc? :)
Hey to all, I was wondering how would anyone go about determining what is a Spec Level map vs. a Glossiness map in terms of actual usage. I might as well make it clear now that I'm also creating my own shader, so that also account for my confusion. I have been saving ladies and stopping trains, with my mere power of my…
Hello, I am looking for advice on upgrading my computer. I have an older quad core system running in 32 bit vista with 4 gigs of ram. I am running out of ram when I try to bake pretty high poly objects in xnormal or using Ultimapper in Softimage. So my question is to work on really dense high poly models I need lots of…
Hello, my name is Bryan Willis. I'm an artist and art is my passion. I have aspirations of one day working in the video game industry, as games are a passion of mine as well. I've been in an Art school in a video game based major for 2 years now. Along the way I've been introduced to traditional 2D art, Character modeling,…
tldr: I put a big freaking landscape into UE4 and made a bunch of cool tech to help make our live's easier. This is a geo-specific 12km x 12km map at 1 meter resolution we made here at the Army Game Studio. The actual location I am not allowed to say. Around 6km of it is actually populated with afghan style props and…
Here come some screenshots from the model that I actually working on. It's a futurist spaceship for a game project. News about this next week. Please send me some feedback on how I can improve the model and make it beautiful
Sperasoft is looking for a talented and creative Senior Lighting Artist join our team! In this role, you will be responsible for contribution in a great international team towards our next project with Ubisoft. Senior Lighting Artist works within a team of artists to design quality game lighting effects to create…