Nice stuff! ![]()
The random model thread!
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I think your leaves just need to be a bit thicker dude!
@Leplu - that looks awesome man, nice work.
@Fuzy - shiiiit man I love that gun model. Really lovely lighting and render too.
So err, I made an old school 1970s hoover the past couple of nights... Textured entirely in Substance Designer. I love this software!
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/Props/vacuum_cleaner_01.jpg]
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It sucks!!
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It's amazing, i love the new kind of renders you can get with PBR, Substance Designer and all these tools that i know nothing about. Plus, your work is really neat and pretty, i love the style !
Just to understand, can you tell me how many textures/masks are being used for this ? And why are they used for ?
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Quote from leplubodeslapin

It's amazing, i love the new kind of renders you can get with PBR, Substance Designer and all these tools that i know nothing about. Plus, your work is really neat and pretty, i love the style !
Just to understand, can you tell me how many textures/masks are being used for this ? And why are they used for ?
Thanks dude!
Here's my Substance graph. It looks confusing as hell but when you start out with a Substance, it's simple, and it just slowly builds up into this ridiculous thing. You will understand it when you come to make your own Substances. Also,think of each Substance node here as a different layer in Photoshop.
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/Props/vacuum_cleaner_01_substance.jpg]
I'm using one generic material that I set up that lets me add basic wear and tear, including a generic grunge and some scratches (you adjust one slider from 0 (off) to 1 (fully on) and the scratches/grunge will show up on the material procedurally). This basic material also has lots of options for different metalness values, roughness values, and diffuse colour, so I can make a variety of material types with one generic material. This works for flattish materials, but anything more than that and you'd wanna make a new material for it. For example, I needed a different material for the cloth, so I grabbed a texture off CGtextures and set it up through Substance Designer to create a normal map, AO, albedo etc.
That gives me the basic materials, which are blended together using a colour ID map which differentiates between materials. I then add in a bunch of edge wear and dirt masks to add in further detail. That's all there is to it really. Here's the coloured high poly:
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/Props/vacuum_cleaner_01_materials.jpg]
Oh BTW the Substance viewport is rubbish, I'd recommend displaying in Marmoset or, ideally, UE4.
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This is where I see Pogo's project headed:
[Blocked Image: http://static.tvtropes.org/pmwiki/pub/images/HocusPocus_9042.jpg]
Seriously though, very nice work.
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Everyone, hold your horses, this is the biggest thing that happened to this thread since this thread.
Ok, so this is awesome and I'm really proud, scroll down to the second screenshot there:
http://www.quakelive.com/forum/showthre…3-April-21-2015
Now, look at this:
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Those are some fancy smancy low poly keys and they are now in an official game =)
The red key, master key is my own design and I'm glad it's in the game, even though not used in a map yet.
These are the keys, but with more high res textures, same poly count. They look kinda bad with those textures, they look better with the low quality version, but it's to show the design.
[Blocked Image: http://zfight.com/misc/images/keys.jpg]
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Mambo Nr. 1[Blocked Image: http://i.imgur.com/4Gns05s.jpg]Mambo Nr. 2[Blocked Image: http://i.imgur.com/ithRzN0.jpg]
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I work on an Rogue-like FPS on UE4 and I have had to make low poly models for some weapons. Still working on this.
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So, it is still somehow wip (I think there are still some scratches missing on the magazine) but I think I am close to call it finished. Main reference is still this concept.
Hope you guys like it.
[Blocked Image: http://mathiswidrat.com/images/compact_sniper/Compact_Sniper_03.jpg]
[Blocked Image: http://mathiswidrat.com/images/compact_sniper/Compact_Sniper_02.jpg]
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That looks well sexy dude.
I recently got invited to the Marmoset Viewer beta, and we're allowed to post links publically now. Here's a gun model I made last year. Click the link to view it live!
https://www.artstation.com/artwork/pb6p9-pistol
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Guns/Backup/guns_thumb.jpg]
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Cool stuff and sexy model

Are you aware you can see through the model just above the pistol's hammer?
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German Tiger II. Made it as a part of my project "Fighting the boredom"
[Blocked Image: http://i.imgur.com/l15P0rF.png]
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how much would it cost to order something like this ?
[Blocked Image: http://www.biohansa.ee/wp-content/uploads/2014/11/peat3-450x523.jpg]
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[Blocked Image: http://i.imgur.com/31Upvjg.png]
[Blocked Image: http://i.imgur.com/9Qm3zlM.png]
[Blocked Image: http://i.imgur.com/nwjosXk.png]
Working this Franchi SPAS-12 shotgun up. This is the high poly still. Strap needs tweaking.
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Blowing some dust off from my ue4 scene project I abandoned. I remade my doorway model for more detail and cleaner bake. It was pretty crappy before.
[Blocked Image: https://dl.dropboxusercontent.com/u/44433595/solaris/doorway6.jpg]
Here's the scene at it's current state.
[Blocked Image: https://dl.dropboxusercontent.com/u/44433595/solaris/doorway7.jpg]
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Looks ace so far Whitedevil, feels quite realistic!
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[Blocked Image: http://puu.sh/hRodh/eec70024e2.png]
I'm pretty happy with the materials now, any crits? -
I really like it Kanine. Only thing I have is that the deep pivot on the sharpened edge of the blade seems slightly out of place. I would expect that to have been smoothed out during sharpening unless you're going for an aged look. Wood looks great, nice detail towards where the head rubs against the wood and the leather rubbing as well and I could fully understand the finish on it. Looks great!
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