kanine01 Posted April 1, 2015 Report Posted April 1, 2015 I was reading about WWI trench warfare so I made a handy dandy trench knife speed-model. (Took around 45 minutes.) Quote
Fuzyhead Posted April 1, 2015 Report Posted April 1, 2015 Sexy Rifle though, but I think there are some parts that are weirdly shaded. The front part of the Iron sights or that thing at the side of the scope for example. Is it based on a concept? It is mainly (not entirely) based on this concept. And indeed, the part at the side of the scope looks strange... but I guess it is caused by some cage intersection since it was not baked with a exploded mesh yet. But thanks for the feedback, will take a closer look to those parts next time AyzOn 1 Quote
leplubodeslapin Posted April 7, 2015 Report Posted April 7, 2015 I've been working on my first real baking from high-poly to low-poly since yesterday, and i'm really glad to see how clean it is !!! The high-poly model The low-poly model : The normalmap and ao : Render ingame : I'm not really used to 3D modeling, i'm still learning so i'm really glad i made this !! Radix, borgking, RedYager and 19 others 22 Quote
kinggambit Posted April 9, 2015 Report Posted April 9, 2015 *after seeing leplu's post* jesus... well... TheOnlyDoubleF, dux, 1488 and 17 others 20 Quote
PogoP Posted April 9, 2015 Report Posted April 9, 2015 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! El Moroes, 1488, dux and 13 others 16 Quote
Pampers Posted April 10, 2015 Report Posted April 10, 2015 It sucks!! TheOnlyDoubleF, PogoP, dux and 6 others 9 Quote
leplubodeslapin Posted April 10, 2015 Report Posted April 10, 2015 ^^ 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 ? Quote
PogoP Posted April 10, 2015 Report Posted April 10, 2015 (edited) ^^ 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. 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: Oh BTW the Substance viewport is rubbish, I'd recommend displaying in Marmoset or, ideally, UE4. Edited April 10, 2015 by PogoP paranoidMonkey, leplubodeslapin, Sigma and 1 other 4 Quote
Sigma Posted April 20, 2015 Report Posted April 20, 2015 (edited) This is where I see Pogo's project headed: Seriously though, very nice work. Edited April 20, 2015 by Sigma LATTEH 1 Quote
Hipshot Posted April 23, 2015 Report Posted April 23, 2015 (edited) 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/showthread.php?40500-QUAKE-LIVE-Update-23-April-21-2015 Now, look at this: 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. Edited April 23, 2015 by Hipshot Minos, Pericolos0, TheOnlyDoubleF and 5 others 8 Quote
AyzOn Posted April 25, 2015 Report Posted April 25, 2015 Mambo Nr. 1 Mambo Nr. 2 1488, dux, Seldoon182 and 1 other 4 Quote
TheOnlyDoubleF Posted April 26, 2015 Report Posted April 26, 2015 (edited) 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. Edited April 26, 2015 by TheOnlyDoubleF Seldoon182 1 Quote
Fuzyhead Posted April 28, 2015 Report Posted April 28, 2015 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. ShockaPop, AyzOn, Squad and 5 others 8 Quote
PogoP Posted April 30, 2015 Report Posted April 30, 2015 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 Steppenwolf, Seldoon182, Squad and 14 others 17 Quote
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