[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG

Search:


View post   

>> No.468411 [View]
File: 1.13 MB, 1280x1109, rend.jpg [View same] [iqdb] [saucenao] [google]
468411

Quick dropship type thing for Fractured Space, going to be tiny on-screen with 512 or 256 texture so I tried to exaggerate and go for bold shapes as much as possible. Based on internal concept with tweaks.

>> No.465089 [View]

>>465085

>Like that anon said, why are you still around?
I dunno, I find this place pretty entertaining. It's just one of those communities I've been lurking for years out of habit.

>How long have you been doing 3d?
10 years now, though the first few weren't as productive as they could've been.

>Are you a generalist and if so what can you do?
I mostly just do hard surface/tech/shader stuff, been meaning to learn some environment art at some point.

>How did you get involved with FS?
I've been working at the studio since 2013 when we were making Strike Suit Zero: Director's Cut as Born Ready Games.

>How long does it take for you to make a new ship/prop from start to finish?
2-3 weeks, depends if I get a concept for it or if I design it myself.

>What's your workflow like?
Mostly straight up poly modeling (the ships are around 400k tris, no normal maps to speak of). The materials just use simple tiling textures to minimise texture use (most of the ship is a couple 1024s)

>Are you doing commission or rollin with royalties? And is the pay nice?
I'm working in-house so I'm just on a yearly salary. They pay pretty well for UK and my experience level.

>If you had to give 3 important pieces of advice/tips to someone looking to make a living out of 3D, what would they be?
Find your niche and grind until you're good enough to be hired at it. From there you can start expanding your skillset slightly but you'd want to mostly learn skills that work well together. For instance no point learning the fineties of anatomy if you're not going to be doing any character art.

>P.S I need a golden skin for flagship. Ill pay money for dat shit

I'd love to put one in but it'll probably be a while until we can start breaking the style, ha. I'm sure it'll happen eventually though!

>> No.465081 [View]
File: 1.27 MB, 1873x1035, wire.jpg [View same] [iqdb] [saucenao] [google]
465081

>>465077

If you'll check the Fractured Space twitch tomorrow around this time I'll be streaming modeling/designing a new one ;)

>> No.465073 [View]
File: 2.01 MB, 2100x1313, brawler1b.jpg [View same] [iqdb] [saucenao] [google]
465073

Don't think I've posted any of my professional work here, but here's a near-finished ship from work. Needs some general polish and small spotlight decals still.

>> No.463448 [View]

>>463438

Just Marmoset Toolbag 2

>>463425

Mostly google, http://oldwiki.polycount.com/CategoryReferenceProp is good as well

>>463439

Sure, I'll probably dump them in the Polycount thread. It already has work in progress flats if you're interested.

>> No.463422 [View]
File: 813 KB, 2200x1038, Untitled-7.jpg [View same] [iqdb] [saucenao] [google]
463422

Still need to finish the texture & finish texturing the attachments I made for it (scope, suppressor & polymer foregrip).

>> No.460367 [View]

>>460362

If you have sensible base geometry with even loop distance from the plane changes on both sides, creases should work just fine.

>> No.457521 [View]

>>457517

It's only gonna be used for baking normals anyway.

>> No.457516 [View]
File: 387 KB, 1920x615, wip2.jpg [View same] [iqdb] [saucenao] [google]
457516

>>457067

Cheers for the tips, redid the pump and grip entirely and changed/detailed other stuff, too. Stock buttplate still needs work as well as adding in a few missing details.

>> No.457126 [View]

We're using pretty much straight up geo instead of normals at work since Unreal 4 goes through polygons like a hot knife through butter, for massive spaceships it's both cheaper to use straight up geo with tiling mats than unique UVs with baked normals and it looks better, too.

>> No.457087 [View]

>>457067

Cheers, should sort that out while I fix other goof-ups and add the ejector port.

>> No.457064 [View]
File: 1020 KB, 2457x1936, wip.jpg [View same] [iqdb] [saucenao] [google]
457064

Still need to tweak/add a couple of things.

>> No.438970 [View]
File: 1.43 MB, 2523x1523, m4.jpg [View same] [iqdb] [saucenao] [google]
438970

Finished off the M4A1 textures (albedo/reflectance/roughness/normal/AO&cavity)

>> No.438228 [View]

>>438226

Yeah, I'll need to convert the textures from PBR to STALKER's crappy system though :(

>> No.438222 [View]
File: 1.03 MB, 1920x1294, Untitled-9.jpg [View same] [iqdb] [saucenao] [google]
438222

Doing PBR textures for my M4 since the last ones weren't either PBR or very subtle (kinda went bonkers with the damage).

>> No.430703 [View]
File: 698 KB, 1920x991, Untitled-5.jpg [View same] [iqdb] [saucenao] [google]
430703

Just chipping away at this on the side whenever I can be arsed:

>> No.428466 [View]

>>428464

top lel

old game engines like Xray or Gamebryo obviously don't take either

>> No.428461 [View]

>>428456

Target engines don't take PBR or linear RGB textures. I do use linear RGB at work since UE4 supports it fine :P

>> No.428448 [View]
File: 1.22 MB, 2560x1597, 431125-1403657521.jpg [View same] [iqdb] [saucenao] [google]
428448

I've tried both but personally find dDo faster to achieve good results with.

Optimally you want to be using some hand painting/hand-sourcing from photo masks on top to break up the procedurality, as well as possibly painting some neutral colour in busy areas/to mask away obvious detail repetition.
Example:

>> No.417150 [View]
File: 359 KB, 1903x1041, Untitled-4.jpg [View same] [iqdb] [saucenao] [google]
417150

Haven't modeled a gun in a while, so:

>> No.415792 [View]

>>415790

I'm mostly doing it to learn Zbrush, not to recreate a piece mega faithfully :P

The design of the sword is directly pilfered from Oblivion.

>> No.415751 [View]
File: 312 KB, 1380x722, Untitled-42.png [View same] [iqdb] [saucenao] [google]
415751

pretty much done with this thing.

>> No.415679 [View]
File: 287 KB, 1392x751, Untitled-2.jpg [View same] [iqdb] [saucenao] [google]
415679

Finally learning Zbrush since we had a couple spare licenses at work. It's quite fun but >dat UI

>> No.415133 [View]

That means you forgot to UV a face and it's stretching across the UV for some reason

it's a weird ass bug but put your UV editor to element selection mode, pick out all the elements one by one in the UV box then hit ctrl + i and planar map from best angle.

Navigation
View posts[+24][+48][+96]