Old works are always important to understand from where we started. These all were done 3-4 years back, suddenly got them and realized these were the work of my starting phase and now where I am standing.... Miles to go before I sleep.
Currently I am working on this Door Model. Generally only the doors should be unique and the walls should be done in Engine with vertex paint. However, I just wanted to practice Zbursh so I made it Unique. Please Share your valueable comment on this. This is the Maya show when I have arrenged the Highpoly mesh after Decimation. Currently working in the lowpoly. I will update the final mesh with texture ASAP. It is a personal project. :)
Currently I have worked on this Door Model. Generally only the doors should be unique and the walls should be done in Engine with vertex paint. However, I just wanted to practice Zbursh so I made it unique. Followed the Maya-Zbursh-Marmoset-Substance Painter pipeline. I used three unique materials for this. I used one for the Wall, one for the Door and another for the Assets. Textures density for the wall is 512p/M. Door and assets are having a little more density. Its a game ready model. Tricount for the wall was 1430, for the door I used 20402 tries and for the assets 12443, Total tricount is around 34275. Please share your valueable comments on this as it may motivate to work more. Any feedback is welcome.
Its regular practice for Brass Metal Texture Creation in Substance Painter. Not so sure what it actually does in the real life, if anyone knows please let me know. Found it on Google and created the 3d model and textured it.
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