f1r3's 3D smithy (occassional 2D)
- f1r3w4rr10r
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Re: f1r3's 3D smithy (occassional 2D)
So I finally made something again. Following a Blender tutorial on how to make a train tunnel like this, I played around with the Compositor a bit to get some results close to certain games with over the top color balancing... Let's see if you can guess them. (The correct answers are under the pictures.)
Source
Source
Source
Source
Spoiler: show
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Re: f1r3's 3D smithy (occassional 2D)
hi hi
I'm guessing that #3 is fallout 3.
I'm guessing that #3 is fallout 3.
- f1r3w4rr10r
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Re: f1r3's 3D smithy (occassional 2D)
Yep it is.
I might be able to post some other stuff here soon, as it seems the next Overmare blog is focusing on one of my models.
I might be able to post some other stuff here soon, as it seems the next Overmare blog is focusing on one of my models.
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Re: f1r3's 3D smithy (occassional 2D)
- f1r3w4rr10r
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Re: f1r3's 3D smithy (occassional 2D)
hi hi
That's pretty fancy looking, and the texture has got a nice solid look to it. (Although I wouldn't want to bite down on that grip, metallic looking as it is. I gotta ask, what's the poly count on it?
That's pretty fancy looking, and the texture has got a nice solid look to it. (Although I wouldn't want to bite down on that grip, metallic looking as it is. I gotta ask, what's the poly count on it?
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Re: f1r3's 3D smithy (occassional 2D)
Uh...you had me there for a second. It's 4042 triangles. And the grip is actually supposed to be rubber coated.
Also the texture is not really what I would have picked for the final look. It really looks waaay too much like a pile of rust which it actually isn't. You'd think it would at least receive some maintenance and cleaning.
It also has some baking errors. Maybe I'll actually touch up all models I made for the Overmare Studios and upload them to my Sketchfab.
Oh and for whoever doesn't know yet: I left The Overmare Studios. I am not going to discuss the reasons why here publicly, cause that would be a dick move. If anybody wants to know, shoot me a PM.
Also the texture is not really what I would have picked for the final look. It really looks waaay too much like a pile of rust which it actually isn't. You'd think it would at least receive some maintenance and cleaning.
It also has some baking errors. Maybe I'll actually touch up all models I made for the Overmare Studios and upload them to my Sketchfab.
Oh and for whoever doesn't know yet: I left The Overmare Studios. I am not going to discuss the reasons why here publicly, cause that would be a dick move. If anybody wants to know, shoot me a PM.
Re: f1r3's 3D smithy (occassional 2D)
hi hi
Don't worry about it, I've been there myself too. Sometimes things just don't work out... sometimes more often than not. Just gotta keep going though.
Don't worry about it, I've been there myself too. Sometimes things just don't work out... sometimes more often than not. Just gotta keep going though.
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Re: f1r3's 3D smithy (occassional 2D)
Spoiler: show
This is an explosive bomb collar, in the Fallout universe used to subdue slaves.
Model created and sculpted in Blender, textures made in Substance Designer (with slight baking help from xNormal)
PBR and Spec., Gloss sets of textures, completely game ready
You can see the model fully in 3D on Sketchfab.
Re: f1r3's 3D smithy (occassional 2D)
hi hi
Very shiny. Is it meant to flex on the joint, or is it a static object? I am kind of curious if the entire texture was made in Substance Designer, if there were stock materials used, or texture components painted in a different program.
(I'm kind of envious of all the fancy texture maps you get to use. Trying to fit everything onto a color map is daunting.)
Very shiny. Is it meant to flex on the joint, or is it a static object? I am kind of curious if the entire texture was made in Substance Designer, if there were stock materials used, or texture components painted in a different program.
(I'm kind of envious of all the fancy texture maps you get to use. Trying to fit everything onto a color map is daunting.)