Jump to content

ChrisV

Members
  • Content Count

    377
  • Joined

  • Last visited

Community Reputation

383 Excellent

About ChrisV

  • Rank
    Advanced Member
  • Birthday 11/17/1968

Profile Information

  • Gender
    Male
  • Location
    Belgium, land of best beer and fries.
  • Interests
    Game development, 3D modelling, 2D art design, music composing (metal, house, atmospheric, ambient, etc...), painting, drawing, chilling, billiards...

Recent Profile Visitors

7,952 profile views
  1. ChrisV

    What are you working on :

    Low poly rowboat made in Blender, and textured in 3DCoat. Model is only 1.7K tris polygons. 🙂
  2. ChrisV

    What are you working on :

    Newest WIP 3d model, made in Blender, and textured in 3DCoat 🙂. Next is to add a water tap.
  3. ChrisV

    Metal / Roughness together or separate?

    Not (yet) every 3Dmodeling/painting program can export to GLTF, Josh. How are we going to import our .obj/.fbx models then 😃?
  4. ChrisV

    Metal / Roughness together or separate?

    Yeah, it was just an example. I guess it's all a matter of what possibilities you have in your 3D modeling/painting program, and the engine you're using 😉. Yeah, that'd be sweet to have!
  5. ChrisV

    Metal / Roughness together or separate?

    Most (if not all) modeling/paint programs (3DCoat, Substance Painter/Designer, 3dsmax, Maya, Modo) allow the exporting of both options, either as single or as combined textures (using the alpha channel). I use both, but for speed I tend to use combined texture maps, as it requires less drawcalls and memory usage. Sometimes I'd even use the RGB channels to store individual maps into one (for example R for roughness, G for metalness, and B for height or ambient occlusion). But it all depends on the possibilities of the engine you're using. Exporting from Substance Painter and/or Substance Designer is rather easy...you can use predefined export templates, and then customize them to your liking. Plenty of tutorials on that as well. Same for 3DCoat, there's a ton of export templates for various programs/engines. And there's also the possibility to add your own custom export settings.
  6. ChrisV

    Physically-based Rendering

    Sweeeeet!! I like what I see! This is using a 'Roughness/Metalness' PBR rendering method, right Josh? Will 'Gloss/Metalness' and/or 'Gloss/Color Specular' also be supported? This is only for the new Turbo Engine, and not LE, I assume? Btw, can I send you a selfmade model in 3DCoat, to see how it looks using the PBR implementation algorithm that you're using?
  7. ChrisV

    What are you working on :

    Here's my latest work of art. 🙂 A demonhead. It's the start of a demonic creature. All done in 3DCoat so far.
  8. ChrisV

    What are you working on :

    It's been a while since my last post here, lol. Have been way too busy lately. Anyhow...here's my latest work of art...it's the Christ The Redeemer statue in Rio de Janeiro. All done in 3DCoat.
  9. ChrisV

    How many polygons to use, guidelines?

    Yes, it is. Especially for a hard surface model like a couch. You could easily drop the polycount down to about 2 à 3 K (tris), and still obtain smooth edges. You could for instance first create the low poly mesh, define the outer shape and chamfer or bevel the edges you want to look smooth, then make a high poly out of the low poly (subdivision), and sculpt in more details (wrinkles, creases, etc...), and finally bake the high poly mesh onto the low poly, which will then create your normal maps that will make your low poly mesh look high poly . For a character model that is seen close up (main character for example), 12K (tris) isn't too much these days. But, if you can go lower, so much the better.
  10. ChrisV

    What are you working on :

    Here's my latest work of art in zbrush...a bandana! Low poly model is only 766 quads.
  11. ChrisV

    What are you working on :

    Clothing creation in zbrush is fun fun fun! Here's a couple of cloth pieces i've been working on...t-shirt, pants, boots, skimask, and lastly a WIP vest . Next part of the process is sculpting in the folds, add pockets/buttons/zippers (or any other kind of detail), make the final uv map, and then bake the textures that will be used for texturing. Fun stuff if you ask me !
  12. ChrisV

    Spline tool: paths, roads and more

    You need a special license (I think it's $500 for Indie or so), to use Daz3D content (meshes and textures) in commercial products though.
  13. ChrisV

    Getting the right people...

    Perhaps, but most of us indie companies don't have the financial resources to pay monthly wages to their members. I've yet to encounter a member that wants nothing at all. And, I honestly don't mind paying him for his work...it's just that big companies can afford that kinda money upfront, but we as small indie companies can not, or not always at least. Also, each member will get payed (royalty based) according to the amount of work they've done. Not really, I just gave him the chance (just like all members in my team) to earn something after the game is published and sells (the more the better for all of us). I also think it keeps people more motivated to work as hard as they can, because after all...the better their work, the more chance the project has of becoming a succes. At least, that's my opinion .
  14. ChrisV

    Getting the right people...

    Hey all, Most of us (especially those that have worked in a team, or are working in a team) will probably know that finding decent and talented members is far from easy, right? Usually, the talented either already work in a team, or have a job in the game industry (which takes too much of their time to help you), or they want to get payed upfront for helping you, etc, etc... Sometimes you search for months unsuccesfully, pulling your hair out of frustration, lol...and then you give up the search, because of it, right? And then, sometimes...you get lucky . Like for example...a couple of days ago, someone contacted me...said he's a voice actor...who did voice acting for Marvel and Activision...and he wants to help me with my game project! My first reaction was...oooooooh my...! Marvel and Activision...wait...aren't those two well known professional (game) studios, lol ?? I couldn't believe what I read, you know ? I wasn't really searching for a voice actor at that time, but when he contacted me, I jumped right on it. I listened to his demo reels...excellent stuff! Oh...and what's even better...he will help royalty based...! We talked to each other and according to what he said, he has done various voices for a couple of Call Of Duty games! Impressive, eh? Did any of you guys experience similar things yet? Cheers!
  15. ChrisV

    What are you working on :

    Trying out NVIDEA's HairWorks on a cube (made in blender and then added the hair, also in blender). Result is really impressive. Hair uses strands instead of the usual 3D plane models. The hair (strands) can be combed, cut, and shaped in any way you like in blender, and then you can change the look of the hair in NVIDEA's viewer using many different options and get exactly the look you want for your hair. You can also add/change the hair material in blender if you wish . The hair behaves realistically to wind, collision, head/body movement, etc... In The Witcher 3, they used the same kinda hair. Here's an image of the hair on the cube model, and I added a wind effect to see how the hair reacts.
×