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Found 6 results

  1. Been delving more into the leadwerks editor lately, been working on some scifi materials made from some work I did as part of a texture pack I made quite a while ago. Currently compiling a texture material pack of these for leadwerks which will be available on the steam workshop for an affordable price. Just wanted to post a some screenshots of a cool scene I made with them! I also uploaded them to the leadwerks steam page. let me know what you all think! I am still fairly new to the editor and my laptop computer is not that great (scene ran slow) but I am saving up for a new workstation machine to do more 3d asset work and top-notch game creation on (I am a broke senior engineering college student, haha). Thanks guys and have a good day. P.S. I also have a turbosquid page (most of my products are free now), the link is: https://www.turbosquid.com/Search/Artists/PancakeMan96 Not all of them are of the greatest quality, lol. I started 3d modeling quite some time ago as a hobby and picked up many skills over time. The first application I ever started out with was Milkshape 3d!
  2. Quick update on what is happening so far. Lately I have not had as much time to work in substance painter because I have been busy, however in my spare time I have been working on refining the base material which I will use to apply to the numerous textures I have created as part of the scifi collection. Little tweaks here and there mainly to make the results a little more pleasing and less noisy. Above I have tweaked a majority of the masks for rust as well as surface detail variations so that the metal is not too noisy/bumpy. Also reduced some of the height of the peeling paint details since they were sticking out a little too much before. Before it was beginning to look like the paint had been applied in a layer that was 5mm thick. In addition, I added a darker, heavier dust layer which is mainly isolated to the bigger crevices and cracks. I did this mainly to add more depth and make the panels stick out more. Also added details for rivets and "aluminum" pieces. Still need to do some work with variating the dark metal surfaces a bit more though. The brighter metal parts came out good and I am happy with them. Last thing on the list will be to clean up the master material file and make editing paint colors, base metal colors, etc. much easier so that I do not have to poke through the layer stack each time I want to change something. I will do this through anchor points and having "proxy layers" at the very bottom of the layer stack that do not impact the final look of the texture but instead serve as makeshift color selectors. I also still need to add a few more different materials such as rubber, for the textures that include hoses or related parts. Stay tuned.
  3. Quick update... Work is pretty much complete on nearly all of the highpoly models of the wall textures... Just a few more to create and bake out in Xnormal and then I will be able to start making the color ID maps. I expect to have the ID maps done sometime by the beginning of the week after next week. Total number of textures stands at 201, after taking into account some of the walls having minor detail variants. Below shows a few snapshots of the my most recent work:
  4. Took a break from 3d modeling work for the past few days, decided to play around with lighting and other effects in 3ds max to get a general sense of what types of environment/moods can be created. I made a material with some emissive maps and applied it to my simple cube scene, thought I would post it since it turned out pretty cool (3ds max rendering): More to come later on...
  5. As of just now, I have finished creating all of the individual color ID maps for the floor textures, seen below in my progress tracker. Next steps which I plan on carrying out (bolded are the ones I intend to focus on in the next month or so): Finish modeling wall textures (30 ish to go). Finish modeling a few detail textures. Create material ID maps for all wall/detail textures (60+ to go). Paint all diffuse maps using a common substance painter project file(s) to maintain consistency and allow for texture creation in an assembly-line fashion This will save me immense amounts of time with the texture painting process, and also allows me to add even more variant maps (paint colors, rust, cleanliness etc). Create modular environments in 3ds max using floor/wall/trim/detail textures that will fit on a common grid size Will likely have to model/bake additional greeble textures for this step, although this will be simple and not time consuming as I can splice the existing high poly models I have available. This will allow me to cannibalize some details and spend as little time modeling from scratch as possible. Pipes, structural elements, etc. Create props crates, desks, canisters, infectious growths, lighting elements, blood decals, doors with animations, etc.
  6. Work is continuing on my upcoming scifi mega pack that is inching closer and closer to being released - today I decided to compile a few PBR materials that I created as some more tests in substance painter. The below images show a simple 3ds max scene that I blocked out in a few minutes as well as some renders from substance painter. Materials available in uncompressed PNG format and are 2k textures. They are also perfectly seamless and will tile in all directions. I am providing these free of charge to be used for shader testing in the new engine, your own projects, or for learning purposes. They are not set up for a legacy normal-specular workflow so if you want to use them in the current version of leadwerks, you will have to follow some tutorials online to generate a spec-gloss map using your preferred photo editor. Thanks for the continuing support in this huge undertaking, still a lot of work left to do but I am hoping for a release around the end of this year to the beginning of next year. If there are any questions about the pack or the files that I am giving away, please do not hesitate to ask here or in my work in progres thread: -TWahl PBR_scifi_test_materials_free.7z
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