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Sci-door made in zbrush and textured in 3DCoat for my game CrystalsOfTheia smile.png . Also made emissive map for the yellow parts at the top of the doorframe, and also for the blue digital screens.

 

SciFiDoor3DCoat04_zpsu5powrfg.png

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Started working on a few new props for my Desert pack! Been a long while since I updated it, lol.

Here's a render in 3DCoat of a new asset for the pack, a desert cliffrock. Going to make a variety of such cliffrocks for desertlike environments. By combining/rotating/scaling these rocks, you can then create a wide range of custom and larger cliffrock formations.

 

CliffRockTall01_zpsw3eyuo7f.png

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On 2017-5-8 at 5:09 PM, Josh said:

Wow, that's really good.

Thanks, Josh! :)

With the upcoming new features for LE 5 in mind, I had some fun in Substance Designer, and came up with this granite rock like substance. Many variations can be generated from this one substance to produce a multitude of high quality textures. 

LE 5 is still a long way to go, but what the heck...creating textures is fun, they are always useful, and we better prepare ourselves beforehand, right :D?

GraniteRocksSD_zpsemgdwijv.png

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The only thing that won't carry over is additional editor features, since that is being started anew.  I'm not scared to work on documentation and examples now because it will carry over pretty easily, and we still have a lot of things left to do with 4.x.

The one thing I am reluctant to do is put a lot more time into the editor.

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i downloaded some free weapons and completed it in blender

Then i changed the FPSGun.Lua so the rpg7 Munition hide and show

for the grenade i use the FPSGrenade Script from "Einlander" and changed some positions

 

also i implemented a nightvision to the player  :)

 

 

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7 hours ago, shadmar said:

 

WHAT THE HECK?!  DUDE! :D

The water would probably look a lot better if the waves were made maybe four times smaller.  The features look too big compared to the landscape.

No idea how you did any of this.  That is awesome.

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Been having soo much fun in zbrush lately, lol! Worked on some bullet hole impact effects, and this is the result so far in zbrush:

bullet_hole_zb01.pngNext up is to grab the depth, normal, ambient occlusion and any other required information, and then texture the whole thing in 3DCoat, or perhaps use substance designer/painter. 
Once that's done, all maps will be used to create bullet hole decals :)
Cheers!

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Thanks, knocks! The cool thing is, now that I've created this bullethole, I can create an alpha of this model (which I already did ;)), or also a zbrush brush, and reuse this on any other model (for example, demolish a wall with bulletholes :D).

The alpha or brush can then also be rotated, scaled, scaled in depth, etc...to make a variety of 'different' bulletholes, and speed up the workflow of course.

Or, I can modify the original bullethole model here and there, and grab an alpha of the new bulletimpact model, and create a whole library of different bulletholes.

Zbrush is not an easy program to get into, but once you get used to it, it's soo complete, and a lot of fun to work with. 

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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.

Hair_Works_Test01.png

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Awesome progress. :) The finished product is really something to look forward to. The evolution of this project as well. Thank-you for posting videos of your project progression. ;)

 

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This is the entrance conduit to the underground refuge on Mars.

Base.jpg

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Network of roads, the arteries need to snap and connect. I'm working on that at the moment.

SOsuiRL.jpg

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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 :)!

Enemy_Base_WIP01.png

Vest_WIP01.png

Vest_WIP02.png

 

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0.2b Patch is up (approx. 35mb). Change log below. Please the download the patch if you have the base files already, if you don't have the base files you can download the patch and base files here:

Quote
  • Adjusted recoil of the weapons
  • Adjusted the shader configuration
  • Fixed the problem with killinfo not stacking up vertically
  • Construction map has been improved with added obstacles
  • Windows are now centered on the screen upon opening
  • Fixed the glitch where player falls through the floor

adPqzHd.jpg

DWRvbEC.jpg

U9ZnfRA.jpg

 

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