Exploring environment thumbnails and mood before locking into final design. Pushing big shapes, value, and atmosphere first so the world starts to feel believable before the details take over. Trying to find that balance between ruin, scale, and mystery.
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Thank you! It was supposed to say 3D coat but Dictation is rough haha!
This is a quick table I made using Blender to model then brush to sculpt to make it look more sci-fi having scratches and damages all over it I also went to Chad GBT and made a sci-fi alpha for Z Brush and that's how they got the top of the table to look like that
And these images these are world space normal maps They're great if you want to hand paint the normal map to fix any artifacts by hand painting them in Photoshop
I was using Blueprint in the material editor to change colors and make variants of certain objects for instance this one I made the 2 yellow towers and that kind of red doorway there next to the rock using the same asset with a different color texture
In this I learned how to use 3D code to hand paint and project textures in photoshop after making the low Poly and blender and then sculpting on it a little bit in brush I also painted the emissive map in Photoshop and then brought it in to Unreal
This is a failed attempt of me taking a low Poly and blender to Z brush and then subdividing it I guess apparently when I baked it in Substance Painter the brush model was too high or didn't fit in with the low but I fixed it with going back and subdividing the low!