Sci-fi door- High to low-poly workflow. Modeled in Blender, baked and Textured in Marmoset and Substance Painter. High - 34984 triangles Low - 1430 triangles https://artstn.co/m/Pm0WP
This door was created for a modular interior set for projects I was working on at Daybreak It hasn't been used yet, but I was given permission to post it. This piece let me practice the decal modeling method, using tools like Decal Machine and Hard Ops in Blender. The texture sheet used was created by Alen Lapidis. Who also helped a lot with the design and shape language of this door. This model was rendered in Blender.
One of my first asset I did as a 3d-artist student. Concept made by Sergey Tyapkin. Check out his page for more great stuff ->> https://www.artstation.com/tyapkin
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PBR hardsurface training asset inspired by ALIEN:ISOLATION environments
Sci-fi door- High to low-poly workflow. Modeled in Blender, baked and Textured in Marmoset and Substance Painter. High - 34984 triangles Low - 1430 triangles https://artstn.co/m/Pm0WP
Felt inspired to make a sci fi door. Had a lot of fun working on this. Modeled in Maya and textured in Photoshop and Substance Painter.
This was my art test in 2014 for Star Citizen at Behaviour Interactive.
Props made for a personal project. Some inspiration (Paul Richards - Quake 4, Halo) 1 texture set 4k
You can get product here: Sci-Fi Door Pack vol 01 https://www.artstation.com/a/22100155 Sci-Fi Door Pack vol 01 Free https://www.artstation.com/a/22111649
Hand Painted Stylized Game Ready SCI FI door this asset is in my store now! https://www.artstation.com/a/31614290
Description Sci fi speed sketch / doodle
Havnt made any sci-fi stuff so thought i would try it out. I started this today and would love to get some feedback from all sci-fi people around here.
Hey everyone, I'm back with an update on my spaceship corridor 😀 In the second picture, you can see the scene without the textures (the plane squares are the decals) My goal is to make a spaceship corridor and make everything myself. For this scene, I used Blender and the add-on Fluent and DecalMACHINE. Follow me to see the progress of this project 😁
mbischof: highpolys built and rendered in Modo, lowpolyshots ingame from UE4. : )
Hi all! Final: After a lot of work going into my previous scene I decided to put it on the shelf.
Art director: Ian Leyland Lead concept artist: Marcel Van Vuuren Some work done for the utilitarian hangars / habitation and for the Lorville level in early 2018. Shout out to the team who worked on this level: Joao Silva, noax, Daniel Joustra, Robin Bouwmeester and Stuart Jennet. © 2019 Cloud Imperium Games Corporation and Cloud Imperium Games UK, Ltd.
Another environment made for Daz3d, modeled in 3dsmax,textured with Substance Painter...rendered with Iray https://www.daz3d.com/hab--sci-fi-living-quarters