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Pipes, pipes, and more pipes..... Somehow I've ended up building nearly every pipe in the Destiny franchise over the past 5 years. I created all of the designs and models, and nearly all of the textures for these assets. Most of the shaders and variant color options were set up by Daniel Thiger.
The goal was making sci-fi looking wall panel in a short time.
I have spent almost 2 weeks working on the modular environment for the Unreal 4 engine (real time) for VR. I am almost done but here are some more screens of how things are shaping up aboard my sci-fi environment.
**Now on Trello! Please vote and support! ** Click Here Hello all! I’ve just submitted my first pack to the marketplace. It’s a sci fi themed modular set, the first of many I hope to bring to the marketplace of this t…
A personal scene done in Cryengine 3. All modeling, texturing, lighting done by me.
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Another exercise in modular environment building using the Star Citizen workflow with face-weighted normals, decal sheets and trim sheets. Sergey Tyapkin's modular sci-fi corridor was my main inspiration for this.
Illustration about Futuristic Architecture Sci-Fi Hallway and Corridor Interior, 3D Rendering. Illustration of passage, indoor, modern - 179600723
My attempt to make a quick real-time sci-fi environment! It was made in one day during 8-hour stream. Thanks to everyone who watched! ___ Join my Discord channel! https://discordapp.com/invite/KuzEpas
This Trimsheet (tiling textures) and Floor Set can be used in both game art and concept art with tiling textures or high res models. Pick it up here: https://gum.co/techindustrial -DETAILS ON GUMROAD/ARTSTATION STORE- Check out Rene's art, thanks to him for the example images of his laser: https://www.artstation.com/rmlambert Follow me on instagram: https://www.instagram.com/alex_senechal/ Extra example art by Rene MItchell Lambert: https://www.artstation.com/rmlambert
Finally, I started work on my Sci-Fi modular environment pack for UE4 Marketplace. Customizable, high-quality, modular and fast in production and it is almost unreal combination =) To make it real I decided to try the new technique for me from the Star Citizen game. In particular, they use Face weighted normal and various types of decals. More about this you can read here: http://wiki.polycount.com/wiki/Face_weighted_normals First of all, I created textures for trims, floaters and decals with NDo and PS, and after this base tile UE4 materials such as metal, rubber, plastic, etc. (I want to note that UE4 allows to create amazing procedural materials.) After finishing this set I realized "the sky is not the limit". Only auto UV's without baking and texturing, that gives you more time for creating the design and less for technical boring moments. With using Modo UE4 Bridge this approach is even more effective. It was made during 8-hour stream!
Twitter: https://twitter.com/colorblindmess I made this as a personal project back in June of 2016 and I abandoned it for lack of time to continue. My idea was practicing hardsurface modeling in Modo and also modular environment building. The story was to create some sort of Space investigation photographic documentary, in a station on a parallel universe that mysteriously stopped functioning and transmitting. But I just did not have time to finish it, this is like 20% of the modeling only. It has no textures, no set dressing assets, it's just walls and frames. I usually don't post work in progress, but I thought this one looked ok for a WIP that's I'm showing to you guys. Hope it doesn't hurt your eyes! lol All modo, and the picture frame is illustrator, the character I painted on photoshop. MADA is Japanese for "Still" or "Not yet", which is a personal joke, for not yet finished this work, and for being empty and still in space.
So there...
Mech robots modular construction kit. Separate legs, hands, feet, bases, heads, and weapons allow thousands of robots variations. -5 sets of heavy mechs, 5
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