A little project that I recently completed to familiarise myself with making game-ready assets using Modo. I had a gap in some freelance work and thought it was now time to finish these off. Realtime/textured assets are rendered in Toolbag, while the highpoly models are rendered in Modo.
Warren Marshall's discord channel and video tutorials were a great help in getting up to speed Modo. Warren even used one of my highpoly models from this scene in a recent video tutorial that he made, showcasing normal map baking:
Some Marmoset renders of a few props for a scene I'm building in UE4. I wanted to use these little assets to help establish the direction I'd take this personal project in.
A few shots can be found on my Artstaion page, along with a Marmoset 3d view here: https://www.artstation.com/artwork/oObYzB
I finally managed to actually model a warthog! this is actually my 2nd attempt in modeling a vehicle, 1st attempt didn't go so well before but this time i managed to try and look at some tutorials and give it a go myself and damn I'm proud of myself of this one.
I finally finished a full fledge test model from the ground up for our halo fan game called Downfall - An ODST Story or another title A Halo Fangame. This model was a bit of a challenge, i never actually modeled helmets or an ODST before, so trying to learn and analyse each of the different model pieces was quite a challenge. I also wanted to try and put our own spin on the model without causing too much changes that we all still remembered from halo 3 ODST. There were many technical problems and challenges i had to go through especially fixing clipping issues which I still need to fix upon the side areas due to substance painter acting up again as usual. This model will be a test bed for all our testing so while the programmers play around with this, I'll be tweaking and updating this model from now on especially playing around with rigging.
Another work in progress, this is the very last piece i did on our own ODST model that we created from the ground up. We're actually finally going to begin testing phase with our very own models that we'll be creating with the help of our own concept art town and other fellow 3D modelers. This model will be for testing and will hopefully be tweaked more before a demo is available.
Not the most effective, but it sure does come in handle for close encounters, was pretty fun learning how to model this for the first time. Will be needing a lot of tweaks and updates in the near future once we have everything working. You can check out my artstation to have an full 360 view of the gun
Hi everyone, this is my very first post here on Tsumea, this is still an ongoing work in progress at the moment as I've been recruited as a 3D Modeler. I was recent recruited in the project two months ago and we've made many great progress with our halo fan game. We've made plenty of weapons that people remember and love from past halo games and we've finally entered into the first phase of human models! I'll be posting the fan game update here on models I've worked on and hope to keep people interested. You can find the rest of my weapon models I made within my artstation which I've also linked with my sketchfab submissions so you can freely look and analyze the model. https://www.artstation.com/artwork/8lWNoR
Low Poly Build - 3DS Max
UV Unwrap - 3DS Max
High Poly Detail - Zbrush
Baking and Texturing - Substance Painter