Sunrise HDRI Turnaround
Top View Turnaround
Progress Timelapse
A timelapse of the Mesh Maps I baked in Substance Painter.
The ID map was created by adding vertex colour in Blender and then baking the ID map from Vertex colour in Substance Painter.
Marmoset Render with 40,367 Vertices and 67,452 Triangles.
A personal project I worked on to practice translating 2D Concept art into a 3D model.
I spent a little extra time on this one to really understand the differences between the Film Pipeline and the Games Pipeline. I really enjoyed diving into Rizom UV, it helped speed up my workflow tremendously compared to the UV tools in blender. It reminds me a lot of UVing in Maya but with a few extra useful features.
Modelling and Sculpting in Blender were a blast as usual. The Multi Resolution Modifier really makes working with High Poly meshes a breeze.
Texturing in Substance Painter was Joy as well. Their new real time Baking features make the process super fast and easy. Within minutes I was Up and running and able to build complex materials. The Mask editor is quickly becoming a favourite of mine, its feels as though there is no limit to the variations you can create!
For the Main Render (Optimized for Film) the Fighter Jet has 436,315 Vertices, 435,900 Faces, 4 UDIMs and 4k Textures - Rendered with Blender Cycles
The Marmoset Render (Optimized for games) comes in at 40,367 Vertices and 67,452 Triangles, 1 Tile UV Layout and 2k textures - Rendered in Marmoset Toolbag
Please Look into Mitch Leeuwe's art ! It's truly Incredible !