Been learning some Substance Designer, such a cool software!

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@liacart
Been learning some Substance Designer, such a cool software!
Floppy Fish Technology - so much fun to play with! #LilouStudio #fishery #gamedev #unity #fish
Some rough concept art I've been working on in my free time. Not very happy with the composition, but I like the direction this creature is going in, I might pick that concept up for some creature designs at some point.
I did some testing, to see how I can get a believable environment in as little time as possible. This was the result. The quality has, predictably, suffered a little from the whole “little time as possible” ordeal, but I think keeping that in mind it’s a fairly good result. The total time it took to set up this scene is around 2h, so I'd call this experiment a success.
I’ll be doing some more tests with different types of environments and see where it goes. My hope is to achieve a workflow that allows me to create a high-quality look for my Bachelor film, in the fairly limited amount of time we’ll have for that project.
This one made it into the game
The final fish of the concepts from earlier! I took part in some of the modeling and most of the texturing for this one.
You can wishlist the game here on Steam. (Early Access available soon!)
A textured version of the gun I posted a while back.
A small asset I made to explore a new stylized metal material workflow.
Color concept for a new fish in the works for Fishery Game. Wishlist on Steam
Some color concepts I made for a new character for the game Fishery that’s being developed by Lilou Studio!
A sketch I made for my brother; his D&D character.
A personal work I did, in order to get to know Substance Painter a little better. It was also a good exercise to stay familiar with the UE4 material nodes. Unfortunately, I wasn't able to put the Opal material into Sketchfab... If I find a way, I'll update this post.
Some Stills of a few animations I made for a VJing project.
3D sketching in Blender. Sadly my laptop doesn’t seem to handle anything over 400k verteces very well.
A sky background concept I made that was later scrapped. I’m not sure how much I’m allowed to reveal about the project I made this for, so I’ll leave it at that.
Turnaround of a Highpoly weapon. I made this one mostly for fun. It was a good exercise for hard surface modeling. I’d like to texture it at some point, see it come to life. Maybe make it a game asset too.
WIP Work in progress of some Realtime assets I have been working on. Rendered in the Blender internal GLSL realtime render engine. Eventually I want to bring these assets into Unreal Engine 4, or Eevee (if that’s released soon-ish).
A sort of quick digital painting I made based on a character concept that came to be during concept art classes at university.
I took part in the game design workshop of the international animation film festival Fantoche, in Baden Switzerland. In a group of four our goal was to create a game within five days. The video above is the result. (Thank you to Alpha Beta Gamer for making and uploading a gameplay video, aswell as writing an article) I was responsible for all the textures in the game, and I also made some of the models. The game is available for free download here