Quake 2 Remastered (2023), third person/pickup weapon models. 100% moused in Photoshop and Substance Painter. Done in a month
Better pics and more comparisons will follow!! But here's some quick group shots of all 18 weapons together.
Fallout 3/New Vegas 10mm pistol on the Quake 1 palette. 850ish triangles, 384x384
textures are very early. fully self-illuminated (no dynamic lighting)
ok how about some fusion 360 shots for hard surface enjoyers out there. 2019
EVERY edge has been manually filleted. this took me like 7+ weeks just for the high poly pass
100% substance designer for this Quake texture aside from the 64x64 greyscale containing a bunch of 1-bit masks. Upscaled with my newest 45 degree preserving algorithm. Probably gonna paint on top of this later some more but I really like the results as is. 128x128
Quake 2 Remastered railgun pickup/third-person model, comparison
Photoshop, 3ds Max, RizomUV and Substance Painter. Shoutout to
@ActionDawg
for her excellent Pixel8r utility for SP!!
// ..re-imagined (2019 WIP that was never finished, was intended for Quake 2 RTX). i definitely want to re-remake this in a way that's more faithful to the q2 remaster & fairly low res but with PBR materials, one day. we'll see!
this is how you UV things when you're a sweatlord. manual pack, pixel perfect (pixel corner snapped UVs), 1:1 texel density across the asset, basically zero stretching, well utilized layout that's easy to read (you bet I packed that by hand.), uniform distance between islands
Did this back in December (actually finished it and released the source files on Christmas day!) but I'm still extremely proud of it & most of my followers wouldn't have seen it, so have a fresh render :)
Quake 1 palette. 918 triangles. 384x384px diffuse texture
Relevant trick - if you rotate the top face by half the degrees per segment and connect all the verts to triangulate it evenly as such, the perceived silhouette will be marginally smoother due to the half offset you've just performed. not great if you want rectangular UVs tho
really basic trick but one I see often neglected; if you have bevels, especially ones that don't really affect silhouette greatly, you can step them down in a lot of cases. sometimes you will want to preserve quads (such as for rectangulating UVs) but this is always satisfying
made this 32x22px signature that i stuck in every quake 2 remaster texture sheet because a) normalise making art you're proud to sign, and b) normalise artists signing their work in general
quake 2 palette, naturally
@socalledcharlie
lowspec 3d is genuinely one of the coolest art forms. so restrictive yet liberating due to the inherent limitations. forcing one to innovate and develop a unique style. modern stuff just does not hit the same either to the artist or the viewer
More on this Fallout pistol I posted a couple days ago, included a pic of the bake I used. In hindsight I could have pushed the materials a lot more off the bakes but I wanted to use them more as a starting point for hand-painting for aesthetic reasons ( also impatience :p )
another cool thing I've shared before, but that forced perspective is too cool not to share again!! CSGO workshop back in 2020. normal + diffuse with very limited glossiness control
comparison image in reply
some wireframe porn from fractured space if youre naughty and enjoy some fine topology (check out those manually assigned custom vertex normals. was done before there were automated ways that were any good)
It’s true… QUAKE II is available NOW on all platforms! 💥
XB:
PS:
Switch:
Includes the NEW “Call of the Machine” expansion, Quake II 64 for free, local and online co-op multiplayer, crossplay, and MORE!
first time posting for
#PortfolioDay
and it's after I quit the games industry but I still do art for fun/modding/open source reasons so check it out I guess :)
if you wanna see more my folio's linked in my profile! I mostly make/post lowspec 3d these days but here's some FS work
Double barrel laser pistol I was making for Fallout 4 creation club back in 2018 but it fell through due to burnout. I didn't end up signing a contract/taking payment, so I'll probably use it for a mod one day!
Fully custom design with modular parts, missing the mag here
This was my first pixel art piece since the late 2000s, 3 years ago! lots of things I'd do different today but I'm really proud of the manual dither work still. also doublewide pixels are sexy and I will not have any dissent to the contrary
AKS74U for various games, here shown as a replacer for the AK in CSGO back in 2012, pre-workshop! This model was also licensed by Bohemia to use in DayZ standalone so you may have seen it before. This is the level I was at when I broke into the games industry :)
@bnnui_
that's pretty much where my build is at and I am literally *just* above underweight range after struggling with disordered eating for most of my life
that is not "chubby" but then we all already knew men are cringe
probably gonna start archiveposting a lot of old pieces and WIPs in the coming days so I hope people are up for that, i need the energy/validation to motivate myself to make new stuff again 😆
as a teaser here's a mac-10 skin for CSGO that I never finished from late 2020
Stuck my 10mm pistol demake on for Quake 1 on Sketchfab, was gonna hold off on posting it until I get proper pics up etc but ehhhhh I'll post those separately later. Description includes link to source files :)
low-spec 3d (lowpoly/pixel art textures) is the best because it's inherently "video games" by association. show someone a playstation model and they can probably intuitively read it as "ah yes, now this is video games" immediately. thanks for coming to my ted talk
100% on this now unfortunately. Incredibly painful to say so but I guess I'm a former game developer.
Still gonna do 3d/game art, just not in any professional capacity. Thanks for everyone who made it worthwhile across the years even if the meat grinder got me. ❤️
@LLBroadwell
I married the latter in the past, wish I'd known better back then. Even today continues to fancy herself a trans ally even after trying to paint me as some sort of a silence of the lambs type to mutuals as soon as I came out to her
Probably the worst person I'll ever meet
Quake 2 Remastered (2023), third person/pickup weapon models. 100% moused in Photoshop and Substance Painter. Done in a month
Better pics and more comparisons will follow!! But here's some quick group shots of all 18 weapons together.
1 hour Quake doodle, but I recorded my process this time if people are curious to see it in action! It's in the reply. Unedited footage so it's a bit slow but whatever. Bring music and snacks!
@JLHGameArt
I dunno how controversial it is but I think indies have been doing a better job than AAA studios for like, the past decade at least
Blockbuster titles make me want to snore tbqh
more progress, mainly doing this to get used to the fallout 1/2 palette - i wanna do some lowspec 3d models using it sometime soon (including but not limited to this Bozar)
One for
#VisibleWomen
:) I'm an intersex 3D/tech artist who's been working on games for 11 years and modding them for almost two decades. Almost became a programmer instead but I couldn't keep myself from pursuing that game art path 🙏 glad I stuck with it!!
life's been kicking my ass recently but have this test piece i was really happy with. i've been planning on remaking the weapon models for action quake 2 for a while so this is a proof of concept for that (it'll also be great to stick in GoldSrc mods)
did these overwatch training range crates 2 years ago (anyone remember overwatch 1? i remember). it's a basic bitch beveled crate with 64x64 per side (4x 64x64 total) so like what. 28 triangles? also conveniently one convex BSP brush that's on grid if you're into that sorta thing
the chainfist is the only q2 remaster weapon I did at above target resolution and downsampled at the end (2048->512 in this case)
here's the full res input and the in-game final is just that but lower res basically.