© Copyright Ricardo Chamizo

Posts tagged “AO

Harrier PBR shader Test ( Sketchfab.com )

Hi

I just dropped this plane in Sketchfab to test it with pbr materials. No difuse, auto uv, baked AO. This guy is a trap, Keeps calling me even with the pc off.

Jump to realtime model clicking at the pic

HarrierPBR

Advertisements

Houses old town, sketch

Hi there

Some iso_houses designs. Old town basics assets. Copic greymarkers, ink and mechanical pen + PS .

IsoHouse


Alien Isolation assets geometry

Hi

Some of you had asked for wires of the assets at Alien:Isolation. There you go. Screenshots of a bit of my work from max’s viewport. Simple rig of lights and auto AO. No radiosity, no shadows. Medium poly geometry, modular assets, hard surface modelling.

AndroidlabDiorama_Difuse AndroidlabDiorama_Wire ConsoleMRI_Difuse ConsoleMRI_Wire ExteriorWindow_Hospital Kitchenettes KitchenettesWire Machinery_Difuse MRI_Difuse Panel_Entertainment Combined Props_Pipes_Difuse Props_Pipes_Wire

Soon I will update a compaliton of  (already in internet) screenshoots of the areas I had worked at during this 4 years of development. Habitation, hospital, android lab, part of engineering and ship….

I hope you’ll enjoy playing as I did working in it.

C&c as always welcomed.

R.


Flying Island Final

Hi guys

Just finished the model and the material, updated at Sketchfab. Here the link to the see the  realtime model

https://skfb.ly/B7IK

I used a 2K Difuse, 2K normal, and 512x gloss, spec, emission, and lightmap.

Difuse had been handpainted over the baked AO from the model.

Final geometry is 10.5k faces

To pump up a bit the model, in Sketchfab, I baked a light map with shadows in it. Also use a bit of mapped emission from the leaves and tips of the grass to emulate subsurface scattering.

FliyingIsland_Brochure

I had a blast with it and was very good as a practice to handpaint or use pbr shaders.

IslandMapsThanks

Ricardo