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Tarmunds
เข้าร่วมเมื่อ 14 ก.ย. 2018
Hi, I'm a 3D environment artist
Stylized enjoyer. Focus on Handpaint and Handpaint PBR. But also a bit of tech art :)
You'ill find some tutorials and personnal projects on this channel, hope you will enjoy
Stylized enjoyer. Focus on Handpaint and Handpaint PBR. But also a bit of tech art :)
You'ill find some tutorials and personnal projects on this channel, hope you will enjoy
Handpaint Tileables
Here's are some fully handpaint tileables that I've made
I also painted the normal map and the height map.
I hope you will like them :)
Chapters :
0:00 Beauty Shots
0:12 Render Pass
0:37 Shader Brick wall
0:59 Shader Dungeon Floor
1:20 Shader Summer Tiles
2:17 Shader Mansonry Wall
This workflow was inspire by the work of Romain Durand www.romaindurand.com
The last one, the "mansonry wall". Instead of using the tesselation workflow, I build up another method to add volume on tileable while keeping uv information on side of the extrusion. And also by keeping the vertex painting per instance.
For this custom workflow I was inspired by the work of Isabelle Grayce on her portfolio
www.artstation.com/artwork/m8wQG8
The first Tileable is based on a concept of my friend Simon Putz
www.artstation.com/zazou_art
Music from Uppbeat (free for Creators!):
uppbeat.io/t/ian-aisling/new-future
License code: J0YD3DYED2GAUEYL
I also painted the normal map and the height map.
I hope you will like them :)
Chapters :
0:00 Beauty Shots
0:12 Render Pass
0:37 Shader Brick wall
0:59 Shader Dungeon Floor
1:20 Shader Summer Tiles
2:17 Shader Mansonry Wall
This workflow was inspire by the work of Romain Durand www.romaindurand.com
The last one, the "mansonry wall". Instead of using the tesselation workflow, I build up another method to add volume on tileable while keeping uv information on side of the extrusion. And also by keeping the vertex painting per instance.
For this custom workflow I was inspired by the work of Isabelle Grayce on her portfolio
www.artstation.com/artwork/m8wQG8
The first Tileable is based on a concept of my friend Simon Putz
www.artstation.com/zazou_art
Music from Uppbeat (free for Creators!):
uppbeat.io/t/ian-aisling/new-future
License code: J0YD3DYED2GAUEYL
มุมมอง: 1 392
วีดีโอ
Ancient Ruins
มุมมอง 81728 วันที่ผ่านมา
The tileable and the dagger are based on concepts of Baldi Konjin Inspired by the work of Airship Syndicate www.artstation.com/artwork/YaWgJ3 www.artstation.com/artwork/Le2Dl0 Music from #Uppbeat (free for Creators!): uppbeat.io/t/kevin-macleod/hidden-past License code: IYPAUXSYSILXYDZE
Swordtember - Sol
มุมมอง 133หลายเดือนก่อน
Based on a an awesome concept by Guillaume Delbarre x.com/GuillaumeDelba1/status/1830372373230457238/photo/1
Forest totem
มุมมอง 4052 หลายเดือนก่อน
Concept from Ed Laag x.com/ed_laag/status/1748179448812454178?s=19
Fully Handpaint Tileable - sample
มุมมอง 3693 หลายเดือนก่อน
Hey guys, I was asked a lot about my fully handpaited tileable stuff, so I made an quick one under 20 minutes and I share you the map so it can help you figured out some things :) hope you will like it. tarmunds.gumroad.com/l/TileableSand
Stylized Wood Texturing - Handpaint PBR
มุมมอง 6K3 หลายเดือนก่อน
Hey guys, New tutorials in continuation of the previous one, texturing in Handpaint PBR using Susbtance Painter, 3DCoat and Photoshop. I hope you will like it. Inspired by the awesome work of the Airship Syndicate team on Wayfinder. Discord server : discord.gg/h39W5s5ZbQ Gumroad with all the files : tarmunds.gumroad.com/l/ufjab Previous tutorials : th-cam.com/video/cfU5delfZ7E/w-d-xo.html Wayfi...
Stylized Wood Sculpting - Techniques
มุมมอง 13K4 หลายเดือนก่อน
Quick tutorial to see the basic workflow to create this kind of volumetric wood. Inspired by the awesome work of the Airship Syndicate team on Wayfinder Hope you like it, don't hesitate to join the discord to join our community for help and feedback. And don't hesitate to follow us for future tutorials :) Discord server : discord.gg/h39W5s5ZbQ Zbrush file and more : tarmunds.gumroad.com/l/WoodS...
Lava Shader Showcase
มุมมอง 2045 หลายเดือนก่อน
quick shader just to show an example of stylized lava shader Rock and stone ! Music Run! by Sophus Alf Agerbaek-Larsen
Hemlock forest
มุมมอง 1815 หลายเดือนก่อน
Scene made at artside under the supervision of Michael Gerard. Using speed tree, quixel mixer and unreal engine. Music by Joel Steudler Under a paid licence
Ruins - A Wayfinder fan art
มุมมอง 4305 หลายเดือนก่อน
This is an environment project I started at Artside. The purpose was to work on a modular kit, and how to dress a level art. As a big fan of the work made by the Airship Syndicate team, I decided to work with the Wayfinder art direction that I really love (As you will be able to see throughout my entry).Thanks to Matthieu Laude, Sophie Almecija and Yoan Autin for all their great feedback during...
Ruins - Technical Showcase
มุมมอง 4195 หลายเดือนก่อน
Technical showcase of my Wayfinder fan environment Music from #Uppbeat (free for Creators!): uppbeat.io/t/moire/laniakea License code: TM2LWJGDUDXTUCVG Chapters : 0:00 Shader Floor Tileable 1:19 Shader Wall Tileable 1:56 Shader Vfx Torch 3:31 Shader Water 4:27 Shader Foliage 5:24 Modular Kit
Fairy Fountain
มุมมอง 2766 หลายเดือนก่อน
Fantastic concept by Ed Laag Many thanks to Nicolas Ceriani for all his feedback. Track: "Embers", Essequibo Music provided by slip.stream
VFX Lightning
มุมมอง 3226 หลายเดือนก่อน
VFX made at Artside under the supervison and feedback of Nicolas Ceriani. Big thanks to him for all the knowledge he gave to us Inspired by the Concept of Julie Lafeuille Music by Oleg Fedak from Pixabay Chapters : 0:00 VFX showcase 0:31 In-game example 0:55 Shaders showcase
Starlight VFX
มุมมอง 1196 หลายเดือนก่อน
Awesome VFX made at artside Many thanks to Nicolas Ceriani for his awesome feedbacks !! Concept made by made friend Clothilde Arlaut Music from #Uppbeat (free for Creators!): uppbeat.io/t/albert-behar/dixieland-strut License code: A8XKVFNACREMFTEA
Awesome video! May I ask how you created the Curve for the mosaic, looks like a super useful tool! Is it in engine already or did you make it yourself? :D
Awesome! Looking forward to uv unwrapping + baking process video too!
the clever use of the colored perlin noise to create color variations is so… clever ! thanks for the tutorial.
Hermoso
I would love to see a tutorial on the process. This looks so good
me too
This is trully impressive. Keep up the good work.
Hey, a question. What is detail lighting in this usage? Ive never heard of it before.
Due to the fact that I've Handapinted my normal and my height, this is to really showcase the volume. This is just kind of a clay render that take count of normal maps, roughness and light reflection
Gorgeous art and technique!
Sweet!
Question for you, the falling star. Is that utilizing z buffer magic and do you have geometry representing the depth and a plane as a mask? Or is this some shader trickery based on the camera and a gradient? If it's the first I've been playing around with that type of material for a bit and I'd love to know how you set up your graph, if so
Hey mate, I think it will be easier for me to answer you on discord :) you can find me with my username : Tarmunds
Thats fantastic Kostia!
is this tessellation?
yep exactly
Awesome looking material , I would imagine using distance fields of the cubes to get the bloating in the lava. Was something I noticed is your cubes seem to be affected by world coordinates rather than referencing the lava plane. Though I guess if you were using world space to move it up and down it's probably still detecting the distance field where it was initially
Yeah exactly. The problem is with nanite tesselation it didn't update the voxelisation of the distance field, so it look like a static plane. What I could do better is to pan the height map based on the xy of the world position and subtract the Z by the pivot point, and as an output I will get my worldspace height. And I can reususe that as a materifal function for my cube. Or with a blueprint to get contact and sample a decal to add more variation, but that's another story :)
Stunning! As allways
Congrats, You can even customize your own tileable in the game engine !🔥
That's amazing ! love what you did with the shaders, it's so cool!
hello sir i from india strongest country, sirs
👍very useful
This is more than great!
Really good!! Very good job making it!!
😲😲😲
😳😳😳
what apps did you use to make this ???
unreal engine
10/10
Incredible!
Amazing :)
So good. I wanna learn how to do this so bad.
This is so amazing I really want to learn that.
Круто! Спасибо )
realy cool pls make a tutorial how to make the water shader
could be an overwatch map, great stuff
This was a great tutorial and you went over some techniques that I completely missed XD..
Me encanto mucho tu técnica, soy nuevo en zbrush trate de replicarla pero aún me pierdo ne el manejo del programa GRACIAS POR TU AYUDAAAA, SUBE MUCHOS MÁS TUTOS ESTAN GENIALES
6:30 My orb cracks brush does not carve like yours. Mine is very round but yours is almost like V shape carves. Could you help me with that?
Great tutorial, where'd you get that triangle brush?
Need to add the link for your discord to the description :)
Thank you so much for a really useful video! ❤
love the handpaintinted details, but does anybody else feel like a lot of that detail gets lost inside unreal? i cant really see it in the thumbnail either.
Thanks mate ! that's a really good point, that's cause I have a basic (slightly tweaked) shader. The next step is to create an advanced shader that will enhance the texture and handpaint shading while lit :)
How do you make this a gaming ready mesh now? :) This was a great recording my friend and very clear!!
Usual workflow from Zbrush: - Once you have your high poly sculpt (from this video), you decimate it to a lower polycount (make sure you don't decimate too much, you want to avoid any artifacts) and export it to your 3D modeling software - In your 3D modeling sofware you retopologize it to an optimized low poly mesh - You then UV unwrap that low poly optimized mesh - Then you bake your high poly / decimated mesh onto your optimized low poly mesh in for example Substance Painter, Marmoset, or Blender - Once you have baked the normal map, AO etc. you can texture your asset (the better your UVs & bake the easier this becomes) - You can then import your low poly model and your textures to your game engine of choice, and set up a material which you can apply to your low poly model - Et voila! You can now enjoy your beautiful sculpt in all it's glory inside your game engine :D
@@Rhyff thanks for the detailed explanation!
Great tutorial bro ! <3
its so good but AI is coming bro probaly there is no reason for this tuttorial right ? Im so sadly and scared about AI of future as a 3D artist or digital artist fuck my life
Thank you for the tuitorial
love the tutorial ! :D
This is so amazing I really want to learn that, will make attempts on it tomorrow!
Awesome Techniques! 5:14 I didnt know the Orb flatten + alt would help so much with keeping everything so sharp
yeah so usefull ! also the trim smooth border and planar can be awesome to in the same purpose
thanks you! Good tutorial
:O this is amazing
im waiting for next stylized tutorials! :)