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I’m using two of paid add-ons for Blender, mostly Hard Ops/ Box Cutter and MESHmachine all the time. The topology is horrific due to the extrem amount of difference and union booleans. Despite of the tremendous amount of invested time and work this model is far from being finished. I hope that one day I would start to apply materials to this model and export it to unreal engine 5. I simply can’t let it be and ad more and more details to the model, however not all details can be seen from a distance.
#Vortex Rikers#Unreal 1998#Unreal game#high poly modeling#detailed spaceship#blender high poly#Blender hard surface modeling#\
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This hyper detailed weapon model does not look like a weapon at all. It a tremendous Blender Box Cutter work. This strange looking weapon is my version of unreal tournament,s shock rifle, an iconic weapon. Shock rifle is one of the most original weapons from ut,s arsenal. All in all I just create models in the similar crazy style as my hyper detailed drawings or oil paintings. This one is not supposed to be a real, useful model. It,s more a work of art, a memorial of old unreal tournament titles.
#Unreal Tournament#Unreal Tournament 3#unreal tournament 4#shock rifle#unreal tournament weapons#ut shock rifle
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Here is my last model. It,s a modern recreation of ut 2004 assault convoy train in Blender. This is one of my few, unreal tournament related models. The bad thing is that there are any contemporary ut titles out there. My final goal is to export final model into UE5 but there will be any game at the end. I can,t develop a whole fps game alone and it,s questionable if there will be any official ut tile soon or at all.
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#ue5#unreal engine 5#Unreal Tournament#unreal tournament 5#ut#unreal tournament deck 16#unreal engine 5 ut
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My deck 16 map remake from unreal tournament game series is slowly growing. I honestly don,t expect to have this job done in a few months but more in a few years. More assets have to be modeled in Blender. All I have is this few types of ultra detailed panels and one variant of crates.. and this ramp. More and completely different assets will follow but honestly to produce this 8 or 10 million poly assets does take a lot of time. So I spend most of the time in blender, modeling all this “detail monsters” From time to time I import new assets and start to replace materials on material slots and to place new meshes into this level. I can,t tell you, if I,m completely serious about this project or just wan,t to go insane inside unreal engine 5. I,m just a traveller through time and space on the invinite search for unlimited details,lol. From engine generation to engine generation I repeat the same task over and over again... q(O_o)p I guess this very long statement has more grammar mistakes that static meshes placed in this level, lol.
#unreal engine 5#Unreal Tournament#unreal tournament 4#unreal tournament deck 16#deck 16#unreal engine 5 tech demo#high poly modeling#blender to unreal engine
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I moved into direction of digital art. This branch of art is relatively new to me. It does not mean that I gave up on ink drawings and oil painting. At some point my art became split between digital and conventional art on paper. There are new ink drawings to show as well. Now I rotate between photoshop, blender, unreal engine 5 and ink drawings and canvases.^^
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It,s the same cyberdemon as before, however image quality and amount of time spent in photoshop is higher this time. I,m still not happy with image quality. To photograph this 35x28 cm large ink drawings is not the best way to capture all details.
#Doom Game#doom eternal#doom 2016#doom monster#doom boss#doom cyberdemon#ink drawing#Ink on paper#doom fanart#cyberdemon
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Here are some of my high poly models after direct port from blender to unreal engine 5. Most interesting models are dreadnought, refinery and some of my old high poly weapons.
#Unreal Engine 5#blender to unreal engine 5#high poly models#high poly modeling#unreal engine 5 assets
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I imported successfully some of my most detailed models into unreal engine 5. One of this models has a poly count of around 15 millions. I have the same issue as before. Any of this models is textured or materials are applied as intended. I need 8k textures and materials and I need to learn, how to texture such high poly models. Now there are just some random, 2k materials on this models.
#Unreal Engine 5#high poly models#blender high poly models#blender to unreal engine 5#unreal engine 5 assets#unreal engine 5 port
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Here is a medium update on previous model. This is not a rendered image. It,s raw model with some effects like shadows and more turned on. In the end all will be rendered, however I still made any progress in case of materials an textures.
#starcraft 2#starcraft 2 models#starcraft 2 blender#starcraft#starcraft 2 terran#terran buildings#starcraft refinery
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Here is a high poly model of a terran refinery. This model is in advanced state but much more detail work is coming. My high poly models of this kind have any practical value- they are just an attempt to make my own 3d dream of already existing in game buildings. A command center model is also on the way but it,s too eary to show it.
#starcraft 2#starcraft 2 terran#starcraft 2 buildings#Terran#terran buildings#starcraft fanart#starcraft 2 models#starcraft 2 refinery
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Here is my model at the current state without materials and not rendered. Despite the huge complexity of the shape and insane amount of details I have further plans to go completely insane with details. This model is not made for usage in a game or for baking of normal maps. This is a separate work of art. With growing 3d modeling skills I still follow my old dream and recreate units or buildings from old games with insane amount of details and high poly count. This type of work is a transition from my overloaded style of drawing into third demension.
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At the third year of my work with blender I finally could apply some basic materials to my model and render it. My final goal would be a proper textured ship and simulated water. However it will not be easy and could take up a year because I have only almost any experience with materials and textures.
#Red Alert 3#red alert 2#Command and Conquer#dreadnought#dreadnought ship#Red Alert#red alert 3 units#soviet dreadnought
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I have some shading and lighting issues on a few parts of this model. This high poly monster is not a in game model. It,s more a separate piece of 3D art. For so many years I was dreaming about the creation of space or battle ships, buildings for rts games and weapons for fps games. I,m only at the beginning of a long process of learning.
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About one year ago my art went into third dimension. For my whole life I could only fake the illusion of 3d on a piece of paper or canvas,but now I,m about to enter the realm of real 3d. It,s not the same if I draw a concept of a unit for rts game on paper or create a very detailed model... without textures or materials yet.
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