Modeled in 3ds Max. Baked and textured in Substance Painter, and rendered in Marmoset Toolbag 3. Circuit board innards were baked and tuned in Knald.

Modeled in 3ds Max. Baked and textured in Substance Painter, and rendered in Marmoset Toolbag 3. Circuit board innards were baked and tuned in Knald.

 Modeled in 3ds Max. Baked and textured in Substance Painter, and rendered in Marmoset Toolbag 3. Circuit board innards were baked and tuned in Knald.

Modeled in 3ds Max. Baked and textured in Substance Painter, and rendered in Marmoset Toolbag 3. Circuit board innards were baked and tuned in Knald.

 Above, side-view rendered in Marmoset Toolbag 3. Concept below.

Above, side-view rendered in Marmoset Toolbag 3. Concept below.

 Primitive lab, based on a concept from Assassin's Creed 2 by  Nicolas Ferrand .  Everything modeled first in 3ds Max, then some props brought into Zbrush for a detail/damage pass. Materials created in Quixel and Knald. Scene created and rendered in Unreal Engine 4.   

Primitive lab, based on a concept from Assassin's Creed 2 by Nicolas Ferrand.

Everything modeled first in 3ds Max, then some props brought into Zbrush for a detail/damage pass. Materials created in Quixel and Knald. Scene created and rendered in Unreal Engine 4.

 

PrimLab01f.jpg
 Marmoset Toolbag 3 Render

Marmoset Toolbag 3 Render

 Found some reference for this while shopping for groomsmen gifts. I went with higher quality knives, but I still like the look of this one.  Modeled in 3ds Max, then dynameshed in Zbrush to add more detail to the ornate sections. Baked and textured in Substance Painter, then rendered in Marmoset Toolbag 3.

Found some reference for this while shopping for groomsmen gifts. I went with higher quality knives, but I still like the look of this one.

Modeled in 3ds Max, then dynameshed in Zbrush to add more detail to the ornate sections. Baked and textured in Substance Painter, then rendered in Marmoset Toolbag 3.

 Found some reference for this while shopping for groomsmen gifts. I went with higher quality knives, but I still like the look of this one.  Modeled in 3ds Max, then dynameshed in Zbrush to add more detail to the ornate sections. Baked and textured in Substance Painter, then rendered in Marmoset Toolbag 3.

Found some reference for this while shopping for groomsmen gifts. I went with higher quality knives, but I still like the look of this one.

Modeled in 3ds Max, then dynameshed in Zbrush to add more detail to the ornate sections. Baked and textured in Substance Painter, then rendered in Marmoset Toolbag 3.

 Rail car and rails were modeled in 3ds Max and detailed in Zbrush, then baked and textured in Substance Painter  Ground material generated procedurally in Substance Designer  Coal modeled in Zbrush then textured in Substance Designer  Rail ties and gravel modeled in Zbrush and textured in Quixel  Final scene in Marmoset Toolbag 3   

Rail car and rails were modeled in 3ds Max and detailed in Zbrush, then baked and textured in Substance Painter

Ground material generated procedurally in Substance Designer

Coal modeled in Zbrush then textured in Substance Designer

Rail ties and gravel modeled in Zbrush and textured in Quixel

Final scene in Marmoset Toolbag 3

 

 Modeled in 3ds Max. Baked and textured in Substance Painter, and rendered in Marmoset Toolbag 3. Circuit board innards were baked and tuned in Knald.
 Modeled in 3ds Max. Baked and textured in Substance Painter, and rendered in Marmoset Toolbag 3. Circuit board innards were baked and tuned in Knald.
 Above, side-view rendered in Marmoset Toolbag 3. Concept below.
 Primitive lab, based on a concept from Assassin's Creed 2 by  Nicolas Ferrand .  Everything modeled first in 3ds Max, then some props brought into Zbrush for a detail/damage pass. Materials created in Quixel and Knald. Scene created and rendered in Unreal Engine 4.   
PrimLab01f.jpg
 Marmoset Toolbag 3 Render
 Found some reference for this while shopping for groomsmen gifts. I went with higher quality knives, but I still like the look of this one.  Modeled in 3ds Max, then dynameshed in Zbrush to add more detail to the ornate sections. Baked and textured in Substance Painter, then rendered in Marmoset Toolbag 3.
 Found some reference for this while shopping for groomsmen gifts. I went with higher quality knives, but I still like the look of this one.  Modeled in 3ds Max, then dynameshed in Zbrush to add more detail to the ornate sections. Baked and textured in Substance Painter, then rendered in Marmoset Toolbag 3.
 Rail car and rails were modeled in 3ds Max and detailed in Zbrush, then baked and textured in Substance Painter  Ground material generated procedurally in Substance Designer  Coal modeled in Zbrush then textured in Substance Designer  Rail ties and gravel modeled in Zbrush and textured in Quixel  Final scene in Marmoset Toolbag 3   

Modeled in 3ds Max. Baked and textured in Substance Painter, and rendered in Marmoset Toolbag 3. Circuit board innards were baked and tuned in Knald.

Modeled in 3ds Max. Baked and textured in Substance Painter, and rendered in Marmoset Toolbag 3. Circuit board innards were baked and tuned in Knald.

Above, side-view rendered in Marmoset Toolbag 3. Concept below.

Primitive lab, based on a concept from Assassin's Creed 2 by Nicolas Ferrand.

Everything modeled first in 3ds Max, then some props brought into Zbrush for a detail/damage pass. Materials created in Quixel and Knald. Scene created and rendered in Unreal Engine 4.

 

Marmoset Toolbag 3 Render

Found some reference for this while shopping for groomsmen gifts. I went with higher quality knives, but I still like the look of this one.

Modeled in 3ds Max, then dynameshed in Zbrush to add more detail to the ornate sections. Baked and textured in Substance Painter, then rendered in Marmoset Toolbag 3.

Found some reference for this while shopping for groomsmen gifts. I went with higher quality knives, but I still like the look of this one.

Modeled in 3ds Max, then dynameshed in Zbrush to add more detail to the ornate sections. Baked and textured in Substance Painter, then rendered in Marmoset Toolbag 3.

Rail car and rails were modeled in 3ds Max and detailed in Zbrush, then baked and textured in Substance Painter

Ground material generated procedurally in Substance Designer

Coal modeled in Zbrush then textured in Substance Designer

Rail ties and gravel modeled in Zbrush and textured in Quixel

Final scene in Marmoset Toolbag 3

 

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