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Tentacle Gun

4

An awesome steampunk/organic gun by Nosslak.

A fantasy pirate pistol I made a while ago. It's using about 13.000 triangles and a set of 2048^2 PBR textures (that is albedo, normal, gloss, metallic, occlusion, cavity maps and an SSS-mask).The concept art is created by Darren Bartley and can be found here.

Software used: Blender, ZBrush, xNormal, Photoshop and Marmoset Toolbag 2.

See more of this on my portfolio.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

4 Comments

  1. Very nice! Nice execution of a great design! And very nice to see another fellow PBR workflow user around here. I still appreciate non-PBR workflows, but I'm loving PBR, esp. in Unreal Engine 4. Cycles baking does pretty decently in this regard. It works well with UE4--I plan to show production shots of my UE4 game development sometime soon.

    • Thanks a lot, man! I haven't baked a lot with Cycles yet, but it seems pretty decent so far. Too bad that there doesn't seem to be a way to bake good emission maps from it though as that was what I was the most hyped for.

      • Yeah, Cycles baking is pretty decent, but still pretty rough. There are quite a few things that could be done with it to make it a better fit for a PBR workflow.

        Hopefully, someday we'll see some new developments over time, such as cleaner AO map results (or some post-pro noise control tools), preset texture sizes (515 x 1024, 1024^2, 2048^2, etc.), and maybe utilization of BGE towards Marmoset Toolbag-like real-time PRB presentation. A guy can dream. ...Or code.

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