View allAll Photos Tagged pbrtexture
Ares L1 gaming keyboard rendering. Crimson Beams version.
A fictional custom blend between the E1 and M1. My ideal Leviathan keyboard design.
Software used: Maya, Arnold, Zbrush and Gimp.
All assets are mine, everything from 3D models to PBR textures were built from nothing by me.
Ares L1 gaming keyboard rendering. Crimson Beams version.
A fictional custom blend between the E1 and M1. My ideal Leviathan keyboard design.
Software used: Maya, Arnold, Zbrush and Gimp.
All assets are mine, everything from 3D models to PBR textures were built from nothing by me.
Ares L1 gaming keyboard rendering. Crimson Beams version.
A fictional custom blend between the E1 and M1. My ideal Leviathan keyboard design.
Software used: Maya, Arnold, Zbrush and Gimp.
All assets are mine, everything from 3D models to PBR textures were built from nothing by me.
3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.
Modeled in Maya and rendered in Arnold.
3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.
Modeled in Maya and rendered in Arnold.
3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.
Modeled in Maya and rendered in Arnold.
3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.
Modeled in Maya and rendered in Arnold.
3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.
Modeled in Maya and rendered in Arnold.
3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.
Modeled in Maya and rendered in Arnold.
3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.
Modeled in Maya and rendered in Arnold.
3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.
Modeled in Maya and rendered in Arnold.
3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.
Modeled in Maya and rendered in Arnold.
Gold coins galore! A rendering of my bright and rich future.
Scene created in Maya, rendered in Arnold.
Gold coins galore! A rendering of my bright and rich future.
Scene created in Maya, rendered in Arnold.
Gold coins galore! A rendering of my bright and rich future.
Scene created in Maya, rendered in Arnold.
Large forest showcase rendering.
Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.
Large forest showcase rendering.
Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.
Large forest showcase rendering.
Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.
Large forest showcase rendering.
Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.
Large forest showcase rendering.
Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.
Large forest showcase rendering.
Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.
A faithful CGI recreation of a classic-style metal lighter of mine. To construct the mesh, I used Maya primarily but also relied on Zbrush. I made the PBR textures myself. The flame was simulated with Bifrost Aero. Final scene was rendered in Arnold.
Every asset in this render was created start to finish by me, with the sole exception of the HDRI skylight map.
A faithful CGI recreation of a classic-style metal lighter of mine. To construct the mesh, I used Maya primarily but also relied on Zbrush. I made the PBR textures myself. The flame was simulated with Bifrost Aero. Final scene was rendered in Arnold.
Every asset in this render was created start to finish by me, with the sole exception of the HDRI skylight map.
Texture
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Textures
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Texture
#texture #woodtexture #freetexture #seamlesstexture #textures #photosoptexture #pbrtexture #3dmodel #free3dmodel #decal
Textures
#texture #woodtexture #freetexture #seamlesstexture #textures #photosoptexture #pbrtexture #3dmodel #free3dmodel #decal
Texture
#texture #woodtexture #freetexture #seamlesstexture #textures #photosoptexture #pbrtexture #3dmodel #free3dmodel #decal
Textures
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Seamless Texture
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Wood Texture
#texture #woodtexture #freetexture #seamlesstexture #textures #photosoptexture #pbrtexture #3dmodel #free3dmodel #decal
Photoshop Texture
#texture #woodtexture #freetexture #seamlesstexture #textures #photosoptexture #pbrtexture #3dmodel #free3dmodel #decal
Free Texture
#texture #woodtexture #freetexture #seamlesstexture #textures #photosoptexture #pbrtexture #3dmodel #free3dmodel #decal
Photoshop Texture
#texture #woodtexture #freetexture #seamlesstexture #textures #photosoptexture #pbrtexture #3dmodel #free3dmodel #decal