



Another WIP thats been sitting in my Drive for way too long.
Finally managed to finish it.
Concept from Kieren (WJ) Yong
More Images on Artstation: https://www.artstation.com/artwork/41oYAW
Hey everyone! I’d like to share my latest procedural material, Worn Decorative Floor Tiles. I'd really appreciate any feedback or suggestions for improvement. Thanks for taking a look!
https://www.artstation.com/artwork/WdaenX
Finished this Xiaomi Electric Scooter product visualization.
The goal was to create a clean commercial render rather than a technical showcase, focusing on lighting, materials, composition, and overall presentation.
I'd really appreciate any feedback on the visual direction, lighting, or composition.
hi guys this my last portfolio piece ,I created it with the purpose to capture the beauty of traditional Japanese craftsmanship while giving it the worn, timeless feel of a lantern that has been standing for generations. I hope you like it
you can see more details on my artstation post https://www.artstation.com/artwork/XaeRDD
Finished my Jinx fan art. Entirely hand painted painted in SP
I am still relatively unfamiliar with baking and such, and after baking my high poly onto my low poly, these weird hard line artifacts seem to remain.
Just finished this electric scooter turntable for my portfolio.
This wasn't meant to be a product advertisement. The idea was to showcase the modeling, texturing, and presentation with a clean transparent background that keeps the focus on the asset.
Made with Blender and textured in Substance 3D Painter.
Portfolio:
https://venom3d.artstation.com
I'd love to hear your thoughts, especially about the materials, lighting, and overall presentation.
Modeling , Uv - Blender
Texturing - Substance 3D Painter
Baking and Rendering - Marmoset Toolbag
But I discovered a quick and creative way to do it differently!
Instead of using the Flood Fill to Random Grayscale, we will use its cousin.
The flood fill to Gradient.
💡 Start by creating your Flood Fill mask and connecting it to the Gradient Flood Fill. Then use a shape of your choice, connected to both inputs, and set all values to 1 except for the bounding box.
This will create a system that allows you to control the tiles per area.
Now you only have to use a Threshold to finish the mask!
There are techniques in Substance Designer that are simple.
But with creativity, you can create new solutions.
And I know that is not easy.
That is why I created Future Material Artists to help students learn from Professionals.
We have a free Discord Community.
📍 And we are waiting for you here: https://discord.gg/PpTCFyR6qS
Filter simply doesn't have such setting. Is there a workaround?
Hi, I’ve recently been texturing this sci-fi armour, and I’d like some feedback on it. Do you think it’s ready for rendering, or does it still need some work? If so, how could I improve it?
Thanks
Blender, textured in Substance Painter, assembled in Unity HDRP.
33 modular assets, volumetric fog, gas lamp lighting. Would love feedback!
ArtStation: artstation.com/ihkevak
Hi ever since I updated it my substance 3d painter keeps being slower freezing more taking more load and stuff is there something wrong w the latest version? my pc specs r i5 13600k ddr4 3600 RTX 5070
textures in viewport are ok, but then i did a correction in the normal map of my model and exported again the normal map but then it comes with this weird artifacts. Why is this possibly happening?
A product doesn't have to be physically premium to look premium.
Strategic lighting, realistic materials, and clean composition can completely change how customers perceive a product before they read a single word.
This electric scooter was created as a commercial-grade product visualization focused on advertising quality rather than simply producing a realistic render.
If you were responsible for launching this product, would visuals like this increase your confidence in the brand?
Portfolio:
This is a material set I had the chance to create for the Half Life RTX project. The challenge with this was recreating a texture from scratch with only old reference screenshots or textures. As this is a remaster project we tried to respect the source material as much as possible. Trying to place scratches, grime and patterns exactly were they was a real but rewarding challenge. Here I was tasked with recreating the walls from city 17's apartment complex
Full Project here: ArtStation
Focus on high-quality PBR texturing and real-time optimization. The asset features realistic paint chipping, edge wear, rust accumulation, dirt layering, and roughness variation to achieve a believable industrial look. Designed using a Metallic/Roughness workflow with clean UVs and optimized textures, making it suitable for modern game engines like Unreal Engine and Unity.
Would love to hear your thoughts. 😊
Full Breakdown: https://www.artstation.com/artwork/qJ84dy
Let's connect on LinkedIn: https://www.linkedin.com/in/garv-gautam-b98650345/