Now that I have a few more lights into the scene, I was working on creating a nice balance between the dark areas and the emissive lights.
An update on the beauty corner of the workshop of a hunter of Fairy Tails I am creating. It's an environment from one of the previous props I created, the Fairy Tail Hunter Gun. Props are modeled in Zbrush and Maya. Textures created in Substance and Render in Marmoset Toolbag. I still need to work on lighting and fix and finish some textures.
I am currently working on a small environment, a beautiful corner for my prop created in my Zbrush Class. This is the workshop of a Fairy Tail Hunter, of a man who uses his skills to hunt fairies and other monsters and creatures from folklore and fairy tails. My gun created in Zbrush has already been placed in the environment. I will still add more props, however this will be a turntable beautiful corner environment. Models are being done both in Maya and Zbrush, with textures being created in Substance Painter. The turntable render and screenshots will be done in Marmoset Toolbag 3. I have been experimenting as well on how to do hologram materials using glass in Substance.
A small update from my environment is the finished model and textures of the gun hero asset. The gun is a recreation from the animated gun in Disney's Treasure Planet, used by the main character Jim Hawkins. The model was created in Maya, the textures and render was created with Substance Painter. Render was done in Iray inside Substance.
I am currently working on an environment for my studio class at SCAD. I am creating an environment inspired by Disney's Treasure Planet, by mixing classic Victorian age pirates with sci fi. I am modeling all the assets in Maya and Zbrush, while creating the textures in Substance Painter. The final render will be done in Unreal Engine. Currently working on a few textures and the initial model of a few props and assets. Hero assets will be posted on my Artstation as separate posts as I finish them. I am currently ahead of schedule for my class and will use whatever remaining time I have to focus on post process in Unreal.