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About Digital Art / Artist Robin KarlssonMale/Sweden Recent Activity
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Futuristic Machinegun by Nosslak
Futuristic Machinegun

A machinegun based based on concept art created by Hong Ooi.

The model consists of approximately 9000 triangles for the rifle, 3300 for the mount and 70 triangles for the magazine, the models are all using a set of PBR textures (albedo, normal, gloss, metalness and occlusion maps). The lowpoly model is rendered in real-time in Marmoset Toolbag 2.

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Gullivers Sword by Nosslak
Gullivers Sword

A fantasy sword based based on concept art created by Oscar Cafaro (used with permission).

The model consists of approximately 4800 triangles in total and it is using a set of PBR textures (albedo, normal, gloss, metalness, occlusion and cavity maps) with a resolution of 4096*1024 pixels.
Modeled in Blender, textured in Substance Painter and rendered in real-time with Marmoset Toolbag 2.

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Comborifle - The Order 1886 fan-art by Nosslak
Comborifle - The Order 1886 fan-art

A steampunk rifle based on concept art from the game The Order 1886, modeled as fan art.

The model consists of approximately 9800 triangles in total and it is using a set of PBR textures (albedo, normal, gloss, metalness, occlusion and cavity maps) with a resolution of 2048*1024 pixels. Modeled in Blender, sculpted in ZBrush, baked with xNormal, textured in Photoshop and rendered in real-time with Marmoset Toolbag 2.

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1930s Streamlined Henderson by Nosslak
1930s Streamlined Henderson

Based on a one of a kind streamlined Henderson motorcycle built in the 1930s by Ray Courtney which can be seen here.

The model consists of approximately 14.000 triangles in total and it is using a set of PBR textures (albedo, normal, gloss, metalness, occlusion and cavity maps) with a resolution of 2048*1024 pixels. Modeled in Blender, baked with xNormal, textured in Photoshop and rendered in real-time with Marmoset Toolbag 2.

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Nosslak
Robin Karlsson
Artist | Digital Art
Sweden
Current Residence: Sweden

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:iconlittlenorwegians:
Littlenorwegians Featured By Owner Mar 25, 2015  Professional Digital Artist
Such excellence. You pull it off with such ease there's a certain ellegance. I'll be watching.
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:iconethanredotter:
EthanRedOtter Featured By Owner Mar 15, 2015  Student Writer
Super Fantastic Golden Platter Cake 3D Happy birthday!!!!!!!!!!!!!!!!!Super Fantastic Golden Platter Cake 3D 
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:icongestandene:
gestandene Featured By Owner Mar 15, 2015  Hobbyist Digital Artist
Happy Birthday by KmyGraphic
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:iconvalentinwinkelmann:
valentinwinkelmann Featured By Owner Oct 14, 2014  Hobbyist Photographer
your game design's are fantastic dude !
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:iconpsycho4140:
Psycho4140 Featured By Owner Aug 12, 2014  Hobbyist Digital Artist
Fucking nice work ! :D +fav +fav 
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:iconjwilliamruff:
jwilliamruff Featured By Owner Jul 29, 2014  Student Digital Artist
Any chance you could make a tutorial on your texturing methods? It's really good and I'd love to see how you do it! If not, any chance you could point me in the direction of some you used/recommend? 
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:iconnosslak:
Nosslak Featured By Owner Aug 1, 2014   Digital Artist
My texturing style isn't all that special. The key to texturing is really to just observe how different materials actually function in the real world. In the best of cases you have a similar material next to you while you texture and can really study how it reacts to the lighting, but otherwise Google and in some cases Youtube is good enough. I won't write out a full tutorial but my process most often looks like this:
1. Establish base materials with some flat values, tweak until the materials are recognizable.
2. Add some photo overlays. If you're using PBR (which I am for all of my newer pieces) you'll probably want to place most of these details in the gloss (there are of course exceptions, like wood for example).
3. Paint in some localized dirt and wear where it would make sense that they would show up. I usually use a few photo overlays to get some more interesting scratches and dirt as well, but don't overdo it. I use my AO and curvature bakes as guides for this as it makes it much simpler to see where the dirt and wear would occur. The AO should however only be present on it's own map for PBR so only use it as a guide for the other maps.
4. Tweak until you're satisfied.

So yeah there's not all that much to my texturing methodology, this is my method and I'm not saying it's better than anyone elses or perfect but it's what I use.

One of the best things I did in regards to stepping up my texturing game was to start handpainting as many details as possible as opposed to just using overlays all of the time. Overlays are great but when I were new to texturing I relied on them way too much which resulted in very unreadable and noisy textures.

Anyway, here's some of my favorite tutorials:
Racer445 Texturing tutorial
Eat3Ds Dozer Texturing tutorial

The last one isn't free but I thought it was a great tutorial so I'd say it's worth it.
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:iconjwilliamruff:
jwilliamruff Featured By Owner Aug 3, 2014  Student Digital Artist
Excellent! Thanks so much! My texturing has been pretty weak and I just really liked yours. This helps a lot!
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:iconwilkart:
Wilkart Featured By Owner Jun 7, 2014  Hobbyist Digital Artist
Hejsan :D
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:iconnosslak:
Nosslak Featured By Owner Jun 7, 2014   Digital Artist
Tjo!
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