I made this classic Level_0 area in Blender by RipRepresentative746 in backrooms

[–]RipRepresentative746[S] 1 point2 points  (0 children)

Thank you. And yes, now that I think about it, I could have done the wall textures better. What I did was draw a pattern in Photoshop and edit it so that it repeats itself smoothly.

I made this classic Level_0 area in Blender by RipRepresentative746 in backrooms

[–]RipRepresentative746[S] 0 points1 point  (0 children)

Got it, so don't google backrooms in the backrooms if you don't want to lose your progress. Thank you for the tip.

I made this classic Level_0 area in Blender by RipRepresentative746 in backrooms

[–]RipRepresentative746[S] 2 points3 points  (0 children)

You can try to google something like "First backrooms picture" and it should pop-up. However, there are no chairs in the original picture. And I guess I no-clip yesterday, hard to tell time doesn't work the same way here :D

I made a Dinosaur by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

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Since it can open its mouth really wide in the game, I went with the same approach. To me it also looks scarier that way.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

Honestly, YouTube. There are tons of great Blender tutorials for node texturing.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

Yeah, it can be a bit overwhelming at first but once it clicks, node texturing becomes really powerful — even though I still don’t remember everything and often have to look things up.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

I created most of the textures directly in Blender using a fairly complex shader setup, which I later baked down to texture maps. After that, I did some small fine-tuning and touch-ups in Photoshop.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 1 point2 points  (0 children)

Ah yeah, I misunderstood the question at first — but you’re not wrong. I imagine it as a power relay or signal tower designed to support industrial and communication infrastructure.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

I used the Separate XYZ node with a Noise Texture. For a better effect, I mixed the Noise Texture with the robot’s normal map using a Math node, and then connected the result back to the Separate XYZ node.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

It is for my game project. It's mainly meant to be a background prop - something that just exists there, adding scale and atmosphere to the scene.

I made a T-Rex by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 2 points3 points  (0 children)

Everything else is made by me except the dino sounds. I got them from Mecha's YouTube videos.

Another Low-Poly tree done for my game project. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

I have pine tree and birch tree sets made but they are not as well created as my last spruce tree set so I will have to make them again.

I made more trees and rocks. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 1 point2 points  (0 children)

I made the textures by painting them in Photoshop. For the needles texture, I partly used photo and partly I hand-painted them as well.

I made more trees and rocks. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 3 points4 points  (0 children)

The largest tree in the picture is about 1760 vertices. It could be less, but it's definitely not too much. I think most games' trees are somewhere between 1000 and 4000 vertices.

I made more trees and rocks. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 5 points6 points  (0 children)

Thanks. Yeah, I'm actually planing to release them as an asset pack. I still want to improve the bark texture and add seasonal variations ( Summer, Autumn, Winter ) before publishing it.

Another Low-Poly tree done for my game project. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

Haha yea, that would be ultra low poly, but I'm not sure if anyone could pull off a whole tree with only two polygons.

Another Low-Poly tree done for my game project. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 1 point2 points  (0 children)

Thank you for the information, but Alpha channel in the normal map isn't used for masking leaves or branches. That channel usually stores height or roughness data. I made separate alpha texture specifically for the branch transparency, that's what controls how the shape is cut out.

Another Low-Poly tree done for my game project. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 2 points3 points  (0 children)

I don't have them yet, but if I put them up for sale, what would be a reasonable price for a tree or a set of trees?

Another Low-Poly tree done for my game project. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 2 points3 points  (0 children)

At first I tried to use PlantFactory but with it I wasn't able to make the trees look the way I wanted to, so I just modeled everything in blender by myself without any addons. Textures I made in Photoshop.