Excellent work as always, Marcus. Great sculpts, and of course, great texture work. I'm still a big fan of yours, and I'm really glad to see you posting some more.
nice work on the sculpts Marcus! one small suggestion, you could add a bit of asymmetry and chaos to the packs and gears so that they are not so neatly placed. for example, one knee pad could be lower than the other and slightly different angle.
anyways, looking forward to the textures.
Thanks as always for the comments guys! You keep me motivated .
konstruct: OH SNAP its the kav!
:poly121: I'm glad someone recognized them. Hopefully more people will once the game is out.
Mcejn: Very nice characters.
Awesome sculpts!
Thanks!
Jeremy-S: Excellent work as always, Marcus. Great sculpts, and of course, great texture work. I'm still a big fan of yours, and I'm really glad to see you posting some more.
Thanks man. I'm trying to keep up appearances :poly136: By the way I need to see what you've been up to these days.
Low: Awesome work. Keep up with the impressive work.
So if I cut your head off I'll get your power...that's how it works no?
The world would be a much scarier place if the myth of Highlander were true. Then again... um never mind :shifty:.
MM: nice work on the sculpts Marcus! one small suggestion, you could add a bit of asymmetry and chaos to the packs and gears so that they are not so neatly placed. for example, one knee pad could be lower than the other and slightly different angle.
anyways, looking forward to the textures.
Good call Mashru! I'll make sure to add those tweaks before hitting the low poly stage.
It's been a while since I posted something new. Here's one of the latest characters that I've been working on, "The Ninja". This like some of my other pieces will be getting a texture pass sometime in the new year. It's one of my New Years resolutions .
I recognize the kav because i`m working on that game. From time to time I have to poke at your files too :P. The Photoshop files are especially nice. ABP FTW
BoBo_the_seal: Thanks man, they were a blast to work on. Now I just need to find the time to finish them . Looking forward to seeing your latest works by the way.
konstruct: I'm glad to see a super talented fellow such as yourself working on it :poly121:. Thanks for the texture shout out.
Jesse Moody: Hopefully that project will continue to mature. Looking forward to seeing your work in game.
BradMyers82: Thanks, glad you like! By the way you've got some nice work on your site. The dogs sculpts are ace!
The images below are of a character that recently I made for a master class / lecture that I gave at SCAD (Savannah College of Art and Design). Great institution by the way! The Outlander character was the focus of two very lengthy presentations that covered my entire character art pipeline. Both the students and faculty were given access to my working files during the presentation and they all found them quite educational. Therefore, I decided to make the model and texture (SDK) files available for download to the wider 3d art community. The resolution of the textures were reduced from the original source files (4k & 2k), however they should still be serviceable for learning, modding, and viewing purposes. That said, feel free to use the provided materials to create your own variant skins and mesh attachments. Have fun!
ChrisPerr: sexy shit, thanks for coming to scad man. a lot of good stuff was shared.
My pleasure. You guys were a great bunch:)!
Thanks for the comments and feedback guys, I really appreciate it!
I started this insect creature sculpt few days ago and finally wrapped it up. I've got a few more creature ideas knocking around my head and I'll be posting updates as they're completed.
Cool stuff Marcus, how is it that get so much detail in your sculpts? Do you just subdivide to 10m or more or do you have several subtools?
I don't believe that I'm doing anything out of the ordinary, I just subdivide to the appropriate level before adding my detail pass. Sometimes my meshes can soar past the 50 million poly mark (including all mesh elements / subtools). Granted, this can get pretty ridiculous in Mudbox though as I have files that easily clock over 5 gigs. Thankfully however I have two work stations that each have 24 gigs of ram , this affords me the luxury to be a little cavalier with the subd levels.
50 mil polys, 5 gig files 24 gigs of RAM! Sweet gebus that's livin LARGE! I so don't miss working with those montrous file sizes in Mudbox though. My Zbrush files are usually only a couple hundred mbs.
Some of my latest creature works. I made the Saber tooth cat last month but I forgot to post so here it is. He was sculpted in Mudbox. The Stingray sea creature was done over a pretty slow weekend. It was sculpted in Zbrush from a single sphere.
garriola83: ive followed you since i was in college, i will follow you still
Thanks for showing an interest in my work, it's much appreciated!
Rion411: Nice looking critter there! Always great to see new work from you.
Thanks, I hope you dig the new ones as well.
That's truly amazing, i hope i'll reach your level one day.
I remember the sabertooth from your site but I'm still not tired of looking at it. His anatomy holds up well and the face is quite nice. If you were a robot I'd mention how cool it would be to see him painted and baked down but I'm sure you'll be too busy for that. I definitely haven't seen that stingray type creature before. That's a pretty cool design and allows for a more interesting silhouette. For some reason I always get really creeped out by the mouths on those things.
I've got to love the saber-toothed cat - he's got such a great snarly face. I especially appreciate the way his lower lip hangs down and folds... That's a level of realism I rarely see on big feline-type monsters.
Also, thanks again for visiting SCAD back in the spring and giving me a portfolio review! I was blown away by your work when you did the workshop and have been following your art since. Truly excellent stuff!!
Bee-Bee: I remember the sabertooth from your site but I'm still not tired of looking at it. His anatomy holds up well and the face is quite nice. If you were a robot I'd mention how cool it would be to see him painted and baked down but I'm sure you'll be too busy for that. I definitely haven't seen that stingray type creature before. That's a pretty cool design and allows for a more interesting silhouette. For some reason I always get really creeped out by the mouths on those things.
I actually got around to making a lower res mesh and I plan on texturing the sabertooth over the upcoming holiday break. I'll be sure to post an update when he's done:)!
Saig: I've got to love the saber-toothed cat - he's got such a great snarly face. I especially appreciate the way his lower lip hangs down and folds... That's a level of realism I rarely see on big feline-type monsters.
Also, thanks again for visiting SCAD back in the spring and giving me a portfolio review! I was blown away by your work when you did the workshop and have been following your art since. Truly excellent stuff!!
Thanks all around! Hopefully I can get out to SCAD again in the near future to host another class. You guys were great.
Here are two characters that I made for Counter Strike: Global Offensive. If you're interested in seeing some of the other terrorist characters featured in the game then head over to Art Bully Productions The other team members who contributed to the game did a fantastic job!
hey Marcus nice to see you posting your characters from cs:go are nice great high polys and your anatomy is flawless. I had the pleasure of attending your master class at scad and we still have the recording up I reference that pdf you made like a bible if any of you haven't checked it out you should some super great tips and tricks in there not to mention a solid workflow. Also you should totally come back to SCAD I can't speak for the department but I know I would appreciate seeing your work in person again.
BarnabyJones: hey Marcus nice to see you posting your characters from cs:go are nice great high polys and your anatomy is flawless. I had the pleasure of attending your master class at scad and we still have the recording up I reference that pdf you made like a bible if any of you haven't checked it out you should some super great tips and tricks in there not to mention a solid workflow. Also you should totally come back to SCAD I can't speak for the department but I know I would appreciate seeing your work in person again.
Thanks all around! As for SCAD, I'll see what the New Year brings. My schedule is a bit murky atm, but I'll try and work something out if possible.
I had a little time to myself over the holiday to work on this guy.
Here's a character that I made for my follow up visit to SCAD (Savannah College of Art and Design). The Grulon character was the focus my workshop / lecture; which primarily focused on concept design, digital sculpting, and texture / material creation. As for the subject matter; I wanted to create a character that could potentially work in the Mass Effect universe. I went with an alien race that was somewhat amphibious in nature. The alien race is supposed to be one with their surroundings; therefore, they use the materials in their habitat to fashion their armor and weaponry.
On a side note, I plan on releasing a video time-lapse of the sculpting process. I hope to have it up on youtube soon.
nice work Marcus, although i think the materials need more love. use some skin shader either in cry or udk or even marmoset.
also, the gloss maps are just flat colors and in order to really see some nice variety in material i suggest painting variations in the gloss map and add some of the AO into it.
nice texture work anyways.
rollin: hey really nice stuff.. cool designs and execution!
Thanks!
MM: nice work Marcus, although i think the materials need more love. use some skin shader either in cry or udk or even marmoset.
also, the gloss maps are just flat colors and in order to really see some nice variety in material i suggest painting variations in the gloss map and add some of the AO into it.
nice texture work anyways.
Thanks for the feedback and the gloss map tip. I normally paint some subtle variations into my gloss maps (evident in the character texture sheet), but it never occurred to me to overlay AO maps. I'll have to give that a go on my follow up pieces. As for the skin shader, there is one applied to the character's body. The texture wasn't posted before, so you missed it. Although I used the Cryengine 3 in my lecture, I chose to render the images out in 3ds max using Vray instead, which in my opinion gives far better results than Cryengine3.
This piece initially started out as just a quick weekend sculpt, and I liked it so much I decided to turn it into a fully textured low poly model. By the way, this was the first model that I fully textured in Mari. The render was done in Vray.
I really dig the color in that diffuse! The low poly and high poly are top notch also, great work as always~!
Thanks for commenting Brad!
Below are some of my latest works.
I worked up a few human head studies in Zbrush. I was inspired by the fantastic character art from the Last of us, and so I wanted to do something along the same lines. These models will be getting their hair treatment during the low poly phase; stay tuned.
In addition to the head sculpts is my latest creature. I'm planning on giving it a full texture treatment. For now I wanted to show off the sculpt.
Replies
These guys were made for a game in development called Ironbound. They're part of the infantry solider class. The guy with the red trim is a variant.
Here are a couple of characters that I made for the upcoming game Nexiuz.
Special Agents 46 & 2 are two personal pieces that I'm hammering out in
my spare time. The next update will feature fully textured & rigged models.
Awesome sculpts!
So if I cut your head off I'll get your power...that's how it works no?
anyways, looking forward to the textures.
konstruct: OH SNAP its the kav!
:poly121: I'm glad someone recognized them. Hopefully more people will once the game is out.
Mcejn: Very nice characters.
Awesome sculpts!
Thanks!
Jeremy-S: Excellent work as always, Marcus. Great sculpts, and of course, great texture work. I'm still a big fan of yours, and I'm really glad to see you posting some more.
Thanks man. I'm trying to keep up appearances :poly136: By the way I need to see what you've been up to these days.
Low: Awesome work. Keep up with the impressive work.
So if I cut your head off I'll get your power...that's how it works no?
The world would be a much scarier place if the myth of Highlander were true. Then again... um never mind :shifty:.
MM: nice work on the sculpts Marcus! one small suggestion, you could add a bit of asymmetry and chaos to the packs and gears so that they are not so neatly placed. for example, one knee pad could be lower than the other and slightly different angle.
anyways, looking forward to the textures.
Good call Mashru! I'll make sure to add those tweaks before hitting the low poly stage.
It's been a while since I posted something new. Here's one of the latest characters that I've been working on, "The Ninja". This like some of my other pieces will be getting a texture pass sometime in the new year. It's one of my New Years resolutions .
Thanks in advance for any comments.
I recognize the kav because i`m working on that game. From time to time I have to poke at your files too :P. The Photoshop files are especially nice. ABP FTW
konstruct: I'm glad to see a super talented fellow such as yourself working on it :poly121:. Thanks for the texture shout out.
Jesse Moody: Hopefully that project will continue to mature. Looking forward to seeing your work in game.
BradMyers82: Thanks, glad you like! By the way you've got some nice work on your site. The dogs sculpts are ace!
Pedro Amorim: Much appreciated!
megalmn2000: Thanks.
Bychop: Thanks.
Long time no post!
The images below are of a character that recently I made for a master class / lecture that I gave at SCAD (Savannah College of Art and Design). Great institution by the way! The Outlander character was the focus of two very lengthy presentations that covered my entire character art pipeline. Both the students and faculty were given access to my working files during the presentation and they all found them quite educational. Therefore, I decided to make the model and texture (SDK) files available for download to the wider 3d art community. The resolution of the textures were reduced from the original source files (4k & 2k), however they should still be serviceable for learning, modding, and viewing purposes. That said, feel free to use the provided materials to create your own variant skins and mesh attachments. Have fun!
Main Download Link: https://hotfile.com/dl/153244150/a82a5cf/Outlander_Files_v1.1.rar.html
Mirror Download Link: http://www.mediafire.com/?ucwlcqki54dfa7a
Thanks!
kick ass stuff!!
My pleasure. You guys were a great bunch:)!
Thanks for the comments and feedback guys, I really appreciate it!
I started this insect creature sculpt few days ago and finally wrapped it up. I've got a few more creature ideas knocking around my head and I'll be posting updates as they're completed.
Thanks
I don't believe that I'm doing anything out of the ordinary, I just subdivide to the appropriate level before adding my detail pass. Sometimes my meshes can soar past the 50 million poly mark (including all mesh elements / subtools). Granted, this can get pretty ridiculous in Mudbox though as I have files that easily clock over 5 gigs. Thankfully however I have two work stations that each have 24 gigs of ram , this affords me the luxury to be a little cavalier with the subd levels.
garriola83: ive followed you since i was in college, i will follow you still
Thanks for showing an interest in my work, it's much appreciated!
Rion411: Nice looking critter there! Always great to see new work from you.
Thanks, I hope you dig the new ones as well.
That's truly amazing, i hope i'll reach your level one day.
:poly139: You've just made me blush a bit. Hehe.
Also, thanks again for visiting SCAD back in the spring and giving me a portfolio review! I was blown away by your work when you did the workshop and have been following your art since. Truly excellent stuff!!
I actually got around to making a lower res mesh and I plan on texturing the sabertooth over the upcoming holiday break. I'll be sure to post an update when he's done:)!
Saig: I've got to love the saber-toothed cat - he's got such a great snarly face. I especially appreciate the way his lower lip hangs down and folds... That's a level of realism I rarely see on big feline-type monsters.
Also, thanks again for visiting SCAD back in the spring and giving me a portfolio review! I was blown away by your work when you did the workshop and have been following your art since. Truly excellent stuff!!
Thanks all around! Hopefully I can get out to SCAD again in the near future to host another class. You guys were great.
Here are two characters that I made for Counter Strike: Global Offensive. If you're interested in seeing some of the other terrorist characters featured in the game then head over to Art Bully Productions The other team members who contributed to the game did a fantastic job!
Thanks all around! As for SCAD, I'll see what the New Year brings. My schedule is a bit murky atm, but I'll try and work something out if possible.
I had a little time to myself over the holiday to work on this guy.
Here's a character that I made for my follow up visit to SCAD (Savannah College of Art and Design). The Grulon character was the focus my workshop / lecture; which primarily focused on concept design, digital sculpting, and texture / material creation. As for the subject matter; I wanted to create a character that could potentially work in the Mass Effect universe. I went with an alien race that was somewhat amphibious in nature. The alien race is supposed to be one with their surroundings; therefore, they use the materials in their habitat to fashion their armor and weaponry.
On a side note, I plan on releasing a video time-lapse of the sculpting process. I hope to have it up on youtube soon.
also, the gloss maps are just flat colors and in order to really see some nice variety in material i suggest painting variations in the gloss map and add some of the AO into it.
nice texture work anyways.
Thanks!
MM: nice work Marcus, although i think the materials need more love. use some skin shader either in cry or udk or even marmoset.
also, the gloss maps are just flat colors and in order to really see some nice variety in material i suggest painting variations in the gloss map and add some of the AO into it.
nice texture work anyways.
Thanks for the feedback and the gloss map tip. I normally paint some subtle variations into my gloss maps (evident in the character texture sheet), but it never occurred to me to overlay AO maps. I'll have to give that a go on my follow up pieces. As for the skin shader, there is one applied to the character's body. The texture wasn't posted before, so you missed it. Although I used the Cryengine 3 in my lecture, I chose to render the images out in 3ds max using Vray instead, which in my opinion gives far better results than Cryengine3.
This piece initially started out as just a quick weekend sculpt, and I liked it so much I decided to turn it into a fully textured low poly model. By the way, this was the first model that I fully textured in Mari. The render was done in Vray.
Thanks for commenting Brad!
Below are some of my latest works.
I worked up a few human head studies in Zbrush. I was inspired by the fantastic character art from the Last of us, and so I wanted to do something along the same lines. These models will be getting their hair treatment during the low poly phase; stay tuned.
In addition to the head sculpts is my latest creature. I'm planning on giving it a full texture treatment. For now I wanted to show off the sculpt.
Thanks, I'm glad you like!