Still early stages of work on a SciFi scene. Spent some time today refining a few aspects of a possible version of some form of walkway. Also created another generic floor paneling set. Lots more reference to search for being getting too far along.
If anyone has ideas on how to present this stuff better I'd be super appreciate of some feedback. I'm having a really hard time figuring out how to distribute an hd looping 3 second art video like this in a good way.
Seems like the support structure for that sort of thing isn't really here yet.
[edit] also anyone know how to embed youtube/vimeo here? Can't figure it out :[
Sorry for the spam but finished Spider mans highpoly. Will probably tweak some stuff but I'm pretty happy with the result (whole sunday of sculpting! choo choo!)
That looks awesome! I assume that's completely devoid of lights?
Thanks, man. Currently there's one spotlight to create some cast shadows and a material override for the scene's AO. Most of the materials on the scene are at 70% self illumination. I might adjust that so the props can be more affected by the scene lighting.
If anyone has ideas on how to present this stuff better I'd be super appreciate of some feedback. I'm having a really hard time figuring out how to distribute an hd looping 3 second art video like this in a good way.
Seems like the support structure for that sort of thing isn't really here yet.
[edit] also anyone know how to embed youtube/vimeo here? Can't figure it out :[
Hiya folks, I'm new to polycount, and have been modeling for a little over a year now. I just finished up my second portfolio piece in anticipation of graduation in May. It's a Sig Sauer P226, game model, originally created to be in a first person shooter. 2594 triangles, 1k maps (diff, normal, spec, gloss). I used Maya, UV Layout, xNormal, Photoshop, cgtextures.com, nDo2, dDo, and Marmoset Toolbag 2.
The face is pretty cool but you need to spend more time on the pose. It's unnatural, he looks like he is made of chewing gum, and not of bones.
Keep practicing
Just finish this piece I did for Character for Game course. It's my first time going through the process of creating character specify for games. The character is based off of a 2d concept done by Sung-ryun Park.
I wanted to do something else than sci-fi. Medieval texture study made with 3ds max & ZBrush. My first try to do textures in ZBrush. I saw this http://tornbanner.com/contest/ today and it would be awesome to participate. I know nothing about level design tho
^and maybe some more junk on the floor. like empty fry containers. cigarette butts and cigarette containers. just some junk. definitely love a lot of these ^_^
I've finally finished another 3D model. This model was completed in my spare time over the last two weeks.
A while ago me and a friend went around the University of Toronto to get reference images of buildings and furniture. In Pratt Library we found of a chair owned by John Graves Simcoe. He's really cool, and so is his chair, so I decided to make a model of it.
Based on a character by 2D superstar Guillaume "Blacky" Singelin.
I've tried to render ZB passes and comp them in AE. Not completely sold on the workflow, though.
Now this is superb work, but 1 week in your freetime? please tell us more about your workflow
mmmm, don't know what I can tell about my workflow, I start with a tube for the front wheel and start off from there
I wish I could you more, but it's just A LOT of pratice
Replies
Also getting used to UE4.
tried to do something dishonored style
realy cool Moof :thumbup:
Wip with reference I use (lower right corner).
That is insane man, really whacky style I love it.
More to add to my folder along with your other stuff!
http://firstkeeper.deviantart.com/art/Weapons-concept-06-288033735
Enjoy..or not !
Cross post from here : http://www.polycount.com/forum/showthread.php?p=2032106#post2032106
DQ89 - that's looking beautiful dude!
Finished Rifle from my thread
Thanks, man. Currently there's one spotlight to create some cast shadows and a material override for the scene's AO. Most of the materials on the scene are at 70% self illumination. I might adjust that so the props can be more affected by the scene lighting.
Moof that is beyond fantstic
some thumbs from tonight
Reference/inspiration in bottom right ... wanted to do someting more organic for a change and also re-use some pieces from the last mesh I did.
Modo, MeshFusion and Photoshop ...
I really need to improve ^^;
Result of one week of work (in my freetime)
Keep practicing
Here is a link to see turntable and more...
http://www.samethsim.com/projects/5157288
Oh god a ninja turtle depiction that's actually got him connected to his shell as opposed to "wearing" it. So refreshing. :thumbup:
here's link to my thread with full-res and wip images:
http://www.polycount.com/forum/showthread.php?p=2032469#post2032469
I don't know how did you do this but keep doing it
I wanted to do something else than sci-fi. Medieval texture study made with 3ds max & ZBrush. My first try to do textures in ZBrush. I saw this http://tornbanner.com/contest/ today and it would be awesome to participate. I know nothing about level design tho
Still trying to improve the texture. Need more mess...
Second project, rotating to an older one. Blocking out, breaking down.
A while ago me and a friend went around the University of Toronto to get reference images of buildings and furniture. In Pratt Library we found of a chair owned by John Graves Simcoe. He's really cool, and so is his chair, so I decided to make a model of it.
So Cool !! :poly142:
I've tried to render ZB passes and comp them in AE. Not completely sold on the workflow, though.
finishing up my comiccon a bit late- getting everything solidified in marmoset
Thanks! That gun looks great!
Thanks. Would be a lot cooler if only i could finished this on time so that i could compete with you guys on comicon challenge....:(
mmmm, don't know what I can tell about my workflow, I start with a tube for the front wheel and start off from there
I wish I could you more, but it's just A LOT of pratice