Hey guys, first time poster. So much amazing work here! I've started to check this thread religiously! Here's a Tree Man that is the jumbled mess that resulted from me trying to learn ZBrush UVmapping and Substance Painter.
I can't seam to get the embedded sketchfab feature to work or delete my comment so here's the link: https://skfb.ly/JqxF
USR "Black Widow" for Fractured Space. Concept and all asset work by myself with help from ECG lead artist Alex Clarke on the design. Rendered in-game (Unreal Engine 4).
The Black Widow is a stealth ship equipped with three different missile systems to provide long-range fire support and damage to allies. It has no short-range attack capabilities, so keeping your distance to your enemies is crucial, which is where its cloaking systems come in handy to escape sticky situations.
Experimenting with ways to create a more stylized PBR in painter for the polycount tower, i like the results so far , going to push it more on the next object.
Playing around in Marmoset Toolbag 2 for the first time. I never knew how much of a difference ambient occlusion made! Consider me a believer in AO from now on
Replies
More pictures in the thread:
http://polycount.com/discussion/162128/snowy-mountain-ue4-substance-designer
And a small video made from the scene:
https://www.youtube.com/watch?v=H67AA82g1KI&vq=hd1080
Here's a Tree Man that is the jumbled mess that resulted from me trying to learn ZBrush UVmapping and Substance Painter.
I can't seam to get the embedded sketchfab feature to work or delete my comment so here's the link:
https://skfb.ly/JqxF
Finished the HighPoly
USR "Black Widow" for Fractured Space. Concept and all asset work by myself with help from ECG lead artist Alex Clarke on the design. Rendered in-game (Unreal Engine 4).
The Black Widow is a stealth ship equipped with three different missile systems to provide long-range fire support and damage to allies. It has no short-range attack capabilities, so keeping your distance to your enemies is crucial, which is where its cloaking systems come in handy to escape sticky situations.
http://polycount.com/discussion/152210/tower-japanese-arcade-shadowplay#latest
Kabapu from Excel Saga.
and now also in the right thread ¬.¬
Quick lighttests in Unreal Engine.
Topic: http://polycount.com/discussion/146780/mg-08-heavy-machine-gun
Testing out textures in Marmoset.
The valve gear does animate... You don't realise the pain I went through.
Cheers,
Mike
Currently I am working on this scene in UE4: Kelvingrove topic
(Feedback welcome )
I decided to practice my skin detailing/likeness work, and see how photo real I could get. Not done yet, but here's where I'm at so far.
I'm also having trouble finding some solid, detailed photo ref of skin details. Any resources I should know about?
Playing around in Marmoset Toolbag 2 for the first time. I never knew how much of a difference ambient occlusion made! Consider me a believer in AO from now on
Original concept by Chang Woo Lee - https://www.artstation.com/artist/changwoolee908
Wow Kazpertan, That train is awesome.
I've been working on a game model of Foggy from Netflix's Daredevil. It's been challenging, especially the hair. Ugly progress here.
Cheers
Alexander
Added a building an a cylindrical container.
A 3D modular building made for my 3d modeling & texturing class assignment. https://www.artstation.com/artwork/P4wrL
I'm on a bit of a Berserk kick lately.
https://www.artstation.com/artwork/4ay5k