A bust I'm working on. Having trouble with the mouth and other things so I'd love some feedback. Hopefully someone here can tell who it is. Great work, guys!
A bust I'm working on. Having trouble with the mouth and other things so I'd love some feedback. Hopefully someone here can tell who it is. Great work, guys!
Looks like young rust cohle
Tbh I like to get a decent material down (try RS2 skin or something), and an eye placeholder (just simple texture) for likeness.
Otherwise I got 2 more things to think about while comparing to photo sources, good stuff man
Tbh I like to get a decent material down (try RS2 skin or something), and an eye placeholder (just simple texture) for likeness.
Otherwise I got 2 more things to think about while comparing to photo sources, good stuff man
yes, i love you lol awesome, thanks for the advice. do you happen to know where I can find that stuff? the googles?
mazz423: thanks man that character is also looking sweet!
hey guys, the last update this weekend, tweaked the face and lighting and started working on the mustache and eyebrow cards, still room to improve but i think i am on the right track now
yes, i love you lol awesome, thanks for the advice. do you happen to know where I can find that stuff? the googles?
Haha no worries m8
RS2 matcaps used to be sold by gnomon for cheap, if not anymore I'm sure you can find them somewhere.
Same dude also released RS Grey Clay 1, 2 & light for free .. again google around
For eyes I just made a template from uved ball, using random eye photo.
I then reposition it when i make a new face, takes 5 minutes and looks great, good luck !
Cool stuff! but I find the scale is off, the character on its own doesn't show any reason why it would be that large compared to a human, looks like a human sized suit really.
I thought I'd share, these concepts are what I worked on for the past year for the dota workshop. They should show my overall progress and improvement over the year.
Currently working on a scene in Unity for college/university. The requirements have been set quite low, but I've used this as an excuse to get my head around Unity and modular environments.
In hindsight.. I totally should have stuck with UDK, I had no idea how well UDK handled shader creation (and everything else for that matter) until now.. but still worth it I guess!
Still a long way to go.
Album up until now here, will continue to post updates
Greetings one and all! I have another tutorial for you all to watch. the video is a bit long but the techniques are easy, easy, easy! I was not watching the volume levels on my microphone, so I am sorry for the audio levels being rather high.
Greetings one and all! I have another tutorial for you all to watch. the video is a bit long but the techniques are easy, easy, easy! I was not watching the volume levels on my microphone, so I am sorry for the audio levels being rather high.
please share this with others!
[vv]90507404[/vv]
Tight stuff, gonna pass this onto my school mates, great tips for beginners.
Learning Zbrush and attempting a Disney style of sculpting at the same time. I have a realistic anatomy sculpt on the go aswell but I'll wait with posting that.
saferdan i remember that desk i used it wayyy back as reference for petzcats2 Nice to see someone remake it, it was a very interesting and fancy looking desk.
klown, guedin, nice work, good to see you continue him guedin.
Student and first time poster here. Not sure what's best to show WIP stuff. I would love you guys/girls input on this.
I'm working on a Ghost Trap from Ghostbusters (1984).
When I've finished with this project I'm going to start making the Proton pack. R.I.P Harold Ramis
Edit:
Wow ok I didn't expect these screenshots to leave Polycount. Thanks for all the replies and feedback! Really motivated now. Note that this is NOT the Unreal Engine 4, but UDK (Unreal Engine 3), which is one of the reasons why some textures might look flat (no PBR ) and the reflections unrealistic. I'm working every day to port this to the new Unreal Engine 4 but as I mentioned in my original post there's lots of work that was unfinished not to mention that I have to redo all the materials and many textures because of the awesome physically-based shading in Unreal Engine 4. There's a lot more content in this level that I haven't shown yet and I probably won't until it's all finished. Thanks again for the replies!
Edit 2:
Yes, everything was rebuilt from the ground up, including high-poly's and all the stuff that goes with. No original Half-Life 2 material will be used (except for Dr.Breen's face and the Combine insignia). I'll provide screenshots of all the high-poly models and the likes when the time comes.
Original post:
Was working on this City 17 environment in UDK, still tons of stuff to do like creating all the exterior stuff, train interiors and some smaller models (monitors and props) but then Epic released UE4 in all its glory. I'll probably quit this project in UDK and convert it all to the Unreal Engine 4. It's gonna take a while though. Please note that there's lots of placeholder models/textures/lighting and general derpyness in these pics. Can't wait to get going with UE4.
Replies
A bust I'm working on. Having trouble with the mouth and other things so I'd love some feedback. Hopefully someone here can tell who it is. Great work, guys!
Looks like young rust cohle
Tbh I like to get a decent material down (try RS2 skin or something), and an eye placeholder (just simple texture) for likeness.
Otherwise I got 2 more things to think about while comparing to photo sources, good stuff man
Making a game in unreal 4 based on Krytza (a cactus game) because i absolutely loved that and want to play with it.
All blueprints so far, which is awesome... because i am beyond hopeless at coding, so thanks epic woo
that is frigging awesome
Some recent Bugtown output:
yes, i love you lol awesome, thanks for the advice. do you happen to know where I can find that stuff? the googles?
hey guys, the last update this weekend, tweaked the face and lighting and started working on the mustache and eyebrow cards, still room to improve but i think i am on the right track now
marmoset 2 shot:
Haha no worries m8
RS2 matcaps used to be sold by gnomon for cheap, if not anymore I'm sure you can find them somewhere.
Same dude also released RS Grey Clay 1, 2 & light for free .. again google around
For eyes I just made a template from uved ball, using random eye photo.
I then reposition it when i make a new face, takes 5 minutes and looks great, good luck !
All the art is super placeholder while i get everything working/fun
[ame="http://www.youtube.com/watch?v=QhB51X7p1ZQ"]Jordan Walker LostDepths 2 - YouTube[/ame]
AHHHH YISSSSS!
Thread here: http://www.polycount.com/forum/showthread.php?p=2036840#post2036840
Just a wip of something Ive been working on hope you all like it.
Comments and crits always appreciated!
Been doing some tests with UE4 too ;]
Nice colors man! Great feel!
A concept from me:
Really like this concept. Love that coat she has.
My latest character:
In hindsight.. I totally should have stuck with UDK, I had no idea how well UDK handled shader creation (and everything else for that matter) until now.. but still worth it I guess!
Still a long way to go.
Album up until now here, will continue to post updates
I'm almost done with this one
SICK!
please share this with others!
[vv]90507404[/vv]
Tight stuff, gonna pass this onto my school mates, great tips for beginners.
Started properly working on this this afternoon Bonus points if anyone knows what it is!
Still have a lot of work to do on the rim, but it's getting there.
you sir, are amazing
High Poly finished, 90% of the low poly complete and hoping to finish that and UVs very soon and bake this sucka!
klown, guedin, nice work, good to see you continue him guedin.
[IMG][/img]
love it, dan!
I'm working on a Ghost Trap from Ghostbusters (1984).
When I've finished with this project I'm going to start making the Proton pack. R.I.P Harold Ramis
This is what I do for fun when I get bored of looking at a project I have been working on too much haha :P
SKETCHBOOK THREAD 123 GO!
http://www.polycount.com/forum/showthread.php?p=2037517#post2037517
Fantastic work
looks pretty awesome man, but that bump is a tad over the top for me personaly.
Have you tried ddo?
Wow ok I didn't expect these screenshots to leave Polycount. Thanks for all the replies and feedback! Really motivated now. Note that this is NOT the Unreal Engine 4, but UDK (Unreal Engine 3), which is one of the reasons why some textures might look flat (no PBR ) and the reflections unrealistic. I'm working every day to port this to the new Unreal Engine 4 but as I mentioned in my original post there's lots of work that was unfinished not to mention that I have to redo all the materials and many textures because of the awesome physically-based shading in Unreal Engine 4. There's a lot more content in this level that I haven't shown yet and I probably won't until it's all finished. Thanks again for the replies!
Edit 2:
Yes, everything was rebuilt from the ground up, including high-poly's and all the stuff that goes with. No original Half-Life 2 material will be used (except for Dr.Breen's face and the Combine insignia). I'll provide screenshots of all the high-poly models and the likes when the time comes.
Original post:
That scene would look AMAZING in UE4 because, well, it looks amazing NOW. With the new renderer, I can't even imagine... DO IT!!