Just finishing these up, but decided to challenge myself with a stylized concept piece that I got the okay to do from an awesome concept artist named Garret Post, he made a grenade launcher called the Quickfix, here's my faithful recreation of it: - The aim was accuracy and speed, this was about 70ish hours total time give or take a few hours (just rapping up any fine details that could be missing / paint touch ups as it was all hand painted)
Hello, fellow poly pushers, it's been a while since I posted anything personal here or there. This is what I am currently carving away at, a bucketlist model. Z.O.E. Hope to post more soon, not sure if I will do full body yet.
Hello. I've been working on this model of a classic GM New Look bus also known as the "Fishbowl", I intend to keep it roughly around 100k polygons for the finished model while maintaining as accurate looking proportions as I can. When the model is done (hopefully soon) I intend to make some renders of it with a heavy emphasize on nice artificial lighting like HPS and Mercury lights.
Thanks for checking out my model let me know what you think of it so far!
Thanks guys. I've been wanting to update WW for Source 2 ever since CSGO jumped to S2. I'd been working on it over the weekends for the last 2 years, but now that I'm not at Autodesk anymore, I've taken the opportunity to use the time to finally finish this work. I can now finally work on a project I was working on for CS
+ some major improvements on the fog + added debris, broken walls to the sides. + extended streets + added firepit barrel - optimize tree by 80% ..it's very heavy - add other foliage, vine, bushes, etc. - add fire, junk in the streets. - modeling the background elements. right now it's blocking - model the street light, sofa, table.
Went through each stone material and adjusted them to feel more harmonious with each other, adding a slight warmth and color variation. And I added the foliage
There is nothing behind that, it is just a flat plane and the glass itself has the parallax effect for faking the interior. I use a normal map to give it some surface distortion and using a grey scale texture for surface scratches I adjusted roughness value between 0.01 min to a 1.1 max. I checked it with ray tracing, and it is the same, the reflection is negated by the direct sunlight, it works well in shadowed areas and the railing shows perfectly.I may need to tweak things how lumen reacts with that surface?