https://www.artstation.com/artwork/X1dWQY
Game-Ready, Tom Hardy Likeness for an upcoming (nearly finished) fully fledged character. Heavily inspired by his James Delaney look on Taboo (as I feel it suits what's coming quite well). I did change the beard according to other references (PureRef) and what I feel looks best.
It was a great exercise to understand that It's a hard thing to make a likeness but it's an even harder one to average 100 different images to get to a neutral expression that can be rigged and animated.
Sculpted in Zbrush from scratch, textured and rendered in Marmoset Toolbag 4. Ornatrix to generate the hair for the cards, manual placement in Maya with the help of the amazing GSCurve Tool.
Hair is 106k tris, beard is 10k tris and eyebrows 3,8k tris. Optimized and game-ready.
There's also a bit of fan art for shits and giggles at the end of the post...so stick around!
A thank you, to my brother @nimlot26 Georgian for his patience, support and guidance. His Patreon mentorship: https://www.patreon.com/nimlot
Hey all! Glad to see that this thread is still running after all this time (if only somewhat) - it was one of the main sources I used early on when learning and it ignited my passion for low poly with pixel art texturing years ago. After all this time I thought I'd share my latest work to where it all started: a low poly Shotgun in what is my weird style mix of retro aesthetic with pbr. It is a little expensive (triangle-wise) at 996, but with all the moving parts I wanted for animating and posing (e.g. the stock folds up and the shells need to be taken from the side), it's fine. The count ignores the strap because it's designed to be deformable for physics and positioning, making it a little more poly heavy, but hey. Anyway, this was created with Blender, Aseprite, Marmoset Toolbag and Substance Painter, and the textures are obsessively pixel perfect; it's not the most efficient process, but still satisfying to see come together. If you contributed to this discussion in the early days and you're seeing this, thank you so much for the years of inspiration!
Hi guys, the final variant for the AR project is done.
Check my thread for more work in progress:
https://polycount.com/discussion/225845/finished-works-work-in-progress-weapons#latest
or my artstation for 4K res. Thanks!
https://www.artstation.com/artwork/d0LAa3
A collection of the latest and greatest pieces from Sketchfab users
Hi everyone, I was away in December and could only get a few days work. I didn't want to throw this project out because of the dead line so I still decided to finish it:
https://www.artstation.com/trevorgallois a few more pics here
Overall i'm happy wth it, I think my color are a bit too much, especially the white, and the bloom is too much aswell (which I realised after rendering), but I saved a different file on top of the original file like an idiot 😭 I kinda had to do with the render I had, and tried to do with the mood I wanted in Photoshop. Also scale arent perfect compared to the original art, but I was spending way too much time on it lol ( as you can see on my first few post above ) Oh well! 🤭
I only wished I had done a better job for the vegetation and not use megascans, I really need to start doing it as I dont think i've done it manually before
An Unreal Engine 5 Render. Still not finished, but close!
Thank you!
ps: next time post your attempts first