So... much... dust!
It's been forever since I posted on Polycount, which is a shame. But It's a new year and time for a new project, and to help keep myself honest I thought it would be good to start a thread here on Polycount to track my progress on my next character project.
This adorable dude is Parson, the Delivery Snowman! The concept art is by Nicholas Kole, who was gracious enough to grant me permission to take a crack at modeling and texturing this guy.
I'll be posting here as I make progress. More to come soon!
While it's fine to learn about doing stuff properly, keep in mind this kind of artefact might be invisible in the final asset with all the texturing work/texture resolution/viewer distance... So don't waste too much energy trying to be perfect while it could be used for more useful details.
By it's own nature, subd can't be perfect, you just reduce the scale of artefacts to the point where no one can notice.
Some more progress. He now has his cookie pocket!
Finished making the rest of the ground more bumpy, created a custom fire effect using this tutorial https://www.youtube.com/watch?v=hivNxPXG-Mg&ab_channel=Rimaye%5BAssetsandTutorials-NIAGARA%5D , added stones and moss in the top the the half tower on the bottom right, textured the glass orb on the door. I need to make more particle effects, and make the clouds/fog in the scene look better in general next!
Hello there! First time posting here, so no idea if I'm doing everything right or not.
Have been working on this scene for a while, and today was the day when I've finally finished the highpoly for the character. The next is retopo... oh joy!
The base for the pilot was generated in Metahuman, character posing and rendering done in UE5, the rest - pure ZBrush.
Lighting preview; For the final render I'll strive for the feel the version without PH mats has (the two shots in the middle);
"Cradle" in the cockpit; Most of it was made for subdivision (pity tessellation isn't a thing in UE5);
Pilot's life support wetsuit
Mammut Tank Head Redeploy #hardsurface #mech #weaponized
I revisit the model, fix the low/high poly, proper (sort of) Uv, bake and texture in subtance and render in Marmoset
Hello everyone!
I have been working on the second desk prop. I am rendering it with blender eevee currently and am tuning the materials.
Unfortunately I am struggling to get screen space reflections and refraction working at the same time. Any help would be greatly appreciated!
Hey All,
It's been a while. Just doing some self marketing here. Posted my portfolio up at artstation and figured I'd share it here.
https://woodrowe.artstation.com/
I'll include a couple samples here as well.
Enjoy!
Cheers. :D
This is my first complete environment I've done from start to finish it's also the first project I'm posting online! (Very scary, be nice haha!) I have had a very hard time finishing projects and so I have taken some shortcuts to make sure I finished it and didn't move on to another project. The boxes, bags, and paint cans are Quixel assets as I just wanted to get the project finished. It is rendered in UE5 with a very bad lighting setup and very bad post-processing. I've not had much experience with lighting and post-processing, I'm happy with how it came out but not completely.
Few bits that I've noticed I need to improve on, my texturing & UVing are terrible, but I have learned how to improve a little bit and look forward to putting that into my next scenes.
I don't have any pictures of the blackout/planning stages as honestly didn't think I'd get this far!