Wow thanks for the awesome comments! I will definitely be taking some of these through a complete pipeline eventually.
Here is a sculpt of a ground tile.
That's some really nice work Shabba, I especially like the gun and the coke machine. Any plans to build a low poly for the sculpted scene around the coke machine and texture it? It's a nice sculpt, I'm just not sure what the floor surface detail is supposed to be?
Thanks PixelSuit, I want to eventually redo all the detailing on that scene now that i've refined my concrete workflow. I will do something similar to completion.
In the meantime, here is the final on a texturing demo I did. Only low poly and the gammut of textures rendered in Unreal.
Very inspirational thread man! How long did those rocks take you?
Also, I really like that hard surface sculpt, do you have any tutorial you followed for workflow, or just general workflow for hard surface sculpting? Need to make some for my current piece
Very inspirational thread man! How long did those rocks take you?
Also, I really like that hard surface sculpt, do you have any tutorial you followed for workflow, or just general workflow for hard surface sculpting? Need to make some for my current piece
Thanks AlbinLundahl! The rock took me less than an hour from modeling to renders in UDK.
As far as hard surface sculpting goes, Masking, extractions, and clip curve, + hPolish are your best friends! Polygroups and creasing by groups help alot too for slick clean lines.
Heres a render of some high poly assets I'm doing for a small scene I'll post eventually.
Hi. Everything looks good, but the ferns opacity map could be better. And you sure, that modeled grass is ok? I used the same technique at the grass at my scene, but it looks too highpoly to me.
I feel like a whore for posting this in three places, but I wanted to keep it in my art blog. Sorry :S You can call me names, I can take it!
So I went and redid some textures, and have imported my scene into CryEngine because I wanted to start using it as well. So its been a learning experience, here is my result.
Working on a peice for an environment. This is still WIP b/c I want to do more work on the stone look, but this is going to be a tileable decorative trim that I can use for arches and trims alike. Off to bed!
How do you make cracks like this ? Most probably you use alpha ? Do you make them yourself ? Can you teach how do achieve that . When I use alpha for cracks, things wont look good
CMTanko: - take an image, shop it into a solid alpha with limited noise
- apply it to your mask brush
- mask the area
- use a brush to bash it to shit.
I hate that image when I look at it now, the concrete is pretty blobby garbage.
How do you plan to make something like this? It's "small" in terms of making a full on environment, but its self contained. It's a slice of what the full level will look like.
How long does it take you to make/How long should it take someone on something like that?
Is it one texture or mult?
Is some thing small like that good in a portfolio?
ZeroStrike:
I think the planning aspect of a diorama is not too different then of something larger. You are still considering all the elements and how they fit together, and composition also has to be considered from all angles too. For that study, my focus was on natural objects and foliage.
- it took me a week from sculpt through to textures for the that
- it is 3 textures
- I believe so, but I've heard countless times, a full environment is better than a prop portfolio. The diorama is halfway between both.
Mr.Significant:
The grass is geometry, a couple polys per blade. But it doesnt have to be could be much lower like --> Grass Blades Example
No, I didn't use clay tubes on that asset, I have created my own stone/concrete damage brushes and combined them with a few different techniques to get that broken effect. There is use of alpha as I mentioned in the post above...
Sorry for lack of personal work lately everyone! I've been rather busy with work. When I get some downtime, I have something cool planned.
@coots: Thanks man! Really glad you like it, I hope you'll enjoy the whole scene as much too. Its been awhile since I did the tree, but I think it came in at around 5-7.5k for the trunk, and almost 10k for the cards? But it definitely could stand to be optimized.
Replies
The textured soda machine's specularity on the painted part seems smoother than the surface should be.
In the sculpt you have those dents in the machine itself. You should hit those with the wrinkle brush. It works pretty nicely on metallic dents.
That's pretty much it, great work!
Here is another sculpt I just did. Try to avoid looking too closely lol yikes.
Thanks for looking!
Here is a sculpt of a ground tile.
A few pieces of a modular stone railing set. Currently only a sculpt.
Awesome............:)
Actually went and finished my s/g/n for this, so I wanted to post it up. Would love some feedback. This is a UDK render.
@MisterSande Remo! Hello! Thanks haha your too nice, its good to see you too! What are you working on now?
In the meantime, here is the final on a texturing demo I did. Only low poly and the gammut of textures rendered in Unreal.
Also, I really like that hard surface sculpt, do you have any tutorial you followed for workflow, or just general workflow for hard surface sculpting? Need to make some for my current piece
Thanks AlbinLundahl! The rock took me less than an hour from modeling to renders in UDK.
As far as hard surface sculpting goes, Masking, extractions, and clip curve, + hPolish are your best friends! Polygroups and creasing by groups help alot too for slick clean lines.
Heres a render of some high poly assets I'm doing for a small scene I'll post eventually.
Rendered in UDK
I feel like a whore for posting this in three places, but I wanted to keep it in my art blog. Sorry :S You can call me names, I can take it!
So I went and redid some textures, and have imported my scene into CryEngine because I wanted to start using it as well. So its been a learning experience, here is my result.
Trying to redo some older sculpts for portfolio renders.
Most probably you use alpha ? Do you make them yourself ? Can you teach how do achieve that . When I use alpha for cracks, things wont look good
CMTanko: - take an image, shop it into a solid alpha with limited noise
- apply it to your mask brush
- mask the area
- use a brush to bash it to shit.
I hate that image when I look at it now, the concrete is pretty blobby garbage.
I had a few questions about your foliage study.
How do you plan to make something like this? It's "small" in terms of making a full on environment, but its self contained. It's a slice of what the full level will look like.
How long does it take you to make/How long should it take someone on something like that?
Is it one texture or mult?
Is some thing small like that good in a portfolio?
Thank you for your time.
You work is very good.
And this:
http://i.imgur.com/T5qRzXF.jpg
Look just stunning! It's clay Tubes brush and alphas cracks alphas?
Keep posting your work: it's very inspirational!
Sorry for PRO english.
I think the planning aspect of a diorama is not too different then of something larger. You are still considering all the elements and how they fit together, and composition also has to be considered from all angles too. For that study, my focus was on natural objects and foliage.
- it took me a week from sculpt through to textures for the that
- it is 3 textures
- I believe so, but I've heard countless times, a full environment is better than a prop portfolio. The diorama is halfway between both.
Mr.Significant:
The grass is geometry, a couple polys per blade. But it doesnt have to be could be much lower like --> Grass Blades Example
No, I didn't use clay tubes on that asset, I have created my own stone/concrete damage brushes and combined them with a few different techniques to get that broken effect. There is use of alpha as I mentioned in the post above...
Sorry for lack of personal work lately everyone! I've been rather busy with work. When I get some downtime, I have something cool planned.
I'm sure you will get some time to work on stuff. I know I am pretty busy my self. I need to get back to working on my own projects.
An update:
More trash bag sculpts