Here's a sculpt I did based off Wild Star's concept..I think it's a yam or sweet potato lol This is totally opposite my usual style and I don't sculpt much...this was good practice though and very fun
I'm a student in Digital Arts & Entertainment (Kortrijk, Belgium).
Right now I'm in my 3rd (last) year.
You can already watch my portfolio-site and watch my work. www.stijnvercruysse.com . For now it is rather limited because I'm new.
When I'll be able to start my own thread, I'll make one about my final project for school (which is a SubD mustang 51 (world war 2 plane) made in 3DsMax).
I'm a student in Digital Arts & Entertainment (Kortrijk, Belgium).
Right now I'm in my 3rd (last) year.
You can already watch my portfolio-site and watch my work. www.stijnvercruysse.com . For now it is rather limited because I'm new.
When I'll be able to start my own thread, I'll make one about my final project for school (which is a SubD mustang 51 (world war 2 plane) made in 3DsMax).
Playing around with colours for my crossbow. I don't mind the storm trooper look but clean/blank seems a little... lazy. Any comments appreciated (talking about it here)
Working on a character havent ever posted anything on polycount but once the full anatomys blocked, think I might make a thread... - My first ever female character, and my second ever character overall big learning curve but pouring my heart and soul into this piece!
Love it, but you should loosen up those edges. This is something you learn with time and experience, but the reasons are that very creased and tight edges create many problems, they might look better in the high poly model, but they will look wrong when baked and it will be more difficult to compensate for any tangent space shading errors. So you need to compensate and try and have as loose and bloaty edges as possible. Again, your high poly might look more blobby and the end result is much better when baked.
Also, if that wasnt enough when ingame, tight edges create aliasing problems, whereas softer edges are way better rendered by real time renderes.
So yeah this is the new dude I'm working on, still very much a wip, done some work on the upper body whilst the rest is still very much in the block in phase. Gonna give him some more armour on the lower body and possibly and weapon/shield. Any feedback/thoughts welcome
Feel free to toss crits on this wip Fruity Pebble Chain zombie.
Cool concept. The chain made me laugh. his legs seem a bit short. Either that or he is just top heavy. I'd give the fruity pebble box a little more...bling:)
I'm trying to get better at posting my stuff up on PC. Here's something I just starting working on. I'm going to try and finish this up before the year concludes so I can start fresh. Feel free to crit. Concept by Manuel Gonzalez.
This is really cool man, digging those eyes + colour scheme.
Stayed very true to the concept.
He has a great expression on him .
The mouth could with a little more depth though to balance it out? Perhaps its just the angle, seems a bit flat currently, even though it has wrinkles sculpted in.
@ljsketch, diggin your piece based off of Splatpixels (Manuel Gonzalez') concept. I followed your thread, excited to see where it goes.
Just doing a bust of a Demon General! Inspired by 'Barlowes Inferno' Crits, comments are welcome on this early WIP... I added details to the chest armour and an early block-in pass on the leather shoulder parts.
Everybody loves a sci-fi tram area! WIP shot from our game. Still trying to nail down a cohesive visual look, but I think it's getting there! Going for a heavily stylized space feeling.
A bit late but I wanna say thanks o people for commenting on my work
@ NegevPro - hahah....gross
@ r4ptur3 - sorry, didnt mean to make you poop
@ NyneDown - Glad you like it thanks.
@ yeluis - cheers
@ JasonLavoie - thanks man. love your texture work.
Everybody loves a sci-fi tram area! WIP shot from our game. Still trying to nail down a cohesive visual look, but I think it's getting there! Going for a heavily stylized space feeling.
This will be the last time the Hangman sees polycount! I would post it to Pimping and Previews, but I'm dead scared of it being torn to shreds over there! Ha!
Replies
This one.
Great work.
thanks for all the suggestions, as always, a lot of it helped
edit: @ HitmonInfinity, we must of posted at the smae time! Sorry everyone for the barrage of my own work.
Mother of god...I think I shat a little.
Any criticism and comments are welcome
dat butt crack
Currently i'm working on hair (polypaint was made just for fun)
W.I.P.
I'm new to this.
I'm a student in Digital Arts & Entertainment (Kortrijk, Belgium).
Right now I'm in my 3rd (last) year.
You can already watch my portfolio-site and watch my work.
www.stijnvercruysse.com . For now it is rather limited because I'm new.
When I'll be able to start my own thread, I'll make one about my final project for school (which is a SubD mustang 51 (world war 2 plane) made in 3DsMax).
So hope to hear from you soon.
I'm new to this.
I'm a student in Digital Arts & Entertainment (Kortrijk, Belgium).
Right now I'm in my 3rd (last) year.
You can already watch my portfolio-site and watch my work.
www.stijnvercruysse.com . For now it is rather limited because I'm new.
When I'll be able to start my own thread, I'll make one about my final project for school (which is a SubD mustang 51 (world war 2 plane) made in 3DsMax).
So hope to hear from you soon.
working on some character art .
Workshop thread: http://www.polycount.com/forum/showthread.php?t=128093
Hoping to achieve a likeness of Claire Holt in there too! (http://1.bp.blogspot.com/-2TjHXCI5wQs/UhO9rBFbffI/AAAAAAAAkaY/DpJNAohh8nw/s1600/ClaireHolt3.jpg)
WIP shot from my Medieval scene in UDK. Everything is on a single 2048 D/S/N texture.
http://cghub.com/images/view/371864/
Cheers!
-Mobey
Can you guess who it is!?
Love it, but you should loosen up those edges. This is something you learn with time and experience, but the reasons are that very creased and tight edges create many problems, they might look better in the high poly model, but they will look wrong when baked and it will be more difficult to compensate for any tangent space shading errors. So you need to compensate and try and have as loose and bloaty edges as possible. Again, your high poly might look more blobby and the end result is much better when baked.
Also, if that wasnt enough when ingame, tight edges create aliasing problems, whereas softer edges are way better rendered by real time renderes.
Roughed him up a bit. If you guys have any crits be sure to lemme know. I'm not terribly experienced with adding wear and tear to something.
What engine is that in?
http://www.polycount.com/forum/showthread.php?t=127541&highlight=Rocket+Diner
https://vimeo.com/80343514
Cool concept. The chain made me laugh. his legs seem a bit short. Either that or he is just top heavy. I'd give the fruity pebble box a little more...bling:)
http://www.polycount.com/forum/showthread.php?t=108515&page=2&highlight=dark+witch
Did a Sister of Battle re-design because I hate game workshops battle-barbies
This is really cool man, digging those eyes + colour scheme.
Stayed very true to the concept.
He has a great expression on him .
The mouth could with a little more depth though to balance it out? Perhaps its just the angle, seems a bit flat currently, even though it has wrinkles sculpted in.
Probs not finished i know =P.
@ljsketch, diggin your piece based off of Splatpixels (Manuel Gonzalez') concept. I followed your thread, excited to see where it goes.
Just doing a bust of a Demon General! Inspired by 'Barlowes Inferno' Crits, comments are welcome on this early WIP... I added details to the chest armour and an early block-in pass on the leather shoulder parts.
I hope no one fears spiders )
trying something new: 2d/3d mashing
its built in UDK
@ NegevPro - hahah....gross
@ r4ptur3 - sorry, didnt mean to make you poop
@ NyneDown - Glad you like it thanks.
@ yeluis - cheers
@ JasonLavoie - thanks man. love your texture work.
I see System Shock 2 so clearly