Man I love seeing all these new Marmoset renders!!
Here is something I've been messing with the last couple days. It's my concept sculpt for a Half-Life Combine soldier. Next up - retopo and give him some proper textures!
I have always sucked at faces, decided to do studies when i got the chance/when i got bored of rigging. This is 3 weeks worth of progression and the only studies ive had the chance to do. Starting to get there now
well I went back to the start on my base mesh wanted to include a few more extra components on my hydrant, bolts and some chain, but still wanted to go for a beatup look, texture might use some more work, but its more or less done for now.
this is the first thing ive completed through a maya to z workflow, was a max user a week ago, for several years, now I think I like maya more .
Some views of where it's @. Looking for some crits/feedback if anyone has any, still refinement in certain areas, and some parts haven't been touched yet, I'll probably add a weapon to....
Looking for crits specific to the shape/silhouette and if anything glaringly stands out as something that doesn't fit and/or interrupts the sculpts flow.
Just working on baking normals from high poly meshes in Maya. This is my 1920's (I think it's 20's) desk lamp. Not sure what to add to this guys, as I'm still practicing my texturing. Critic?
I have been working on a vertical slice game project with my friend as a fun portfolio project, though it would be fantastic if the heavens aligned and we made it into a full game . We are still working out the kinks so I won't go into specifics but this is one of the characters I have designed and started making.
She is supposed to be a play on a traditional Victorian maid, however be a strong character and able to kick ass. Combat hasn't been nailed down but I like to think of her fighting with her feet hence the strong legs but they may need to be toned down a bit so she doesn't go full Chun-li. Stylistic inspirations are Dishonoured and the Sherlock Holmes movie.
As I am very new to both Zbrush and character work I have been super happy with the progress but am always happy to get any feedback. Hope you guys like it!
Crosspost from the Dota 2 workshop thread, My first submission and 3d work is finally done..! Lore and ingame shots inside (just click on one of the items in the link) if anyone wants to check it out!
WIP hand-painted windmill made from old ship wreckage/stuff model ... thoughts?
I know that the stone base texture is streched btw, i'm currently sorting that out.
Good stuff as usual!
I've been trying, and trying and trying again to familiarize with v-ray's displacement modifier, Fast SSS2 (really wanna get a good skin shader!) and the workflow Vray/Hair and Fur in max. Here is my second attempt. All handpainted in Mari. I may share the scene once finished.
Experimenting with Toolbag 2. Realized that I'm an idiot when it comes to missile design. But, trying some PRB style was fun. Made the normal with xNormal and nDo2.
Done with purpose to explore Cryengine possibilities and pump my modeling and texturing skills.
Watch the realtime render here:
[ame="http://www.youtube.com/watch?v=IrxBX7sn_xE"]The Lab|Realtime render in Cryengine Free SDK - YouTube[/ame]
[IMG][/img]
Replies
I like it a lot, great job so far!
working on this model for the university I teach at.
I'm making a post-apocalyptical AK-47, it's inspired by one that I found on the internet, I have to damage it a little bit and make the low-poly mesh.
Hope you like it!
Cheers.
high res mesh render
http://www.polycount.com/forum/showthread.php?p=1966306#post1966306
This is still a WIP.
You can see the original smurf on Nate hallinan's website here: http://natehallinan.com/smurfsighting/
Socom M14- Soon to have a silencer, Optic, Tripod, Fore Grip, The works. (and a finished bolt/action )
can´t resist crossposting from my headthread
http://www.polycount.com/forum/showthread.php?t=128594
Just finished this one...
www.luisgarzacg.com
howtodrawwithchurros.tumblr.com
well I went back to the start on my base mesh wanted to include a few more extra components on my hydrant, bolts and some chain, but still wanted to go for a beatup look, texture might use some more work, but its more or less done for now.
this is the first thing ive completed through a maya to z workflow, was a max user a week ago, for several years, now I think I like maya more .
Leaf blower converted to a flame thrower
Some views of where it's @. Looking for some crits/feedback if anyone has any, still refinement in certain areas, and some parts haven't been touched yet, I'll probably add a weapon to....
Looking for crits specific to the shape/silhouette and if anything glaringly stands out as something that doesn't fit and/or interrupts the sculpts flow.
I'm still grinding away on this guy when I have the time
Anyone got any tips for the torn parts of his pants?
Original concept here
It's in Unity, and ignore the floor o.O
I've been working on a low poly voodoo doll character of mine. Trying to do some low poly stuff so that I can get better at texturing.
i love this great job simon, this is next level shit
Wires + flats in my thread.
Not done yet :
She is supposed to be a play on a traditional Victorian maid, however be a strong character and able to kick ass. Combat hasn't been nailed down but I like to think of her fighting with her feet hence the strong legs but they may need to be toned down a bit so she doesn't go full Chun-li. Stylistic inspirations are Dishonoured and the Sherlock Holmes movie.
As I am very new to both Zbrush and character work I have been super happy with the progress but am always happy to get any feedback. Hope you guys like it!
Workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=202725600
I know that the stone base texture is streched btw, i'm currently sorting that out.
solo version: http://3.bp.blogspot.com/-l-MExV11Y40/Uqd8EOw5OqI/AAAAAAAABjo/cMEOFdgdRdE/s1600/doom_imp.jpg
Tris: 13126
2048*2048 diffuse/specular (gloss in alpha)/normal/emissive maps.
Tools used; ZBrush, Maya, Xnormal, Photoshop, nDo2, dDo & Marmoset 2.
I've been trying, and trying and trying again to familiarize with v-ray's displacement modifier, Fast SSS2 (really wanna get a good skin shader!) and the workflow Vray/Hair and Fur in max. Here is my second attempt. All handpainted in Mari. I may share the scene once finished.
Done with purpose to explore Cryengine possibilities and pump my modeling and texturing skills.
Watch the realtime render here:
[ame="http://www.youtube.com/watch?v=IrxBX7sn_xE"]The Lab|Realtime render in Cryengine Free SDK - YouTube[/ame]
[IMG][/img]
SLOWLY going through dat anatomy Boobs are hard >.<
http://www.polycount.com/forum/showthread.php?t=123533&page=5