This thread has been incredibly helpful and inspiring. Due to a couple folks reaching out and making the suggestion, I made a separate thread for updating progress on my solo attempts at 3D modeling/rigging/animating a bow and arrow here: http://www.polycount.com/forum/showthread.php?p=1972169#post1972169
sorry for spamming guys but here is a small update changed some stuff on the shader/texture/lighting/sculpt. just trying to push the skin shader in marmo 2 to the best of my hability but in general it still needs a lot of work
FIRST time trying to create a dual use weapon. This is the first time i tried making a dual use weapon. The first use of it being a sword (Katana style) First pass without any shaping. Just trying to get main component in place. Any feed back would be wonderful.
At the moment I'm working of an WoW Iron Horde inspired vehicle.
I try to keep it low poly (liek and actual WoW Ingame model) and only use hand painted textures.
So far I finished the modeling and the textures for the rear wheels and the enigne. I'm planing to finish it till the end of this year.
Trying to sculpt a realistic "petite" girl with fake tits...
The green lines show the differences with the refs I used ( I put the photo ref on top of my screens, draw the line and then correct the sculpt in ZBrush until it's good enough ). It's Melanie Iglesias.
Just thought I'd quickly show some speed sculpts I've been doing for Lunch Crunch at work. It also allowed me to play around with the final release of Marmoset 2 a little. If you don't already have it, go get it, you'll be glad you did.
Credits:
Modeling, animation, visual effects and direction: Eric Narad
Storyboard, character design and matte painting: Jared Meuser
Character animation: Michael Valdez
Music composition and sound effects: Scott Pergande (The Mix House)
Just thought I'd quickly show some speed sculpts I've been doing for Lunch Crunch at work. It also allowed me to play around with the final release of Marmoset 2 a little. If you don't already have it, go get it, you'll be glad you did.
Here's a shot of the environment block out for you guys to check out OGRE Profile is going to be a simple side-scroller, but will eventually grow into a story-driven platformer/beat-em-up series in the future. Many of you guys might be wondering what O.G.R.E stands for: I basically want it to symbolize, "Inner brute force." Since the story for OGRE Profile is still in development, I also had another idea of making it represent a secret military experiment called, "The O.G.R.E Program" Bio-Mechanical Super Soldiers. Let us know if you guys have any thoughts!
Here's a shot of the environment block out for you guys to check out OGRE Profile is going to be a simple side-scroller, but will eventually grow into a story-driven platformer/beat-em-up series in the future. Many of you guys might be wondering what O.G.R.E stands for: I basically want it to symbolize, "Inner brute force." Since the story for OGRE Profile is still in development, I also had another idea of making it represent a secret military experiment called, "The O.G.R.E Program" Bio-Mechanical Super Soldiers. Let us know if you guys have any thoughts!
Tried making a tree using the set up that it's done in Airborn.
Sadly Blender still can't seem to edit normals, but it seems to work fine with flat shading. Will probably be better in a game engine with a shader that I can adjust the alpha falloff with too.
Replies
http://www.polycount.com/forum/showthread.php?p=1972169#post1972169
Got some more tests with some oldies... damn it seams most of old speculars dont work properly with new shader model
each time got to do pass on spec/gloss
The textures are quite rough, but oh well.
Updated the lighting a little bit. Main Threadski
Wile playing Skyrim I decided I wanted to smash my enemies with the hammer of THOR.
Here it is in Marmoset with the first draft of the textures.
Zbrush! Dog puns!
I try to keep it low poly (liek and actual WoW Ingame model) and only use hand painted textures.
So far I finished the modeling and the textures for the rear wheels and the enigne. I'm planing to finish it till the end of this year.
You can view more WIP shots on my blog (http://dethling.blogspot.fr/) or on this post: http://www.polycount.com/forum/showthread.php?t=128102
Feedback & Critics always welcome
The green lines show the differences with the refs I used ( I put the photo ref on top of my screens, draw the line and then correct the sculpt in ZBrush until it's good enough ). It's Melanie Iglesias.
Made this in just a couple of hours, for the time i spent on it and the odd bake problems, it came out fairly well i think
Moar on my sketchbook: http://www.polycount.com/forum/newreply.php?do=postreply&t=128135
TB2 sure is a lot of fun:
This was a contest for DA for practice and pleasure
Cheers!
Hope you like it!
Based on a concept by Yang Qi
I'm currently making some more renders of the high poly and making textures
Christ what do you put in your food?! Great stuff.
[ame="http://www.youtube.com/watch?v=lXJXOFk5HPc"]SNOW MERCY on YouTube[/ame]
Credits:
Modeling, animation, visual effects and direction: Eric Narad
Storyboard, character design and matte painting: Jared Meuser
Character animation: Michael Valdez
Music composition and sound effects: Scott Pergande (The Mix House)
A m a z i n G work
this is what you get done at lunch, really nice.
http://www.polycount.com/forum/showthread.php?p=1972523#post1972523
More Zbrush learning and fun from me!
These are Great! Happy xmas Baj!
Material studies, something I've been wanting to do for a long time, hoping to make this a regular thing. Critiques welcome.
More face sculpting practise, eyes are hard..
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Dude i love the simplistic nature of this both from an art standpoint and a production standpoint, work smart not hard!
Keep up the great work!
Deadman's sword in tb2:
gotta love when PS doesn't ask you to save your work before closing >:(
Wow, how much time did you take to do that ?
fightpunch : thats cool fightpunch i can see you improving in zbrush already!
small update to "Anthony Hopkins" xD added eyes, but its still missing something not quite sure what,
more stuff on my thread
Sadly Blender still can't seem to edit normals, but it seems to work fine with flat shading. Will probably be better in a game engine with a shader that I can adjust the alpha falloff with too.
Cheers!
My thread
Fightpunch, it scares me at how amazing an artist you are! My god. Just seriously mind blowing!
Obscura: That is looking really good, and a very good sense of scale.
My first DOTA 2 Courier, Animation by Rahel Brunold
Would be nice if you could upvote it
http://steamcommunity.com/sharedfiles/filedetails/?id=206126457
[ame="http://www.youtube.com/watch?v=7q10ou7puWI"]DANGO - YouTube[/ame]