This is really really cool...any plans to take it further than single click generation?
Probably at some point, but not right now and probably not in that engine.
This was mostly a personal study. I wanted to see if I could make believable city-patterns in a simple procedural way. I belive these kind of techniques have a lot to offer to the world of game development. Especially if you want to create vast and beautiful environments on a low budget and with the least amount of effort.
So much great stuff here as always. DeeJayZee, looks ace!
My first tiny project this year in between other stuff. I saw the cute Monsters University this weekend and wanted to do a quick sculpt of Mike as a kid
hi there, as usual lots of cool stuff around... I'm adding a wip of a vampire I'm doing for a small composition as a fan of mercurysteam interpretation of Castlevania... not everyone liked it but I can't wait to play the coming sequel!
so here u have a vampire like creature... may remember more the one in Coppola's dracula but is just a for wip now. C&C are wellcome
Thank you Bro!I feels better now~yea,you are right,there have million changes waiting for me~Nothing have to worry about it~Take it easy.I should know i still have lots of works to do:)
Thanks for all your advice!It looks i do really really bad at the shader system,So i decide stop the producing,Take more times at the investigation.Such long distance to be an artist but i am on my way:)
Word can not explain how i appreciate you!Buddy!Thanks again!
Sorry to hear that bro, but consider companies get hundreds/thousands of application.
I reckon keep working on your folio and send to more companies ey, you're getting better and better every time I see you post !
I think the rendering is failing you not the texturing.
If you model this for game, you should probably setup a lowpoly version *before* you texture, then use something like marmoset to test your texture.
If not (e.g. you just want to get a nice render of this highpoly sculpt), I'd say focus on the materials first (skin needs to look like skin, metal like metal, etc), basic lighting, then move to texture details, good luck man
Probably at some point, but not right now and probably not in that engine.
This was mostly a personal study. I wanted to see if I could make believable city-patterns in a simple procedural way. I belive these kind of techniques have a lot to offer to the world of game development. Especially if you want to create vast and beautiful environments on a low budget and with the least amount of effort.
would be quite cool if you could link some modular houses and stuff to that so it creates the actual city in unity or any other engine
Been working on this Amy Pond model (from Doctor Who). Really hope I can finish this soon and start texturing =D
Looking pretty good so far, but I would say you need to revisit the face again before you move on to texturing. Currently it is looking a little lumpy, maybe try working on a lower subdivision level.
Here is another update on my John Slattery model. I have been working on the textures and the render for a couple days now and am starting to really enjoy my results. I still have a lot of adjustments to make on both the material and the textures. I am going to focus on:
-Getting more spec around the eyelids and ears
- Get some more pale yellows in the skin
- Keep working on the spec of the actual material
- Get some more color in the lips
- Add some more skin noise to my normal map
- And much moreย ..
If anyone has any suggestions please let me know?
I will be tackling the hair, eyebrows, and eyelashes in the next few days. Or at least the start of them. Also, the suit needs some adjusting and I will be starting the texturing for it soon. Comments and critiques welcome. Thanks!!!
Hey guys! First time posting my work here. I'm still learning a lot about 3D but you all give me some incredible inspiration.
I decided to make some Banjo Kazooie fan-art because I feel that series doesn't get as much love as it deserves.
I don't know how functional all those fur patches will be if I ever want to animate him but for right now his job is to stand there and wait for me to make Kazooie
@Vaztor: How many tris? Do you have any breakdowns?
With the fur it's 12,392 Tris.
Without fur it's 9,496.
I forgot that I put a lot of detail into the backpack as well so when you exclude that it's down to about 5,900 tris.
What's a good range that he should be in if I were to optimize him for something like a game engine?
I know there's definitely a lot I could downsize on if I ever do decide to do anything with him but for the time being I mainly just made him for fun and didn't pay too much attention to poly count.
Figured I would post this -- I need to shelf it for a bit. It's the Zaku MK II (ground type from 08th MS Team). The idea was to make the mech and cockpit but I ran out of time. The cockpit is all modeled and animated in Maya. Maybe I'll finish it one day :P
I was able to get the shell, hatch and eye in UDK. There's lots of highres images and animations on my site if you guys want to see more.
Might take a break on this for a bit. Pretty happy with the turnout. Will definitely rework the textures too, they aren't right in place, and that nose doesn't suit.
Here is the latest piece I have been working on. I need to focus on over all sculpting and less on painting. The muddiness is what I struggle with. Open to any suggestions. Thanks
Hi! First post to Polycount, hoping to learn a lot here. Recently started zBrush'in and have started myself a 'guinea pig' piece to take through from sculpt to game ready model. Anyone who think that they could help me with any useful tips drop me a message! WIP image:
Hi all, first post to Polycount! I recently picked up zBrush and have started a 'guinea pig' piece to find a decent workflow from sculpt to game ready model. If anyone has any tips/resources they think would help or if you could provide any one on one tips from time to time that would be even better!
So here is my current project, a compound-bow (Hoyt Ruckus). Highpoly only atm.
Not everything is finished yet, have to soften many of my edges, some smoothing issues also, and some parts aren't even finish with modeling.
Anyway, I'm quite confident with my progress, most difficult shapes I've modeled so far. Already learned a few things about meshflow and highpoly modelling.
Hi Everyone! I have been training to be a 3D artist for the past 8 months and wanted to share my first completed environment. I look forward to learning from everyone here. Any feedback is welcomed and highly appreciated! =D
Replies
That's hot, But your image compression is killing it Try Cubeupload.
This is really really cool...any plans to take it further than single click generation?
Probably at some point, but not right now and probably not in that engine.
This was mostly a personal study. I wanted to see if I could make believable city-patterns in a simple procedural way. I belive these kind of techniques have a lot to offer to the world of game development. Especially if you want to create vast and beautiful environments on a low budget and with the least amount of effort.
My first tiny project this year in between other stuff. I saw the cute Monsters University this weekend and wanted to do a quick sculpt of Mike as a kid
so here u have a vampire like creature... may remember more the one in Coppola's dracula but is just a for wip now. C&C are wellcome
Here is my concept for comicon that I did yesterday.
Crosspost from an old thread, started again on this over the holidays - some base colours and ao!
Thanks for all your advice!It looks i do really really bad at the shader system,So i decide stop the producing,Take more times at the investigation.Such long distance to be an artist but i am on my way:)
Word can not explain how i appreciate you!Buddy!Thanks again!
would be quite cool if you could link some modular houses and stuff to that so it creates the actual city in unity or any other engine
crosspost from: here
Looking pretty good so far, but I would say you need to revisit the face again before you move on to texturing. Currently it is looking a little lumpy, maybe try working on a lower subdivision level.
done with this guy, gotta work on faces more.
MooseCommander - Sweet bottle, like the details on the cap
Here's what I've been working on. What could I do to improve this?
Hey everybody,
Here is another update on my John Slattery model. I have been working on the textures and the render for a couple days now and am starting to really enjoy my results. I still have a lot of adjustments to make on both the material and the textures. I am going to focus on:
-Getting more spec around the eyelids and ears
- Get some more pale yellows in the skin
- Keep working on the spec of the actual material
- Get some more color in the lips
- Add some more skin noise to my normal map
- And much moreย ..
If anyone has any suggestions please let me know?
I will be tackling the hair, eyebrows, and eyelashes in the next few days. Or at least the start of them. Also, the suit needs some adjusting and I will be starting the texturing for it soon. Comments and critiques welcome. Thanks!!!
Programs Used:
-Maya,MentalRay,Zbrush
Link to page:
I decided to make some Banjo Kazooie fan-art because I feel that series doesn't get as much love as it deserves.
I don't know how functional all those fur patches will be if I ever want to animate him but for right now his job is to stand there and wait for me to make Kazooie
and a link to my thread if you're wanting to watch progress
http://www.gameartisans.org/forums/threads/62404-Comicon-2014-3D-Dan!-Killjoy-Stand?p=527472&posted=1#post527472
Just a personal project I did for fun. Without all the fur planes it's pretty low poly actually.
With the fur it's 12,392 Tris.
Without fur it's 9,496.
I forgot that I put a lot of detail into the backpack as well so when you exclude that it's down to about 5,900 tris.
What's a good range that he should be in if I were to optimize him for something like a game engine?
I know there's definitely a lot I could downsize on if I ever do decide to do anything with him but for the time being I mainly just made him for fun and didn't pay too much attention to poly count.
Figured I would post this -- I need to shelf it for a bit. It's the Zaku MK II (ground type from 08th MS Team). The idea was to make the mech and cockpit but I ran out of time. The cockpit is all modeled and animated in Maya. Maybe I'll finish it one day :P
I was able to get the shell, hatch and eye in UDK. There's lots of highres images and animations on my site if you guys want to see more.
www.rapture-art.com
Meanwhile:
Second to that ! How could I miss such an opportunity
In fact if the guy could draw her as a whole I would like to model her as a character
http://davidmanners.carbonmade.com/
absolutely love the use of colour in this.
WIP image:
[IMG][/img]
-An old classroom :
And a little Hellboy just for the fun :
I'm posting this here too. I just finished my first dota 2 courier;
His name is Bahafar and he's a mix between a turtle and a dragon.
Hope you like it!
http://steamcommunity.com/sharedfiles/filedetails/?id=216164339
[ame="http://www.youtube.com/watch?v=Xt80xJlyNPo"]http://www.youtube.com/watch?v=Xt80xJlyNPo[/ame]
Not sure what's up with the youtube video preview pic
First post of 2014, Simon Eckert's April character. She has quite a lovely design.
Wip
Not everything is finished yet, have to soften many of my edges, some smoothing issues also, and some parts aren't even finish with modeling.
Anyway, I'm quite confident with my progress, most difficult shapes I've modeled so far. Already learned a few things about meshflow and highpoly modelling.
So here're the pic's:
more here... http://www.gameartisans.org/forums/threads/62460-Comicon-2014-3D-SA_22-Echo-Final