Decided to continue an old project I started last year.
it's still pretty empty, I give myself around one week to fill the scene as much as possible then I'll be starting another Landscape, in UE4 this time.
Decided to continue an old project I started last year.
it's still pretty empty, I give myself around one week to fill the scene as much as possible then I'll be starting another Landscape, in UE4 this time.
Nice. Reminds me a lot of how they portrayed Rohan in the LOTR movies.
I fiddled around with Global Illumination in Unreal Engine and made a first test with this space station. While it is unwrapped, it doesn't have normal maps and only flat color textures right now; materials/textures are next!
The nice thing is, this runs entirely smooth in realtime and without 2nd Uv sets or lightmap baking! Of course there isn't much in the scene, but I won't add that much anyway. Just a planet in the corner and perhaps a few particles. It's supercool to see GI working already, even though you have to switch it on in the *.ini manually.
If somebody knows how I can get ambient occlusion to show that would be awesome. I turn it on and tweak values, but nothing changes. The same goes for light bumps, I don't see a difference between 3 and 10 bumps, so I leave them low.
I drew this mech yesterday an will likely make a small tutorial out of how I created it.I recorded the full process. Any feedback is welcome (Note the 4 prongs on his shoulders I removed later)
Hi every one, Really Motivating inspiring great stuff. thanks for share \m/
So these are some off my WiP tasks, some failed (may be I continue) some still working on:
More IRKALLA stuffs - this one's a concept of what a Demon-Possessed Protector-Mech might look like.Defeated in combat when Lesser Demon Lord found a crack in the left-side armor and took up residence in the cybernetic brain.
It's such a fun visual style, I just can't get enough of it.
I already thought on your first post that his chest could use a little more volume. He is very muscular and athletic at the same time, but I still think the chest is a bit flat even for a lean guy. That makes him look like a 14 year old bodybuilder, which doesn't yet have the body mass of an older man. Yet the face says 19-25 to me.
Anatomically it is impressive though; except the ears maybe.
Based marmoset and their lovely yet a bit waxy looking skin shaders
Well of course it looks waxy, your character's texture is smooth lol. Anyway, idk about the shoes or boots, hopefully they're just WIP. Otherwise I like the style. The sword and shield remind me of older Zelda games, totally in a good way.
First time using Marmoset Toolbag. My original idea was to do one of those old school hand painted textures, WOW style, you know what I mean. But after experimenting with those materials I began adding more and more specular and it kinda drifted from the original look I had in mind. Now the thing is, I don't know any more if the materials have any coherence between each other or if it is an awful mix of old style and new. I look at the model and I don't say "wow that looks amazing!" but I've run out of ideas and I really want to improve it, so please please critique it as much as you can! (there's some seams and stuff, but I wanted to get everything right before fixing them)
And if somebody knows why I get those weird shadows on his glasses it would be appreciated
Replies
A little update ın the long hair I just couldn't get rid of
it's still pretty empty, I give myself around one week to fill the scene as much as possible then I'll be starting another Landscape, in UE4 this time.
Nice. Reminds me a lot of how they portrayed Rohan in the LOTR movies.
Gonna hit up the eyelashes, eyebrows and hair next.
The nice thing is, this runs entirely smooth in realtime and without 2nd Uv sets or lightmap baking! Of course there isn't much in the scene, but I won't add that much anyway. Just a planet in the corner and perhaps a few particles. It's supercool to see GI working already, even though you have to switch it on in the *.ini manually.
If somebody knows how I can get ambient occlusion to show that would be awesome. I turn it on and tweak values, but nothing changes. The same goes for light bumps, I don't see a difference between 3 and 10 bumps, so I leave them low.
So these are some off my WiP tasks, some failed (may be I continue) some still working on:
cheers, chax \m/
from sphere, two days
I love this concept!
Based marmoset and their lovely yet a bit waxy looking skin shaders
It's such a fun visual style, I just can't get enough of it.
[ame="http://www.youtube.com/watch?v=0lyhCNjC1C4"]Zbrush Sculpting, Jon Jones likeness - YouTube[/ame]
I already thought on your first post that his chest could use a little more volume. He is very muscular and athletic at the same time, but I still think the chest is a bit flat even for a lean guy. That makes him look like a 14 year old bodybuilder, which doesn't yet have the body mass of an older man. Yet the face says 19-25 to me.
Anatomically it is impressive though; except the ears maybe.
cauliflower ears
thanks again.
Here's something I've been working quite a few late nights on.
Also as usual awesome things here .
Also, shameless crosspost from my work thread.
If you want more, check it out (C&C welcome)
http://www.polycount.com/forum/showthread.php?p=2078470#post2078470
Well of course it looks waxy, your character's texture is smooth lol. Anyway, idk about the shoes or boots, hopefully they're just WIP. Otherwise I like the style. The sword and shield remind me of older Zelda games, totally in a good way.
First time using Marmoset Toolbag. My original idea was to do one of those old school hand painted textures, WOW style, you know what I mean. But after experimenting with those materials I began adding more and more specular and it kinda drifted from the original look I had in mind. Now the thing is, I don't know any more if the materials have any coherence between each other or if it is an awful mix of old style and new. I look at the model and I don't say "wow that looks amazing!" but I've run out of ideas and I really want to improve it, so please please critique it as much as you can! (there's some seams and stuff, but I wanted to get everything right before fixing them)
And if somebody knows why I get those weird shadows on his glasses it would be appreciated
A model I am making to test the new Quixel :
Should be studying for an exam, but oh well, here's a procrastination sculpt :P
Haha xD I don't think I could handle looking at reference for that :P
This is a jet fighter for a mobile game pitch I've been working;
It's the first time I post here !
Here's my last project.
Softwares : Maya, Zbrush, CS, Marmoset 2.
Character : 13 818 Tris.
Scene : 2406 Tris.
Hope you like it !
awwwww...wook at da widdle pwane.