Been doing a side project with a friend and working on this on the sideline to make sure I don't forget how to model. Taking my proportion and blockout build phase slowly this time!
Learning PBR and Substance.
Very basic and procedural first texture pass, using the standard substance nodes (it's on my to buy list for sure now, love it). Really really want to learn how to make custom materials but I'm dumb as shit when it comes to technical stuff
Cool stuff here, i should come to PC more often... :O
Azkur, i love the guy, already saw it on lunchcrunch, fascinating stuff and very refreshing to not see Sexyboobs, Dudebros or Monsters for a change.
Something i did recently for an upcoming game im working on as a freelancer. Made a ton of constructionsite stuff and some architecture too.
I'm trying to get into some high to low poly stuff...
I had some fun with the quixel suite while doing the textures. (Dif and spec only.) Edit: And a normal map of cause! Hehe.
I was going for some stylized somewhat anime-ish look.
Hey guys, nice works here!
I want to share my last freelance job. You will see all the pics in the original post.
Hope you like it. Any comment or suggestion are welcome.
I'm trying to get into some high to low poly stuff...
I had some fun with the quixel suite while doing the textures. (Dif and spec only.)
I was going for some stylized somewhat anime-ish look.
Very nice! I think you achieved what you were going for! I'm a noob, but those rocks are using normals, no?
playing with the terrain Ive built and exported into U4. Only diffuse and normals. Ill probably throw a metal/reflectivity map in there but It probably wont be necessary because they will be mainly in the background.
Replies
Calling this Templar done for now.
@Nam.Nguyen: Thanks, I appreciate it!
@DevMatt: Great! Looking forward to the textured model.
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Calling this one done. HUGE thanks to Oskar and Dimi for their insane amount of feedback!
Thread:http://www.polycount.com/forum/showthread.php?t=135846
this is awesome! i love the style
Concept and rights goes to Mourad
WIP thread: http://www.polycount.com/forum/showthread.php?p=2080452#post2080452
Say WAH!? Can you explain good sir :poly142:
Current progress on my character:
http://www.artstation.com/artist/DanielGuti
Feel free to leave a feedback - thread!
Much better You should do the low poly for PBR too
Really digging the way this is shaping up! looking forward to the finished version.
Some grenades and other smaller pieces seem a little under detailed. Otherwise I really like the texture.
still work in progress and i want to do the rest of the expression but here is what i have at the moment.
Very basic and procedural first texture pass, using the standard substance nodes (it's on my to buy list for sure now, love it). Really really want to learn how to make custom materials but I'm dumb as shit when it comes to technical stuff
Azkur, i love the guy, already saw it on lunchcrunch, fascinating stuff and very refreshing to not see Sexyboobs, Dudebros or Monsters for a change.
Something i did recently for an upcoming game im working on as a freelancer. Made a ton of constructionsite stuff and some architecture too.
I'm trying to get into some high to low poly stuff...
I had some fun with the quixel suite while doing the textures. (Dif and spec only.) Edit: And a normal map of cause! Hehe.
I was going for some stylized somewhat anime-ish look.
I want to share my last freelance job. You will see all the pics in the original post.
Hope you like it. Any comment or suggestion are welcome.
Original Post
I'm calling this one done now. Was fun! Really feel that I've improved my texturing skills.
Very nice! I think you achieved what you were going for! I'm a noob, but those rocks are using normals, no?
fuck that red hair! laying in base color variety to fleshy bits.
Calling the HP done.
Back to wrapping up sculptin stuffs.
Heh I did the exact same gun model a couple of months ago. It's a fun gun to make
http://www.polycount.com/forum/showthread.php?t=133680
playing with the terrain Ive built and exported into U4. Only diffuse and normals. Ill probably throw a metal/reflectivity map in there but It probably wont be necessary because they will be mainly in the background.
You can see al the modules at http://mzpstudios.blogspot.com/p/saltwater-fish.html Most of them have more than 3 textures .So between 25 modules I can generate a ton of fish .
Something iv been working on, still got a long long way to go, but finally comfortable to show,
I hope someone likes it
Sketchbook Link
@Antone: Really liking those faces
I'm calling this guy finished now, just need to do the construction images and put it on my site
[ame="http://www.youtube.com/watch?v=mAwXYWaqfpI"]Johann Krauss game model by Chris Narchi - YouTube[/ame]
Fuck yeah.
bahaha love it
francois: woo! looks rad!