Decided to go heavily redesign the Statue of the Goddess from Zelda: Skyward Sword. I'm out of practice with cloth and hair. (and by that I've hardly done either)
Hey everyone, I posted a wip of this girl I've been working on last week and she's finally done. Let me know what you guys think, I can still change a couple things if needed, so critiques are more than welcomed.
Hey everyone, I posted a wip of this girl I've been working on last week and she's finally done. Let me know what you guys think, I can still change a couple things if needed, so critiques are more than welcomed.
Had to start something to test out the new Quixel Suite, man its so awesome. Did this shuttle-door thingy quick. All normals in nDo and textures in dDo. Rendered in Marmoset2. Maybe Ill do a whole scene with this
Here's a couple things I've been working on, used DDO and NDO for the skyhook, really great program and I saved a lot of time. Rendered in Marmoset 2. The grenade is based off of this concept from Justin Fields at Ironklad studios http://www.ironkladstudios.com/#!untitled/zoom/c1z1f/imageg1k
A revolver I've been working on all day. This is actually the third time I've done it over 3 years. Kinda fun to compare the improvement, but I'm sure there's still more to be done.
When running the map on the editor in fullscreen (1080p) I don't go below 70-75fps on a GTX670, but something is wrong with the occluders I still need to fix that (sadly I don't find much information about those on the internet).
The main purpose of this map is to get familiar with LODs and large environments optimisations, therefore, there is still a lot to do
The landscape is 65536 UDK units big, if you assume that 1 UDK unit is about 2cm, my lanscape is 1.7km² big (0.65mi²).
Working on a armored vehicle, the kind you might see in the film Death Race or if Batman stopped giving a fuck and started killing the bad guys instead. Taking inspiration from this but I'm not aiming to straight up copy it:
Progress so far. Wheels are placeholder pieces obviously.
I think it's your camera FOV. You can adjust it with the mouse scroll wheel or in the camera's lens settings (select the camera in the left menu scene elements list).
EDIT: Mouse scroll wheel controls camera FOV and alt+right-click moves the camera closer without changing camera FOV.
A while back I posted this shuttle-door render and decided to do a whole scene around it. All textures with the new Quixel Suite. All normals also with nDo. Rendered realtime with Marmoset Toolbag 2. Dunno, might take it a bit further with more detail and objects later.. or not
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This is my first post in polycount so hope you like it
[img][/img]
Another pic of the character in which I was working.
Relevant thread here: http://www.polycount.com/forum/showthread.php?t=134279
About 45 Mins working .Quicky lunch today .
finished i think
http://www.polycount.com/forum/showthread.php?t=135482
Edit: Seems like the attach function is broken, works when clicking links though.
I think highly of her and your design choices good sir. Keep it up
album
http://imgur.com/a/VJFfY
Some progress, not that anyone cares but I have to put it somewhere, because no one cares at home either
I grabbed an old mesh and put a Parka on him in marvelous designer today, added a little thickness, but still to do cleanup and details.
Making Remington 870 with attachments
What kind of fps are you getting and what is your landscape resolution/size?
When running the map on the editor in fullscreen (1080p) I don't go below 70-75fps on a GTX670, but something is wrong with the occluders I still need to fix that (sadly I don't find much information about those on the internet).
The main purpose of this map is to get familiar with LODs and large environments optimisations, therefore, there is still a lot to do
The landscape is 65536 UDK units big, if you assume that 1 UDK unit is about 2cm, my lanscape is 1.7km² big (0.65mi²).
Used an emmissive to make the snow emit its own light and seem like its gleaming. Dulled the rocky areas.
And you are right about the HUD, it's just a cheap trick anyway I'm going to leave it out.
My pirate girl sort of done
Marmoset 2, PBR, 3x2k maps
My sketchbook link with more renders of her and sculpts is here http://www.polycount.com/forum/showpost.php?p=2082187&postcount=37
Progress so far. Wheels are placeholder pieces obviously.
C&C would be much appreciated
approached and textured with "next gen" PBR
yeah, I used a preset in marmoset two.
Work in progress
EDIT: Mouse scroll wheel controls camera FOV and alt+right-click moves the camera closer without changing camera FOV.
Would love some advice and critique on this. Especially on how I can improve the texturing and materials. Cheers
I never really was happy with the textures.
Programms used for the creating were Zbrush / 3D coat / 3ds Max / Photoshop and Marmoset
This isn't the definitive Final version of the whole project, there is things in need to be fixed along side some additions.
Back to Work Tomorrow .
A quick practice sculpt for this week.
You did a sexy job!
Just wondering witch programs are you using
Turret, that is really cool!! great motion