This is the first WIP of our very first figurine for project Mekanizer in collaboration with my friend Paul Kwon.
We are hoping this will be the first of many girls we produce and the start of an awesome collectible figurine adventure for the both of us. This is something I have wanted to do since I was a kid, so finding another dude like Paul to team up with who also wants this is just the ultimate!
Once she is posed up and finished, we intend to print her and have her produced as either a 9" or 12" desktop collectible figurine , painted and grey versions.
I love this guy! Wouldn't it be more efficient to match the low poly geo to the tail so there is less blank space? Wouldn't that make it less costly to render?
WIP Base I'm working on for the Petrol/Blood challenge, working with a pal from work; will start a thread soon! Critique would be greatly appreciated; this challenge is a big learning curve for me! (Masked areas are areas I need to work on)
First time posting in waywo in seems like an eternity. Made some Halo 4 FANART of the covenant carbine off of the concept I found online. I tried to go between a few different refs between halo 3- Halo 4 and the Halo 4 Harvester (kindaish barely)
I saw some subtle lines in the concept so I made them bigger and yeah. I mostly followed the halo 4 concept.
@SaferDan: Thanks for the feedback! I initially left the plane large since I didn't etch out the textures of the tail in the beginning. Would it help with any alpha sorting in an engine if I adjusted it?
Sneak Peek of something I`m working on.
Gotta love Marmoset and realtime shaders/rendering!!
The base of the head was a Scan done by Ten24 and textures projected by Jeffrey Wilson.
I re-sculpted the details and some of the forms, and I`m re-texturing it a bit too.
Also doing all the shader/lighting and maps work, of course.
Don't make me do that, I did some hacky SSS-tweaking to make it work (and it doesn't hold up as well as I would have liked close up).
What I will say is that I ended up using traditional specular for the hair rather than PBR. For some reason I just couldn't get the gloss to play nicely with the reflectivity (even with a flat reflectivity at black) and it ended up looking overblown gloss wise.. If I reduced the gloss, it gave a weird even sheen to it. I will have to explore it more on the next character (i'm just glad this ones over!).
(if you really want one, I can send you one on twitter in private :P).
Day 7 of my daily head sculpt personal challenge, Not too happy with this one after yesterdays old man sculpt.
I guess that's why i'm doing this, boost my sculpting skills and consistency.
Hello everyone, I have been trying to pose some of my work for a while now. But every time I attach an image it is turned into a small thumbnail and the viewer has to click on it, to be brought to a new window in order to enlarge the image.
Replies
Quick bust of Kaworu Nagisa from Evangelion
And WIP of plugsuit version, just because I love those suits
,
Hazardous is at it again !!! Woot !!
Zaphk
coolness!
Haz> legs seem a bit long, cool start though, looking forward to this one ;D
*also gotta love that mushroom dude swizzle lol
I can't get over on its hair, its very clean xD
I love this guy! Wouldn't it be more efficient to match the low poly geo to the tail so there is less blank space? Wouldn't that make it less costly to render?
That is just fantastic.
todays daily head sculpt (Day 6)
http://mzpstudios.blogspot.com/p/general-character-sculpts.html
Grab him from the link below his picture
I saw some subtle lines in the concept so I made them bigger and yeah. I mostly followed the halo 4 concept.
My improvement thread
my humble contribution:
- recent 2 speedsculpts -
looking forward to some feedback!
@SaferDan: Thanks for the feedback! I initially left the plane large since I didn't etch out the textures of the tail in the beginning. Would it help with any alpha sorting in an engine if I adjusted it?
I assume it would aid in alpha sorting but mostly the more blank space the bigger the overdraw and slower the framerate!
This -
http://www.polycount.com/forum/showthread.php?t=89154&highlight=alpha+draw+calls
and this -
http://wiki.polycount.com/Overdraw
should explain better than me!
Colouring in mask face here, first pass on the grunge, still many things to do though:
Had some fun working on a grass shader. UE4 does NOT like foliage at all.
Here's a shameless plug to my WIP thread:
http://www.polycount.com/forum/showthread.php?t=136344
Fennic Warrior by mikebarrington on Sketchfab
Finally finished this the other day.
Gotta love Marmoset and realtime shaders/rendering!!
The base of the head was a Scan done by Ten24 and textures projected by Jeffrey Wilson.
I re-sculpted the details and some of the forms, and I`m re-texturing it a bit too.
Also doing all the shader/lighting and maps work, of course.
Pulse Laser
Starting on the textures for the Titan, for the Substance Titan Contest.
http://www.polycount.com/forum/showthread.php?t=126800&page=3
just something to practice uvws
media player! Who here misses winamp!!!
Thread:
http://www.polycount.com/forum/showthread.php?t=136389
I better now while i don't hate this yet, heh.
p.s 3do is so dope.
Just a quick UT Juggernaut sketch again, fun warm up in the morning!
Here is an asset (done by "Hanakai Studio" for "Prodigy" the game) I've textured to demonstrate a pipeline with Substance Designer.
And here is a quick turntable:
http://youtu.be/i1xttw-UcOU
Tut plz Q_Q
nao.
What I will say is that I ended up using traditional specular for the hair rather than PBR. For some reason I just couldn't get the gloss to play nicely with the reflectivity (even with a flat reflectivity at black) and it ended up looking overblown gloss wise.. If I reduced the gloss, it gave a weird even sheen to it. I will have to explore it more on the next character (i'm just glad this ones over!).
(if you really want one, I can send you one on twitter in private :P).
That's cheating :poly124:
Day 7 of my daily head sculpt personal challenge, Not too happy with this one after yesterdays old man sculpt.
I guess that's why i'm doing this, boost my sculpting skills and consistency.
ALL MAYA no maps
thread link, feedback always appreciated - http://www.polycount.com/forum/showthread.php?t=136117
Looks cool so far. Make sure to give credit to George Rushing the Concept Artist though.