I could spend more time creating a focal point, however the purpose was not to deliver a final render, but to have an open space you could pace freely.
I mainly made this map to get familiar with big areas optimisations. The map is actually running really smoothly, however, due to memory limitations on my computer while baking the map I could not add more foliage.
Now I will work on a flythrough video and then I'll finally start playing with UE4 !
I could spend more time creating a focal point, however the purpose was not to deliver a final render, but to have an open space you could pace freely.
I mainly made this map to get familiar with big areas optimisations. The map is actually running really smoothly, however, due to memory limitations on my computer while baking the map I could not add more foliage.
Now I will work on a flythrough video and then I'll finally start playing with UE4 !
It has been a while since I've posted in the 3D PnP. Been trying to advance my 2D skills lately. regardless here's a Zbrush render of a model from work. Comped in photoshop of course.
[SKETCHFAB]bff3507359dd4476948583d910391425[/SKETCHFAB]
I think I'm done with this one. Concept by Iishu Yoh. Here's a link to her blog. http://iishu-yeh.blogspot.com/
I could spend more time creating a focal point, however the purpose was not to deliver a final render, but to have an open space you could pace freely.
I mainly made this map to get familiar with big areas optimisations. The map is actually running really smoothly, however, due to memory limitations on my computer while baking the map I could not add more foliage.
Now I will work on a flythrough video and then I'll finally start playing with UE4 !
Hi, guys. I have made this fantasy creature, which I am calling a unicorn. It's supposed to be like a bull/warthog/rhino/buffalo hybrid. I would appreciate any suggestions about how to improve its anatomy.
Re-did the textures, some of the UV map and some of the Geo for this V@ version of my Greeble toon. I could do more to fix it up, but it's time to move on me thinks...:)
Well you must see this tutorial then : [ame="http://www.youtube.com/watch?v=p0o3bqoM0Qg"]How to create a terrain for Cryengine and UDK Part 1/8 - YouTube[/ame]
I certainly cannot explain better than this guy
Also, you might want to purchase the 3D Motive Foliage tutorial, it's also a gold mine of informations
I love this, would want to know how you set this up.
It uses vertex paint masks, blue channel is for move amount, green for push amount and red for interval. So through the red it looks like the pieces of the burger are moving independently but it is also important for the other pieces, like the wave movement on the steak. Here is how the burger vertex paint looks like:
I get the steak and the sausage ..
but the rest?! a shader? don't you lie to me! there are joints all over those objects! :poly118::poly122:
*EDIT* Refreshed the page and you've already done an explanation, you crafty bugger :P Will leave this here anyway.
There is no lies here! Looks to me like there is just a couple of different vertex offsets happening at the same time. An easy way to do this is to use vertex colours to mask off different types of movement. I stuck together a quick example for you (I even made a chicken... yep its one of those nights).
So, the vertices which have been painted green are translating in the Y axis and the vertices painted red are translating along their normals. Giving two different movement effects. You can stack movements up like this to create some really convincing animation, just like how Davision3D has.
This is a screengrab from inside of Marmoset (guess the watermark is a bit too dark ), typical Albedo, Spec, Roughness, AO all at 2048^2 for glock and 2048^1024 for kevlar vest. Triangle counts stand at 12,371 for glock + mag, 2670 for taclight and 1360 for silencer. There's alot of needless internals in it :poly121: Thanks for the kind words and let me know if there's anything else I can answer
This is a screengrab from inside of Marmoset (guess the watermark is a bit too dark ), typical Albedo, Spec, Roughness, AO all at 2048^2 for glock and 2048^1024 for kevlar vest. Triangle counts stand at 12,371 for glock + mag, 2670 for taclight and 1360 for silencer. There's alot of needless internals in it :poly121: Thanks for the kind words and let me know if there's anything else I can answer
Would be freaking cool if you made a turntable of that!
Replies
I could spend more time creating a focal point, however the purpose was not to deliver a final render, but to have an open space you could pace freely.
I mainly made this map to get familiar with big areas optimisations. The map is actually running really smoothly, however, due to memory limitations on my computer while baking the map I could not add more foliage.
Now I will work on a flythrough video and then I'll finally start playing with UE4 !
made this yesterday
I really like the lighting in this!
been working on remaking UT99 weapons...
first time really trying out ue4
Mostly just want to do a different bunch of nice sculpts/modular stuff to get more ZBrush practice. Eventually I might add a set piece to it
Ohh yeaaah Would like to see a city wall in front of him
(Still wip)
Please feel free to support them and go see the game on www.darkestdungeon.com , it will be awesome !
All Rights Reserved to Red Hook Studios.
i'm glad I didnt see this before I went to bed. thats some creepy shit.
Some horribly over-greebled design I'm working on at the moment. I'll eventually end up creating a thread for this, I think.
I think I'm done with this one. Concept by Iishu Yoh. Here's a link to her blog. http://iishu-yeh.blogspot.com/
but the rest?! a shader? don't you lie to me! there are joints all over those objects! :poly118::poly122:
I love this, would want to know how you set this up.
http://terrygoeswest.deviantart.com/#/art/Bull-Unicorn-463066339?hf=1
[sketchfab]26c165a513f840588f6c7c468975533d[/sketchfab]
Greeble V2 by katana on Sketchfab
during the last weeks I was working on this:
I hope you like it. Here's the thread: http://www.polycount.com/forum/showthread.php?t=131839
Cheers
Daniel
Well you must see this tutorial then : [ame="http://www.youtube.com/watch?v=p0o3bqoM0Qg"]How to create a terrain for Cryengine and UDK Part 1/8 - YouTube[/ame]
I certainly cannot explain better than this guy
Also, you might want to purchase the 3D Motive Foliage tutorial, it's also a gold mine of informations
It uses vertex paint masks, blue channel is for move amount, green for push amount and red for interval. So through the red it looks like the pieces of the burger are moving independently but it is also important for the other pieces, like the wave movement on the steak. Here is how the burger vertex paint looks like:
*EDIT* Refreshed the page and you've already done an explanation, you crafty bugger :P Will leave this here anyway.
There is no lies here! Looks to me like there is just a couple of different vertex offsets happening at the same time. An easy way to do this is to use vertex colours to mask off different types of movement. I stuck together a quick example for you (I even made a chicken... yep its one of those nights).
So, the vertices which have been painted green are translating in the Y axis and the vertices painted red are translating along their normals. Giving two different movement effects. You can stack movements up like this to create some really convincing animation, just like how Davision3D has.
Messy little code snippet:
*Back into cave*
I'm going to be re-creating assets & environments from 8-16 bit area games.
This is the first piece. Sega Classic.
Yeah yeah, I'm very bad at using UV space, but I'm trying to do my best
I like it. The rocks are looking great in the moonlight.
Would be freaking cool if you made a turntable of that!