Thanks for the paintover Geti! I was thinking I would do either dirt or moss, maybe I can do both if I vert paint the moss, and then use a decal to help blend it into the ground.
Thanks Makkon, I don't have a thread yet, I should start one up soon though...
hey guys, i have been super lazy in getting back to my old dude but this weekend i had some fun sculpting korra and its always cool to go outside one's comfort zone from time to time
I made Quake 3 today
got some collision bugs on the level where shit doesn't wanna hit
and I just started implementing the railgun, but since I wanted to be able to say that I did it in one day, I settled for the railgun just spawning a halo where it hits for now, so now rail inbetween it (haven't figured out a way to do that yet)..
I made Quake 3 today
got some collision bugs on the level where shit doesn't wanna hit
and I just started implementing the railgun, but since I wanted to be able to say that I did it in one day, I settled for the railgun just spawning a halo where it hits for now, so now rail inbetween it (haven't figured out a way to do that yet)..
hey guys, i have been super lazy in getting back to my old dude but this weekend i had some fun sculpting korra and its always cool to go outside one's comfort zone from time to time
Aw yeah, I love Korra - and I love your work man, will be great to see this unfold!
Hey guys.
I look at the WIP thread a lot but have never posted anything so I'd thought I'd share a character I'm halfway through sculpting. I plan on putting it into a UDK environment.
Still have to work on the head, hands, feet and back.
@rexM no worries. Moss is another great way to hide the seams (especially if you use that layered volume trick that's been used for fur for years - I think there was a writeup on it being used in a recent crysis for moss on logs). Will be keen to see the next iteration!
@butt_sahib: I like it - the fur on the legs looks a bit choppy and plastic-y though. Really like how the stick and his face turned out though. Would be interested to see these guys presented from a dota-like perspective.
Great work as usual guys!
Played more with IBL and cycles, this time with a more interesting and believable tumbler and a wooden side table. Took a few tries to get lighting I was happy with but worked out pretty nicely imo. Might do a series of pieces featuring beverages as it's nice downtime work, benefits a lot from a path traced render and I've often got some reference on hand, haha.
@billy looking good, the gold is super dull though
@eye-work - I dunno what you're going for here, it seems very noisy and haphasard at the moment though. Think more about your composition and focus (why are there big eye-drawing flames off to the side of the image? why is the "focal" tree so under-detailed compared to the rough, detailed background rocks?).
Someone convinced me to do a second pass of the scene I posted above:
Again, I think it was worth it. Gotta stop being impatient with this stuff, I get tired of it quickly because of the long render times to check small changes but that reflects badly on the result.
Working on an M16A2 for a UE4 game. Hipoly mostly done, apart from the front sight, then onto lowpoly tomorrow. Hope ill be at UVing on wednesday
From what little you can see, there are many inaccuracies. I have to ask, why did you render this at such an angle that the view of the weapon is so obscure that we can't make out... well, really anything?
That graph looks wrong - a material with roughness 0.0 and metalness 0.0 should have a super sharp and obvious reflection - thats what shiny/polished plastics are ... your graph has no visible reflection at all until you hit at least 0.1 metalness...
That graph looks wrong - a material with roughness 0.0 and metalness 0.0 should have a super sharp and obvious reflection - thats what shiny/polished plastics are ... your graph has no visible reflection at all until you hit at least 0.1 metalness...
Last time I'll spam this for a while, got stuff retopo'd and baked down yesterday before I went to bed. Probably going to have to find a better way of doing the beard though, too inefficient at the moment...
Bogdan recently did an amazing concept of a female centaur and I absolutely fell in love. Wanted to take a crack at a quick bust! I'm no Bogdan.. but you gotta start somewhere right!
Great work dude! I love it. I haven't checked out your thread yet, but I hope for some wires and stuff.
Finally I found the time to finish my scoutmech. The project was a blast although I should avoid to drag things so much. I've learned a lot and would tackle many things differently if I had to do this again. Anyway I'm quite happy about the final result. Check my portfolio for more shots.
I also updated my portfolio. Now its time to step up and apply. Berlin here I come!
Sweet mech Slave Zero. If i was to crit it in anyway, i would say the bullet loom is a bit straight at one end and that was hardly worth typing.
Thank you and indeed that looks awkward from the perspective. Thank you for pointing that out. In the modeling pose it looked smooth.
I guess this comes from the ik-chain I used to guide the ammo-chain. The animation setup for the mech is quick and dirty. To do a proper rig on the mech would give better results in posing & the ammo-chain for example, but time was an issue here.
I need to pick up more knowledge about building basic rigs and stuff. *Rembers slipgate centrals dominance war videos*
Bogdan recently did an amazing concept of a female centaur and I absolutely fell in love. Wanted to take a crack at a quick bust! I'm no Bogdan.. but you gotta start somewhere right!
Replies
Thanks Makkon, I don't have a thread yet, I should start one up soon though...
http://www.polycount.com/forum/showthread.php?t=136629
LATEST VIDEO: [ame="http://www.youtube.com/watch?v=Zeu6fCmGSA0"]WIP - The Mustang Project - Realtime UE4 - RenderTest_2014_07_06 - YouTube[/ame]
LATEST SHOT:
That looks cool, would love to know how you did the effects.
Old stuff i'm texturing.
Stuff for my CGMA course.
Inspiration folder overload!
I made Quake 3 today
got some collision bugs on the level where shit doesn't wanna hit
and I just started implementing the railgun, but since I wanted to be able to say that I did it in one day, I settled for the railgun just spawning a halo where it hits for now, so now rail inbetween it (haven't figured out a way to do that yet)..
First try at a character. Much respect to all the kick ass artists on this forum!
Make doom.
Awesome work though.
Aw yeah, I love Korra - and I love your work man, will be great to see this unfold!
I look at the WIP thread a lot but have never posted anything so I'd thought I'd share a character I'm halfway through sculpting. I plan on putting it into a UDK environment.
Still have to work on the head, hands, feet and back.
this is so good, love how you handled this minimalistic design!
For me now i try to finally create a folio site since CGHub went down.
done placing most of renders, tomorrow ill try to add text and resume info.
you can check the WIP site here:
www.hatred.pl
@butt_sahib: I like it - the fur on the legs looks a bit choppy and plastic-y though. Really like how the stick and his face turned out though. Would be interested to see these guys presented from a dota-like perspective.
Great work as usual guys!
Played more with IBL and cycles, this time with a more interesting and believable tumbler and a wooden side table. Took a few tries to get lighting I was happy with but worked out pretty nicely imo. Might do a series of pieces featuring beverages as it's nice downtime work, benefits a lot from a path traced render and I've often got some reference on hand, haha.
Oooh god i love this Kabo:)
Thread here: http://www.polycount.com/forum/showthread.php?p=2091973
New member here
Not much a game art, but something anyway
I also recorded it as making-of. Watch it here
Made with Blender, Gimp, Krita in Linux (Ubuntu GNOME)
@eye-work - I dunno what you're going for here, it seems very noisy and haphasard at the moment though. Think more about your composition and focus (why are there big eye-drawing flames off to the side of the image? why is the "focal" tree so under-detailed compared to the rough, detailed background rocks?).
Someone convinced me to do a second pass of the scene I posted above:
Again, I think it was worth it. Gotta stop being impatient with this stuff, I get tired of it quickly because of the long render times to check small changes but that reflects badly on the result.
From what little you can see, there are many inaccuracies. I have to ask, why did you render this at such an angle that the view of the weapon is so obscure that we can't make out... well, really anything?
Marmoset:
And I whipped up one for UE4 too:
Yep, screwed up, haha. But it's fixed now.
Original concept: http://bogdanbl4.deviantart.com/art/Centaur-Alchemist-draft-464411432
Great work dude! I love it. I haven't checked out your thread yet, but I hope for some wires and stuff.
Finally I found the time to finish my scoutmech. The project was a blast although I should avoid to drag things so much. I've learned a lot and would tackle many things differently if I had to do this again. Anyway I'm quite happy about the final result. Check my portfolio for more shots.
I also updated my portfolio. Now its time to step up and apply. Berlin here I come!
Here is my goblin, for a personal game me and friends are developing... hope you like it.
Thank you and indeed that looks awkward from the perspective. Thank you for pointing that out. In the modeling pose it looked smooth.
I guess this comes from the ik-chain I used to guide the ammo-chain. The animation setup for the mech is quick and dirty. To do a proper rig on the mech would give better results in posing & the ammo-chain for example, but time was an issue here.
I need to pick up more knowledge about building basic rigs and stuff. *Rembers slipgate centrals dominance war videos*
so fucking hot. great work!
me: rendering moar stuff for folio, office desk scene+ assets in toolbag
Wip
Xoulil Shader 2.0 3ds Max. No lights or anything.
Pey'J from Beyond good and evil
Yeeee son. That hardware material is look hawt.
hey thanks
yeah I'll make doom4 next week :poly142:
[ame="http://www.youtube.com/watch?v=EKcwXZq4NBE"]Untitled - YouTube[/ame]
getting a bit bored of this.. but it was fun enough
have to get back to BIP :poly127:
Here is a little more work on an anatomy study, been struggling a bit with the torso today.