I found time last night to finish this construction vessel concept. I've been pretty obsessed with construction vehicles lately. I think it would be a really cool piece to see a science fiction construction site with vaguely familiar yellow and orange construction colors, cones and vehicles but really push them 70% more into science fiction with droid construction workers and such. I'll decide after the bulldozer model if I want to work on this guy next, or the Nasa robot.
butt_sahib> friggan nailed it! However, I think you need to clean up the normals/geo that are getting jagged/sharp at the edges of his tunic, and make it just cleaner; less specular too.
Its minor but it distracts my eye like crazy, taking away from the awesome sculpt
After starting this thing some 5 years ago, I finally got around to modeling a few last pieces and started the unwrap. The pieces arent scaled yet, but I figure with UE4 being released, it would be a good time to try to get it into an engine. I also wanted to have rocket pods that pop out, but their location gets in the way of the riders legs.
I worked on the human ship selection screens for Wings of Saint Nazaire.
Each of these is filled with parallax, with around 12 different layers that shift as your viewpoint changes.
Boomslang:
First attempt at sculpting in Zbrush!
2 hours from sphere with Dynamesh. still learning the basics of Zbrush.
(Up to now I have only used Mudbox and Sculptris)
Critique or general tips would be greatly appreciated
This dagger was based on concept of a chinese artist, his nickname is 0BO. The sculpt was done a while ago, and it not following the concept that well, but any way, I decided to make a lowpoly to practice texturing
Here is my take on the same concept. I think u should work that texture a lot more....especially the specular and glossines.
Here's some stuff that I've been working on, an environment for a topdown-camera type of game, wanted to try that out.
And also some helmet concepts, obvious inspiration from the Halo franchise, just love the armor designs in those games. It's usually what I sit and doodle in my sketch pad.
I'm finding it really had to get a sense of scale in this environment. I think there is a lack of both small scale detail, and objects the viewer can reference scale to.
For example, if there was a chair in the room, or a fire extinguisher, then without thinking I know "oh hey a chair is x big, so that box is y big! As it stands, how tall would a human be in that scene? Are the holographic displays at waist height, for relaxed interaction? Are they head height, for looking at only?
Lock this down early because it's a key part of the scene composition and keeping things grounded! Boxxes and sci-fi pipes are abstract in size. Radiator pipes, telephones and things humans interact with are not so abstract!
@fearian maybe I've should have added this screenshot too, maybe this helps. I just thought it's not as clean looking, but it's in my portfolio too. One can always add more assets etc. But I did this with some limitations and for me it was important that the imaginative players and AI would be able to have enough space to move around and for the type of game I designed it for you can't put too many objects in there with unique textures etc. So it's a balance thing and for me the readability, spaciousness etc felt just about right. Sometime from now I might have a completely different opinion about it though and then I will most likely think it sucks.
@Swizzle : thanks man, definitely helpful @jeff : looking cool man, love the design. @Duncan : man it's been a while since i saw some stuff from you. Rad as ever !
Calling this guy done, moving onto other personal projects with a quicker turnaround hopefully Thanks to the people who importantly gave solid crits, it's a massive help and motivator!
Female avatar clothing I created for a mobile game client. Textures include color, specular, and normal maps. Sculpted in Mudbox, textured in Photoshop, rendered in 3DS Max.
Replies
High resolution on the blog
Rockin tits Haz
butt_sahib> friggan nailed it! However, I think you need to clean up the normals/geo that are getting jagged/sharp at the edges of his tunic, and make it just cleaner; less specular too.
Its minor but it distracts my eye like crazy, taking away from the awesome sculpt
Jesus Haz, that's the sexiest thing that's ever been posted here! Did you just decide to do a study in perfect ass?!
dudealan2001 you're very welcome!
ghost123238 thank you!
EiGHT haha she will be very happy to hear it
thx for the comments!
Here is a cross post of my wip thread: http://www.polycount.com/forum/showthread.php?t=134597
Each of these is filled with parallax, with around 12 different layers that shift as your viewpoint changes.
Boomslang:
Copperhead:
Diamondback:
Cobra:
This one is called the Book of Tal Rasha
First attempt at sculpting in Zbrush!
2 hours from sphere with Dynamesh. still learning the basics of Zbrush.
(Up to now I have only used Mudbox and Sculptris)
Critique or general tips would be greatly appreciated
Saved to inspiration folder, excellent job tsabszy!
I start a new project, here's a start. It is a concept tipagraphic
Shameless self promotion, let me know what you think here:
http://www.polycount.com/forum/showthread.php?t=136586
OH MY HEART !!!
Will you do a tutorial for this one Hazarous ?? I would like to understand ehem... "proportions" ... ehem.... better
Ooooh, this looks so good tsabszy. Sz
https://www.youtube.com/watch?v=e55k5I4eIpY
more images ...
http://www.polycount.com/forum/showthread.php?t=136389
Callings this project done.
I'm not sure how to embed youtube clips here, so:
Tree Scene Moving v1
Tree Scene Moving v2
All the assets and effects (besides the focal piece) were used from Unreal's maps such as 'Cave Effects' and 'Blueprint Examples'.
The assets were created in: 3ds Max, Zbrush, Photoshop
Music: fragment from Ulf Soderberg
Check out my port site for it being all on one page:
DimaKulakov.com
This has been crossposted from this thread, where you can find all the images in one place.
I'm working on a small project in unreal engine 4.
Hast ein paar coole Environments im Folio!
Nice
And also some helmet concepts, obvious inspiration from the Halo franchise, just love the armor designs in those games. It's usually what I sit and doodle in my sketch pad.
I'm finding it really had to get a sense of scale in this environment. I think there is a lack of both small scale detail, and objects the viewer can reference scale to.
For example, if there was a chair in the room, or a fire extinguisher, then without thinking I know "oh hey a chair is x big, so that box is y big! As it stands, how tall would a human be in that scene? Are the holographic displays at waist height, for relaxed interaction? Are they head height, for looking at only?
Lock this down early because it's a key part of the scene composition and keeping things grounded! Boxxes and sci-fi pipes are abstract in size. Radiator pipes, telephones and things humans interact with are not so abstract!
Quick Paintover for a long forgotten character.
You don't know how well timed this is! This should help me ALOT today! Thanks Swiz!
You should stop, Jeff. You're making everyone else look bad in comparison.
Love em'.
@jeff : looking cool man, love the design.
@Duncan : man it's been a while since i saw some stuff from you. Rad as ever !
Anyway here is a poor and classic environment I worked on for the past... well, 2 months at least. Based on a concept from Artyom Vlaskin.
More screens here :
http://www.polycount.com/forum/showthread.php?t=137153
Calling this guy done, moving onto other personal projects with a quicker turnaround hopefully Thanks to the people who importantly gave solid crits, it's a massive help and motivator!
CROSS x http://www.polycount.com/forum/showthread.php?p=2099539#post2099539
I'm working on this character for a game.
Good gawd Haz *crosses legs* :poly102:
That's an intense friggin van DevMatt!
Sweet helmets Jbird, your scene pillars could do with a floor transition and the odd tile breaker for the floor itself tho :thumbup:
I finally got around to something for Petrol/blood, mostly roughin it in so far.
It's been a while since the last time I posted something so here's a WIP of my entry for the substance contest. Rendered in Marmo2