Hi everyone! Just wanted to post a bust I did the other day. I used it as a tool to understand the Marmoset render tools as well as realistic sculpting techniques. I hope you like it!
The concept is not my own and belongs to the Brink Franchise.
Froyok, that looks quite nice, i'd be interested in some explanation on how you did it as well. Is it rendered im maya?
As far as i can see, you spawn those particles random, at some points of the mesh, they have nothing to do with the 'dissolve-material', right? And the material is just a uv translation of an alphamap?
This is a film project that me and people from the the University of Portsmouth have been working on for the past few years.
The movies called Stina and the Wolf
Wow, always amazing works here! Clavin, Afisher, YBourykina...seriouly guys you are incredible each one, i love all your works!
This is my WIP of a hand painted weapon i made with the help of the amazing concept of Kelvin Tan (AKA Turpedo) "Fallen Angel", i am still working on it but you can visit my threat here: http://www.polycount.com/forum/showthread.php?t=135960 where i am posting timlapses on youtube and more!
This is a film project that me and people from the the University of Portsmouth have been working on for the past few years.
The movies called Stina and the Wolf
I can honestly say, Stina & the Wolf looked nothing like that while I was there!
What parts are you working on?
Froyok, that looks quite nice, i'd be interested in some explanation on how you did it as well. Is it rendered im maya?
As far as i can see, you spawn those particles random, at some points of the mesh, they have nothing to do with the 'dissolve-material', right? And the material is just a uv translation of an alphamap?
It's rendered in UE4. Yep the effect is quite basic for the moment, the particle system is just placed inside the body, they spawn randomly from withing a box location, they are not related to the skin. I would like to but for the moment I don't see how.
The skin dissolving effect is indeed just a grayscale map (in fact two different maps that are crossed) which are panning.
I can honestly say, Stina & the Wolf looked nothing like that while I was there!
What parts are you working on?
Thanks, yeh we've come a long way in a few years.
I was the animation lead for a while, but most of us have done multiple roles on the project due to the small amount of people working on it.
This is a film project that me and people from the the University of Portsmouth have been working on for the past few years.
The movies called Stina and the Wolf
This is a film project that me and people from the the University of Portsmouth have been working on for the past few years.
The movies called Stina and the Wolf
Top Drawer. Loved the trailer. The motion capture is slick. lighting is slick. everything is slick until 1:03. Lower alpine plants would be hugging the rock in between millions of small rocks and pebbles. Some hardy grasses would survive but only in sheltered alcoves. not a vague grass texture. Can`t wait to see the finale. Love it.
There's some very nice stuff here!,
I really like your character PyrZern, very nice metallic details.
I've been in some serious need for portfolio content as I'm not really showing the true extent of my skills, so I've been creating one of the first jet engines used within an airplane, Frank Whittles Welland Jet engine.
It's far from finished at the moment, but I thought I would do some beauty renders to see some progress.
Ignore the gross looking holes on the close render, I went down a turbo level to speed up the render.
Working on a AK-47 for a college portfolio piece. Any feedback on what I have so far would be helpful. It still needs the clip, front part of the main body, and barrel.
Replies
Working on an interrogation chair taken from a Deus Ex Human Revolution concept
This is looking extremely convincing. I'd love to see more, your wires + texturing
Made a few characters bust for practice, I really like pointy ears.
Work in progress scene based on this concept: http://i.imgur.com/MJIpEWx.jpg
x-post from my thread, would love to get some critiques:
http://www.polycount.com/forum/showthread.php?t=137567
Softwares: Zbrush, 3Ds Max, Marvelous Designer and Photoshop.
[ame]www.youtube.com/watch?v=1FibtVfcmrM&list=UUM-dDhaXeSCu34Xzl9RwbWQ[/ame]
kinda wanna re-render it.
Any mesh fusion on this guy or is it all classic modo sub division modeling?
The concept is not my own and belongs to the Brink Franchise.
Blog
That's really cool, could you share a bit about how you've done it? Are the particles spawning off the mesh or...?
im posting some wips here sometime
Thanx
As far as i can see, you spawn those particles random, at some points of the mesh, they have nothing to do with the 'dissolve-material', right? And the material is just a uv translation of an alphamap?
Why?
is one of my meshes
in motion
https://www.youtube.com/watch?v=o45Lae6WPtM&list=UU3ShMfRR639bqhgXhivs81A
in motion
https://www.youtube.com/watch?v=1v3h-5bD4CM&list=UU3ShMfRR639bqhgXhivs81A
Tons of mesh fusion.
this looks pretty badass. What parts have you done with Zbrush?
This is a film project that me and people from the the University of Portsmouth have been working on for the past few years.
The movies called Stina and the Wolf
This is my WIP of a hand painted weapon i made with the help of the amazing concept of Kelvin Tan (AKA Turpedo) "Fallen Angel", i am still working on it but you can visit my threat here: http://www.polycount.com/forum/showthread.php?t=135960 where i am posting timlapses on youtube and more!
What parts are you working on?
Starting to dust off some old projects and get them together finally. I should probably make a personal thread too.
It's rendered in UE4. Yep the effect is quite basic for the moment, the particle system is just placed inside the body, they spawn randomly from withing a box location, they are not related to the skin. I would like to but for the moment I don't see how.
The skin dissolving effect is indeed just a grayscale map (in fact two different maps that are crossed) which are panning.
Thanks, yeh we've come a long way in a few years.
I was the animation lead for a while, but most of us have done multiple roles on the project due to the small amount of people working on it.
:poly121::poly121::poly121:
Top Drawer. Loved the trailer. The motion capture is slick. lighting is slick. everything is slick until 1:03. Lower alpine plants would be hugging the rock in between millions of small rocks and pebbles. Some hardy grasses would survive but only in sheltered alcoves. not a vague grass texture. Can`t wait to see the finale. Love it.
I sculpted the leaves in ZBrush then retopologized them in Maya
I really like your character PyrZern, very nice metallic details.
I've been in some serious need for portfolio content as I'm not really showing the true extent of my skills, so I've been creating one of the first jet engines used within an airplane, Frank Whittles Welland Jet engine.
It's far from finished at the moment, but I thought I would do some beauty renders to see some progress.
Ignore the gross looking holes on the close render, I went down a turbo level to speed up the render.
Working on a AK-47 for a college portfolio piece. Any feedback on what I have so far would be helpful. It still needs the clip, front part of the main body, and barrel.
Hopefully this posted correctly this time.
Xamiller13x@gmail.com
Thanks for your feedback
BTW that looks amazing Mossbros
robutte wip
Inspired by the art of Jake Parker.
you can check out more of my work for this project Here.
See the WIP thread here: http://www.polycount.com/forum/showthread.php?t=137404
Best Klaes Simonsen
art test to one handpaint company...