Haven't sat down and worked on personal art in a while (or what feels like a while). Here is a WIP texture of a shield I'm working on. Currently focusing on the metal.
Bro that is looking tight, such a badass design !
Just my 2 cents ... metal is usually darker and is defined by stronger highlight, I also like to give it a slight cold (blue) hue, hope you don't mind I did a little paintover
Just my 2 cents ... metal is usually darker and is defined by stronger highlight, I also like to give it a slight cold (blue) hue, hope you don't mind I did a little paintover
Thanks a bunch for the crit! I've actually already started to darken the metal. I've added a red tint to the wood and blue to the metal. The wooden planks now have some color variation too. I'll post an update soon!
Here is the 3rd batch of mini-figurines I did for the Kickstarter board game project "Demigods Rising".
The first character on the left was done by my friend Fred D'Aoust (www.miaw3d.com)
Here is the 3rd batch of mini-figurines I did for the Kickstarter board game project "Demigods Rising".
The first character on the left was done by my friend Fred D'Aoust (www.miaw3d.com)
Here is the 3rd batch of mini-figurines I did for the Kickstarter board game project "Demigods Rising".
The first character on the left was done by my friend Fred D'Aoust (www.miaw3d.com)
Here is what I have been working on recently. I am making the art for a spooky game where you play as a cat. I still need to concept up an interior for the mansion and 8 more ghosts.
I've been practicing materials and learning more about how specular/normal shader calculation works under the hood, so I've been spending time with this model (not mine; just fixing up materials and stuff on it). Here's a Verold link to it:
The high level of it involves converting a tile-able photo source to normal map, then creating a pattern of the normal map. These patterns are then able to be quickly applied as an overlay normal map onto an already existing normal map. As patterns go they are lightweight and easy to adjust in terms of opacity and scale.
@DevMatt - nice stuff dude. Iam not a huge fan of your presentation - the grid background are very distracting, would love to see some beauty renders just with a grey background - maybe with some dust particles.. Also calling this awesome stuff "blockout" is funny.... a blockout is a very different thing in my opinion
Replies
Bro that is looking tight, such a badass design !
Just my 2 cents ... metal is usually darker and is defined by stronger highlight, I also like to give it a slight cold (blue) hue, hope you don't mind I did a little paintover
Feedback is welcome, message me if you have any crit for me
Things I'm working on at the moment:
* Adding a gradient map to paint damage to reduce it the higher up the model you look.
*Scaling the digital camo pattern up to hopefully reduce noise.
Cheers
Thanks a bunch for the crit! I've actually already started to darken the metal. I've added a red tint to the wood and blue to the metal. The wooden planks now have some color variation too. I'll post an update soon!
The first character on the left was done by my friend Fred D'Aoust (www.miaw3d.com)
If you want to encourage us, please back us up!
www.kickstarter.com/projects/136317723/demigods-rising-strategy-miniature-game/
Thread: http://www.polycount.com/forum/showthread.php?p=2114968#post2114968
man these are really nice! congrats on the game.
Hi everyone, here is a new character I'm creating for © Easley-Dunn Games, "Wizard", still a WIP.
I'm loving these so much dude! I wish you the best for this project.
Still lots to do but getting there.
Crosspost from my thread : [UE4][VR] An Open World Race Game
Made in Worldmachine, a lot of texture tweaks in Photoshop and currently a paintover for the water.
[verold]53da9e53f0ee090200000095[/verold]
The high level of it involves converting a tile-able photo source to normal map, then creating a pattern of the normal map. These patterns are then able to be quickly applied as an overlay normal map onto an already existing normal map. As patterns go they are lightweight and easy to adjust in terms of opacity and scale.
As well, here is the link to the FULL TUTORIAL High Res PNG of the tutorial.
Another night, another update on Judge Death...happy with the metal textures now!
So here's a blockout for a vehicle
Finally finishing up the character from June's Noob Challenge thread
still needs some texture work
All of them. The old renders are way better imo.
+1
Go with a gray gradient background. Your modeling skills are wicked, let them shine!
Thanks
Concept:
Thanks
Next one will be this one:
Daily sculpt based on a word, this time was "Coral"
Thread: http://www.polycount.com/forum/showthread.php?p=2115533#post2115533
Wrapped up this little chest today, finally.:)
Speed model in about two hours.
too much awesome work going on here, gotta be positive~