maya already has that out of the box doesnt it ? those 2 fields on top of the uv editor they are set to absolute mode by default but this little 0.0 red arrow button 2 icons to the right toggles it to relative mode !
Derp! Never noticed that, nor did anybody i work with! ha!
Wanted to make a deadeye for Judge Death and I think I got a little carried away!
Eye textures consist of a displacement map, normal, albedo and reflective with the model broken down to an eyeball with a seperate geo for the eye cover and another for the wet around the eye.
Saloon tower that I made for Easley-Dunn Games, will be a tower defense (wild west atyle) game for iPad. Texture is 512x512 and full evolution lvl 3 have 1,3k polycount.
I'm finally diving into the PBR world. I'm actually working on a PBR rendered prop for my portfolio but since it's all new to me, I didn't want to waste everything so I did a quick material definition study on that theme.
If anyone with PBR experience (most of you I guess) have any critics, it's always really appreciated. thx
Already posted this in the Giveaway thread, but figured I'd post it here for added visibility:
Restrictions: Don't make money off it. Don't put it in your portfolio. Want to use it for a free game, demo, animation reel, etc.? Whatever! Go ahead as long as you don't claim it's yours and you aren't making money from it.
thank you swizzle! huge fan! i will study your techniques
Finalize high-poly. Detalization is medium, because model was made for isometric game, in plus in-game posters and in-game vintage advertising magazines.
I had quite a few requests after the Exolon videos to give a little more insight in my texturing workflow....so here is another vid giving a breakdown on Judge Deaths head model. Hope its useful to some of you
Replies
Derp! Never noticed that, nor did anybody i work with! ha!
Great start! Also, make sure to post over here with the rest of us polycounters
Eye textures consist of a displacement map, normal, albedo and reflective with the model broken down to an eyeball with a seperate geo for the eye cover and another for the wet around the eye.
More shots of wires and sculpt in my progress thread.
thread:
http://www.polycount.com/forum/showthread.php?t=118815&page=4&highlight=dimi%27s
Post: http://www.polycount.com/forum/showthread.php?p=2117625#post2117625
Made a Mecha Moogle, any crits welcome
Nice concept! To me, it seems like a really high poly count for the design.
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Working on this mech suit over in the monthly character challenge thread
I think so too, still learning retopologising. Zremesher is my go to tool right now lol.
I tried starting that monthly challenge and picked the mech and gave up when I had to start the arms.
Great work so far!
Here's is a figurine I was commissioned by Skybound to sculpt. This is the Ezekiel character from the comics.
http://www.marcoplouffe.com/
http://www.marcoplouffe.com/images/portfolio/WalkingDead_Ezekiel.jpg
Zortch from the planet Blortch.
I'm gonna model him up a laser pistol and a probulator I think.
Some kinda retro sci-fi alien gear.
http://www.artstation.com/artwork/witch-huntress-wip
edit: I tried 100 times to get the youtube to embed. I give up.
Saloon tower that I made for Easley-Dunn Games, will be a tower defense (wild west atyle) game for iPad. Texture is 512x512 and full evolution lvl 3 have 1,3k polycount.
If anyone with PBR experience (most of you I guess) have any critics, it's always really appreciated. thx
nice progress - the sing on the silencer seems to be
a bit too far bumped in - would go for a bit more subtile approach
cheers
Hand Painting finished
Really nice shapes, and huge improvment from the old one.
Shitty res' for Mr Mustache. Sketch is over, going to retopo now. Next post here will be the final shot !
thank you swizzle! huge fan! i will study your techniques
first time posting here.
Thought i can show off some images of the project i am working on for a week by now.
So here are a few Renders of the High Poly model of the Talon.
The Low Poly is already finished too and I am currently ripping the UV's.
Post Progress ASAP:poly136:.
Here's a teaser/ambiance video i worked on for that pixel zombie game project i participate in
[ame="http://www.youtube.com/watch?v=rqAPxfhbnxE"]Zombie Night Terror Trailer - YouTube[/ame]
first time posting here.
Thought I can show some Renders of the project I am working on for a week by now.
These are Renders of the High Poly Model.
Low Poly is done too (Will Post Wires soon). At the moment I am working on the Textures.
I will post Progress Shots ASAP.
C&C is welcome :poly136:.
first time posting here.
Thought I can show some Renders of the project I am working on for a week by now.
These are Renders of the High Poly Model.
Low Poly is done too (Will Post Wires soon). At the moment I am working on the Textures.
I will post Progress Shots ASAP.
C&C is welcome .
Super early clip of an environment I'm messing with. UE4.
Sky is default with a tweaked texture. I'll be replacing it later on.
derived from my thread
http://www.polycount.com/forum/showthread.php?p=2118271#post2118271
Finalize high-poly. Detalization is medium, because model was made for isometric game, in plus in-game posters and in-game vintage advertising magazines.
I had quite a few requests after the Exolon videos to give a little more insight in my texturing workflow....so here is another vid giving a breakdown on Judge Deaths head model. Hope its useful to some of you
Artstation - http://www.artstation.com/artwork/judge-death-reborn-pbr-breakdown
Youtube - http://youtu.be/IMU1gOJJwNA
Also click here.
Hey everyone, here is a character created for © Easley-Dunn Games.
More info and images here!
Current progress on my BlizzardFest entry at GA. Stop by here to see what other people from Polycount are working on for the contest. Feel free to join in or give critiques.