@Joshflighter - The front design reminds me a lot of Master Chief's helmet in Halo series, or the kind of head protection dirt bikers use, nice design by the way.
@Joshflighter - The front design reminds me a lot of Master Chief's helmet in Halo series, or the kind of head protection dirt bikers use, nice design by the way.
Concept is by Mike Hill. And yes, I said that too! Actually I told Mike Hill this, as he did concept art for halo as well. I get this a lot. Lol.
Sexy work, Marcos, yeah both of you. Greg, amazing work on Tank Girl. Here's the final of my Grumpy Link based on a concept by Matthew Armstrong, rendered in Maya.
Started working on an old concept from the Halo universe. Its a battle rifle concept from the Art of Halo 3 book, its always interested me, so I decided to take it on.
Concept:
My progress (Looks kind of sloppy, but I like working this way lol)
Note that this isn't turbosmoothed yet, I haven't set up some of my edge loops for it yet, I am just trying to get all the shapes down right now.
I finally learned the basics of ZBrush and decided to make something of my own. Any feedback and criticism would be very much appreciated. Looking to improve in any way I can.
I worked a bit on one of my character, the goal was to make the skin diffuse from scratch in Substance Designer, so 99% procedural (I have an AO map and the tattoo if from a zBrush polypaint). The rest is just a bunch of white noises mixed with colors. I still have to work on some skin details (especially in the normal map), the eyebrows, rework the lips and add some eyelash.
Froyok, procedurally generated skin types would be so badass.. being able to control things like freckle size/density with sliders, masking their position manually.
or even things like the subdermal blood vessals and stuff, having those become more or less intense based on fat distribution/bone structure (using thickness maps and stuff) would be hella cool.
I think I'm finally ready to pose this guy. He weighs in at 11,752 triangles, and a single 2048 material comprised of normal, gloss, albedo, subdermis, specular, and occlusion, and alpha maps. I'm happy to get critiques for any last minute changes before throwing him into my portfolio.
Froyok, procedurally generated skin types would be so badass.. being able to control things like freckle size/density with sliders, masking their position manually.
or even things like the subdermal blood vessals and stuff, having those become more or less intense based on fat distribution/bone structure (using thickness maps and stuff) would be hella cool.
With a bit more free time I'm sure it would be totally doable !
However I still used a bit of SVG masks to give the proper tones on the face, so this will require a lot of settings to be compatible with multiple characters.
Hello Guys, this is a project i created based on a Hidden Moves artwork. It was rendered in Zbrush.
Softwares: Zbrush, 3Ds Max, Marvelous Designer and Photoshop. Soon i'll post a render breakdown!
Hope you like it!
I really dig the style man! Can't wait for the breakdown!
Replies
Concept is by Mike Hill. And yes, I said that too! Actually I told Mike Hill this, as he did concept art for halo as well. I get this a lot. Lol.
Here's a demon concept I've been working on the past few days.
and here's the sculpt:
let me know what you think.
Been working on this throughout the week for the Weekly Hard Surface Modeling Challenge.
juju - haha thats a cool rendition of link!
EiGHT - lookikng nice!
some texture work i did for Arcade miss fortune
Cross-post from by beach diorama scene:
Still flat textures, flat materials, no light meshes/props, auto UV's, and blocked-out props
Trying to nail the structural elements of the room/deck before I move on to prop and material work.
Concept:
My progress (Looks kind of sloppy, but I like working this way lol)
Note that this isn't turbosmoothed yet, I haven't set up some of my edge loops for it yet, I am just trying to get all the shapes down right now.
thread
Flyin' and shit.
[ame="http://www.youtube.com/watch?v=syklQPwqM8I"]KoE - Jumping and Gliding - YouTube[/ame]
Just making Rocket's rockets:
full thread over here.
Update on the Battle rifle
I started a thread as well, hoping to get some crits
http://www.polycount.com/forum/showthread.php?t=138633
Thanks
Never gonna finish this in time for the comp deadline - I really overreached with this vehicle. But it's gonna get done...
Started making a BF109
DOWNLOAD
Bonus BPR silliness:
Would love to hear your critiques/comments:
http://www.polycount.com/forum/showthread.php?t=138520
Would love to get some feedback
I think am gonna leave this thing for awhile, fun practice.
Started work on a stylized dog
or even things like the subdermal blood vessals and stuff, having those become more or less intense based on fat distribution/bone structure (using thickness maps and stuff) would be hella cool.
Dedicated Thread
With a bit more free time I'm sure it would be totally doable !
However I still used a bit of SVG masks to give the proper tones on the face, so this will require a lot of settings to be compatible with multiple characters.
wow, so clean, beautiful shapes
Small update on Remi-7 from Mekanizer!
Done this hand painted water tank today:
More here:
http://www.polycount.com/forum/showthread.php?t=138531
I really dig the style man! Can't wait for the breakdown!
Thread