I'll probably take some final screens with a better lighting setup later, but beyond that I'm calling this one finished. From a few different lighting environments:
I've been working on this recently spent 2 days on him Also made a few varients for him i wanted to try making someone of a shorter build aswellAnd also seen that his costume was similar to daredevils lol
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.
Brandon ! Great job getting the character to finish ^^
His shirt seems to suffer from uv seams not at where the shirt seams should be. (normal map seems to have reversed effect at the seams.)
Higuy: that scene is shaping up very nicely! That's from the Lord of the Rings where Elrond, Gandalf etc. met up in the Hobbit, yes?
Ravenslayer: woohoo, that Ogre is shaping up to be one badass boss .
Alphavader: I've seen that sword from someone else as well, but in a handpainted style. I really like your more realistic approach to it! Materials are coming along nicely, can't wait ti see this finished!
Here's a crosspost from my thread . Been working on this bad boy for a while now, can almost call it finished (whatever that means ) .
First post here. There's so many great work in this thread, guys. Constant stream of awesome stuff.
Anyway, here's my latest work. It was inspired by artists like Mingjue Helen Chen, Elsa Chang, Yingjue Chen, Arnaud&Jerome. My goal was to achieve a cartoon/painterly look of my model, so it wouldn't look like 3d.
Background photos was taken in Amsterdam and Antwerp.
Edit: Forgot to mention that there is almost no shading. Everything except a little fresnel, backlight and very weak ambient occlusion was painted. But keep in mind, that I was trying to achieve very flat result.
Here's a house I've been working on, based on a concept art by Benoit Godde.
Rendered in modo, bumped up contrast slightly in Photoshop...hmm, need to find out a way for a better modo render...
first implementation of a door opening mechanic in my little game thingy
positions are not synced perfectly, and the push at the end makes the arms look like they detach from the body, so I'll redo that part..
moving the head around a ton just to show that you can
the player is locked in a position infront of the door while the animation is playing, but can still look around a bit..
Ive finished my first portfolio character, Super excited to see wat people think and excited to jump onto my next character. If anyone has any crits my wip thread is HERE
Hello, I'm 3d hard surface artist and mostly I have made weapon and vehicle, but I really wanted to make a sci-fi robot and here is what I throw right now. Thank you..
Alphavader: I've seen that sword from someone else as well, but in a handpainted style. I really like your more realistic approach to it! Materials are coming along nicely, can't wait ti see this finished!
Thanks - yes its from "Firstkeeper" - as i mentioned before. The original concept is handpainted style - i wanted to get this into pbr/stylized
yeah, heres my staying-awake-all-night-long-project.
sadly, Toolbag cant render cel shaded outlines so heres an ingame shot from unity.
moving on with rig and animation.
Ive finished my first portfolio character, Super excited to see wat people think and excited to jump onto my next character. If anyone has any crits my wip thread is HERE
This is a stellar version of Catwoman! Clean wireframe as well.
Game Shaders : Volume 1 is a shader framework based on the well known Dota 2 game. It contains one base material declined in multiple versions. This shader is based on the Dota 2 shader system and rendering.
Those shaders offer the same features as the one used in the well known Moba game : Dota 2 but for Unity !
To see what you can achieve don't forget to look at the demos available.
Collaboration between me and my friend JRay. He created the original concept and base sculpt, I provided additional details, polypaint, rendering and paintover.
Hey everyone, I have been wanting to post what I have been working on lately so I could get some feedback. My biggest inspirations for this level right now are Wind Waker and Okami. I'm at the point where I just gave my of the main textures a first pass and I am currently working on all the small props.:)
Some ace stuff over the past 2 pages. As said before Kend, love the Catwoman.
Also Dan! loving the look of that Lich, thinking maybe blue is better suited though instead of green... no?
Done with this sculpt, gonna try and do a nice composite soon...
Replies
Brandon ! Great job getting the character to finish ^^
His shirt seems to suffer from uv seams not at where the shirt seams should be. (normal map seems to have reversed effect at the seams.)
I like how it looks but I wonder if it is comfortable to use (by humans at least).
Mi-mi-mi... love your character. Nice! Nice-nice-nice!
By the way, my contribution in the topic. Current game location:
Looks good! Fallout/Wasteland 2 vibes (as intended probably).
I am working on a likeness of Zachary Quinto as Quentin Beck (Mysterio). Still a wip.
Still WIP - cloth need some more love
Take a look at the thread if you'd like to see more images, breakdowns or say anything!
http://www.polycount.com/forum/showthread.php?p=2121704
Ravenslayer: woohoo, that Ogre is shaping up to be one badass boss .
Alphavader: I've seen that sword from someone else as well, but in a handpainted style. I really like your more realistic approach to it! Materials are coming along nicely, can't wait ti see this finished!
Here's a crosspost from my thread . Been working on this bad boy for a while now, can almost call it finished (whatever that means ) .
Anyway, here's my latest work. It was inspired by artists like Mingjue Helen Chen, Elsa Chang, Yingjue Chen, Arnaud&Jerome. My goal was to achieve a cartoon/painterly look of my model, so it wouldn't look like 3d.
Background photos was taken in Amsterdam and Antwerp.
Edit: Forgot to mention that there is almost no shading. Everything except a little fresnel, backlight and very weak ambient occlusion was painted. But keep in mind, that I was trying to achieve very flat result.
Rendered in modo, bumped up contrast slightly in Photoshop...hmm, need to find out a way for a better modo render...
first implementation of a door opening mechanic in my little game thingy
positions are not synced perfectly, and the push at the end makes the arms look like they detach from the body, so I'll redo that part..
moving the head around a ton just to show that you can
the player is locked in a position infront of the door while the animation is playing, but can still look around a bit..
Ive finished my first portfolio character, Super excited to see wat people think and excited to jump onto my next character. If anyone has any crits my wip thread is HERE
http://tipagraphic.blogspot.be/2012/12/sniper-rifle.html
Model in Cinema 4D, texturing in DDO and render in Marmoset!
Here's an update on my Diablo III fan art "Azmodan"
Check the full post http://www.polycount.com/forum/showthread.php?p=2117625#post2117625
Thanks - yes its from "Firstkeeper" - as i mentioned before. The original concept is handpainted style - i wanted to get this into pbr/stylized
Time taken 2.5 hrs using dynamesh, hope you like it
Still made Cartoon Char.
FML
yeah, heres my staying-awake-all-night-long-project.
sadly, Toolbag cant render cel shaded outlines so heres an ingame shot from unity.
moving on with rig and animation.
This is a stellar version of Catwoman! Clean wireframe as well.
always loved this concept, great job dustinbrown
Those shaders offer the same features as the one used in the well known Moba game : Dota 2 but for Unity !
Collaboration between me and my friend JRay. He created the original concept and base sculpt, I provided additional details, polypaint, rendering and paintover.
Nice folds man! Are they hand sculpted?
PKM (model/UV/bake by Sarvs), still WIP
Desert Eagle (credits in the render)
Yes you, i'm looking at YOU
pretty sure those are from MD
Majority from MD, before then refining and moving them about in Zbrush;
Some lace im working on; havent decided if its overkill for the top/shirt dress or should use on legs.
Not my usual stuff but very fun to do
Lately been working on this church based of a Blizzard concept:
WIP-Thread: http://www.polycount.com/forum/showthread.php?t=134212
very heavily photosourced
Interior of a project I've been working on in UE4.
Also Dan! loving the look of that Lich, thinking maybe blue is better suited though instead of green... no?
Done with this sculpt, gonna try and do a nice composite soon...
Bundeswehr KM2000 Knife