I have been working on this image for a few months now, on my free time. I'm translating to 3D a concept by a very talented 2D artist, who I will not mention yet (although probably many of you will know who it is )
It is almost ready. This is the render right as it is coming out from mental ray. I will now proceed to post-production with all the layers and stuff!
I have been keeping track of my WIP on my [facebook page], in case you want to take a look!
Btw: If somebody knows some good tutorials on how to model ornate stuff (renessaince/baroque/roman/etc) I would be so grateful if he/she would let me know! I just can't wrap my head around how to model this stuff...Thanks in advance!
@Makkon
I used Decimation Master plugin in Zbrush with a target of 6k tri. I have found some clipping geometry in a few places though. Will have to figure out how to fix it later
I am no level designer or Environment artist. But if I really have to add something I would say:
- You may wish to add more definition and depth for cracks in your rocks. Not sure what you are using for render, so you may wish to simply paint darker these areas in ZBrush or if you are rendering with an engine real- time you may change your shader parameters directly.
- Increase Global Illumination, so that you can get a good orange "land reflection" from overall sand+rocks like this one here:
@TAN
I'm using UDK and yeah tweaking cracks seems like a good idea. I have just realised that I don't even use AO in post process, It should get a lot more interesting with that :P I will try to get those cool light bounces when I get to defining the ground plane. Thanks a lot man!
Replies
Here im so far, Bake done, Low Poly@ 1K Triangles, just started texturing:
Another shameless crosspost. Sorry
Misty Mountains inspired environment from Cryengine
A flytrough video desu
http://www.youtube.com/watch?v=cGfvk2OrICk&feature=youtu.be
I have been working on this image for a few months now, on my free time. I'm translating to 3D a concept by a very talented 2D artist, who I will not mention yet (although probably many of you will know who it is )
It is almost ready. This is the render right as it is coming out from mental ray. I will now proceed to post-production with all the layers and stuff!
I have been keeping track of my WIP on my [facebook page], in case you want to take a look!
I'm making some knives...2 of 6 are done!
Btw: If somebody knows some good tutorials on how to model ornate stuff (renessaince/baroque/roman/etc) I would be so grateful if he/she would let me know! I just can't wrap my head around how to model this stuff...Thanks in advance!
nice work.
Screenshot and a new video !
Turntables video:
[ame="http://www.youtube.com/watch?v=5rQaThyYiuI"]Alice - Youtube[/ame]
doodle I did:
Come join us!
I used Decimation Master plugin in Zbrush with a target of 6k tri. I have found some clipping geometry in a few places though. Will have to figure out how to fix it later
Concept here: http://cghub.com/images/view/464450/
Hey man looking real nice. Just like Uncharted
I am no level designer or Environment artist. But if I really have to add something I would say:
- You may wish to add more definition and depth for cracks in your rocks. Not sure what you are using for render, so you may wish to simply paint darker these areas in ZBrush or if you are rendering with an engine real- time you may change your shader parameters directly.
- Increase Global Illumination, so that you can get a good orange "land reflection" from overall sand+rocks like this one here:
I'm using UDK and yeah tweaking cracks seems like a good idea. I have just realised that I don't even use AO in post process, It should get a lot more interesting with that :P I will try to get those cool light bounces when I get to defining the ground plane. Thanks a lot man!
Great fun making this. Might take it into Substance Designer and give it a go! Bought it a while back but haven't had a chance to use it.
Edit: Welp, Substance isn't the fastest thing to use. Perhaps when (or if) I work on a game, but right now zBrush texturing is much for my deal!
Shameless cross posting. I just started this project that will take some time to finish
cheers !
Pre-production shader WIP for the project I'm working on.
Inching with the modeling as I try to understand shaders and rendering.
Hey Stirls. Really nice model, but watch out for the overlapping UV's. It seems that you have one on on the trigger.
Nice work dude just try to use your UV space more effieciently you got like tons of space left over. Save every pixel u can
Closer-up, still not 100% happy. Oh well we'll see where this goes.
Here's my thread on GA : http://www.gameartisans.org/forums/threads/62672-Comicon-2014-3D-Popol-Lobo-Stand
this looks amazing... can't wait to see more!
@ Skydsgaard : THAT LOOKS INSANE! I wanna play it.
Just thought I would post this up here and see if I can grab any further feedback/crits.
Comicon 2014 Hulk entry.
Why do superheros have to be Beefcakes?..... can't they just be..... ahhhh.... Regularcakes?
Really quick pants test.
Another KoE character. New Aves wings, too:
another crosspost from what I'm making atm
some realistic medieval weapon, just for fun
Ah damn! Easy fix. I don't need both sides of the trigger UV anyways. Thank you.
And a keyshot render just for fun.
And.. here is probably the last post for the cave. Its a moving picture!
[ame="http://www.youtube.com/watch?v=DYFwCfANXzg"]The Machine: UDK Sci-Fi Cave Environment - YouTube[/ame]
Main Thread.
I loved the video for your enviroment. Congrats on an awesome job.