Decided to spend some time on labor day..laboring ;p I was trying to learn the new dDo in Quixel Suite, so I revisited an old asset I made back in 2009 and textured it all with dDo.
Subdiv hardcore modelling, not a sculpt. Still WIP. It's just an attemp to push my limits more and more, redesigning a head i did several years ago, in my beginings with MAX.
Subdiv hardcore modelling, not a sculpt. Still WIP. It's just an attemp to push my limits more and more, redesigning a head i did several years ago, in my beginings with MAX.
]
@RogerP: I really dig the style on that spiderman, but you need to either elongate the torso a little, or shorten the arms a little. At the moment the length of the arms is throwing everything off a little.
A combination of getting used to the terrors of Maya modeling and first time using Quixel Suites dDO.
Any problems you think I could sort out let me know, thanks.
Messed around with inverted fresnel in UE4, trying to get a candle flicker kind of effect on the sconce. Need to tweak it a bit more though, not really happy with it.
A candle wouldn't just fade down to black and immediately start back up like that, that's more the behavior of a light bulb. If you want to make it look like a candle I'd try flickering between 80-100%.
Yeah I'm pretty shit when it comes to making materials with Unreal. Don't exactly know how to get the effect I'm looking for. In the past, the tech artists made them for us.
Yeah I'm pretty shit when it comes to making materials with Unreal. Don't exactly know how to get the effect I'm looking for. In the past, the tech artists made them for us.
If anyone can lend a hand, I'd appreciate it.
Here's that part of the material:
instead of multiplying the cosine by the texturesample try using it as an alpha channel input into a lerp.
instead of multiplying the cosine by the texturesample try using it as an alpha channel input into a lerp.
What you could try is take the time input and multiply by a scalar before getting the sin/cos of each, it will help give the feeling of different pulse speeds overlaid.
also you could use that output to a lerp to make it redder the dimmer it is and a bit more yellow in the brighter moments, as if it is guttering and almost burning out.
If you're going to place them around in a scene, you might also want to add instance data or use the vertex position as a bias to the time so that all the lanterns are not in sync with each other.
What you could try is take the time input and multiply by a scalar before getting the sin/cos of each, it will help give the feeling of different pulse speeds overlaid.
also you could use that output to a lerp to make it redder the dimmer it is and a bit more yellow in the brighter moments, as if it is guttering and almost burning out.
If you're going to place them around in a scene, you might also want to add instance data or use the vertex position as a bias to the time so that all the lanterns are not in sync with each other.
hope that's somehow useful! Looks cool!
Thanks for the suggestions, all. I'll give these a shot after work tonight.
Went back to an old piece I've done a while back and decided to improve it. Also, the wood texture was not made me, that came with Marmo set toolbag 2.
Replies
Good to know I got the likeness.
Here's a side by side of the new and old
the plastic should be way flatter.
http://www.polycount.com/forum/showthread.php?t=138801
wire:
"That's a pretty cool sculpt."
"Actually, it's sub-d."
"God DAMN son..."
fuuuuuuuuuuuuuuuuuuuuuuuuuuuuck.
quick revision
Any problems you think I could sort out let me know, thanks.
[SKETCHFAB]2224d0a363a24ba883614f209761454c[/SKETCHFAB]
How I made it: http://youtu.be/QexKkoldI58
Crosspost
Getting used to the Maya to ZBrush Dynamesh boolean workflow.
If anyone can lend a hand, I'd appreciate it.
Here's that part of the material:
I made a thread here
instead of multiplying the cosine by the texturesample try using it as an alpha channel input into a lerp.
So I'm trying to get practice by making a face
Any feedback on my edgeloops etc. would be much appreciated
What you could try is take the time input and multiply by a scalar before getting the sin/cos of each, it will help give the feeling of different pulse speeds overlaid.
also you could use that output to a lerp to make it redder the dimmer it is and a bit more yellow in the brighter moments, as if it is guttering and almost burning out.
If you're going to place them around in a scene, you might also want to add instance data or use the vertex position as a bias to the time so that all the lanterns are not in sync with each other.
hope that's somehow useful! Looks cool!
Thanks for the suggestions, all. I'll give these a shot after work tonight.
[SKETCHFAB]cf066633fc354b74b0cb9275e9e9f9f0[/SKETCHFAB]
it's originally rendered in unity, and it looks significantly better there in my opinion!
check out the rest here if you like it;
Link
I've got a texturing tutorial coming up that lets you get this result (or alot better) with very little actual painting and no external aid!
Thanks for the nightmares
I don't know why but those ankles freak the hell out of me. Awesome job
This is one of my first attempts on trying to reach high quality character art,
Its the Mars Attacks martian ;() very WIP tho
Critics are wellcome, thanks! :poly121:
Wow, amazing!
Have not posted in a long time. Doing some personal work for once
I am in love with that Dota set Anuxinamoon, seriously killer.
OMG dat fur ... really nice work!
I LOVE her costume design!!! :thumbup: :smokin: