Crosspost from the substance designer thread in technical talk.
Bass i've done with 3DS max and substance designer, all of it is done with procedural textures except the headstock logo. I would call it 85% done. some materials could be improved but I need to read up on how to link substance designer and substance painter in an efficient workflow.
You have some killer work here but these useless red lines on the presentation sheets are hurting it terribly. They are drawing my eye to them on each image, drawing my eye away from your work. The bright red is screaming "LOOK AT ME!" and there completely useless red lines that serve no purpose at all.
Since the models and the background are so similar in hue and saturation they blend together. While alone this wouldnt be too big of an issue, with that bright saturated red there it pulls your eye away from your work for meaningless lines.
Remove them and you will be golden! Great work regardless
Don't know why I didn't post this when I finished it a few days ago but I made a quick fantasy style sword to take a break from a character I've been working on for awhile.
And here's a turn table I rendered out for it.
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Hello everyone! Great works! Keep them coming!
I have been working on this personal 3D illustration. I was working on it for 3 days, 2 hours each. I was inspired by an almost hentai picture.
I have tried to get this done before starting to apply for internships since I just finished my first year at a 3D art education.
Inspired by the art of Wolfenstein: The New Order (by Machine Games). Many concepts were based on the art from the game or taken from the published art book "The art of Wolfenstein: The new Order" (Dark Horse Books)
Unity 3D 5 ( beta ) Tests with Realtime GI ( Geomerics Enlighten )
Create the most High Maintenance Hallways with Parallax Projection Corrected Cube Maps!
I finished another mini for Succubus Publishing! She's part of a lineup of 20 or so minis for an unrealeased tabletop boardgame! More to follow I'm sure!
Replies
Updated some works
Trying a new direction + new workflow. Sculpting with asymmetry is fun.....so much still to go but I am enjoying it so I think there will be more.
Not sure if I will create a thread for this yet but maybe in the future. Keep up the rads everyone.
Some logo tests to push motivation working on one of my games : )
Bass i've done with 3DS max and substance designer, all of it is done with procedural textures except the headstock logo. I would call it 85% done. some materials could be improved but I need to read up on how to link substance designer and substance painter in an efficient workflow.
very cool
[ame="http://www.youtube.com/watch?v=Yy5tGJiTF5U"]MARA - Character and Animation Updates - YouTube[/ame]
WIP
Thanks!
p.s.: it's not trolling, just resembled...
You have some killer work here but these useless red lines on the presentation sheets are hurting it terribly. They are drawing my eye to them on each image, drawing my eye away from your work. The bright red is screaming "LOOK AT ME!" and there completely useless red lines that serve no purpose at all.
Since the models and the background are so similar in hue and saturation they blend together. While alone this wouldnt be too big of an issue, with that bright saturated red there it pulls your eye away from your work for meaningless lines.
Remove them and you will be golden! Great work regardless
I really dig this one! I would follow the thread
Awesome work. And thanks for the progress video. :thumbup:
Here's something I've been working on lately. Wanted to make a World of warcraft style design on the weapon but with more realistic materials.
Did some research before starting on it and found Stephen Stones awesome work.
Check out his PBR Dagger in his thread here at polycount:
http://www.polycount.com/forum/showthread.php?t=135431
Cheers polycounters!
And here's a turn table I rendered out for it.
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Man, you nailed it again o_O
Some wips from last week:
This is incredible!
Loved those books as a kid, the sculpt came out badass! It's really cool to see that particular style in 3D!
I have been working on this personal 3D illustration. I was working on it for 3 days, 2 hours each. I was inspired by an almost hentai picture.
Inspired by the art of Wolfenstein: The New Order (by Machine Games). Many concepts were based on the art from the game or taken from the published art book "The art of Wolfenstein: The new Order" (Dark Horse Books)
Still trying to add more polish so critiques are welcome here:
http://www.polycount.com/forum/showthread.php?p=2140601#post2140601
Flythrough:
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I'm glad you like it man ! I worked on a textured version. Crosspost from my thread.
[SKETCHFAB]460db21d43a04664b88be722f6bbe6d2[/SKETCHFAB]
And in a version with dark armor:
[SKETCHFAB]ff2761ccc3d6439ab0875bff0615b1e4[/SKETCHFAB]
Critique is welcomed.
Also a paint over idea.
both are excellent. amazing work.
Oh my gosh, i can't even handle how much I love this. Freakin style is GODLIKE!
Beautiful!
Finished this image.
Doing another one!!!
@Firecrash
Nice one.
p.s.: accidentally moved cursor near 'report' instead of 'reply'
Create the most High Maintenance Hallways with Parallax Projection Corrected Cube Maps!
http://forum.unity3d.com/threads/unity-realtime-reflections-and-gi-and-realism-exploration.266258/
That is some seriously sexy lighting.
I finished another mini for Succubus Publishing! She's part of a lineup of 20 or so minis for an unrealeased tabletop boardgame! More to follow I'm sure!
This guy for freelance
and continue the chivalry set..working on the helmet now ..blockout