That is neat! Is that edge weighting or standard SubD?
I took a break from HS stuff today to check out David Lesperance's rock sculpting tutorial
and finally played around with the Quixel Suite. Ended up with this:
Hey Ruz Thanks mister, yeah exactly that: here's a link to what MD spat out, after which I went into zbrush just to detail it and distress the hell out of it....I should push it further with some frays that will alpha nice but I'm too lazy
I finally have Update #6 of my game Last Knight released on Steam.
Now features different armor and in this case wrecked armor and randomly generated underpants:
Randomly generated magic hats that do more then just making you look good:
They are generated in types, shapes, distortion, colors, magic properties and names.
Also new are villages in which the player can hire a squire and visit all the shops/traders. When dead the game can be continued as the squire and the grave of your former self visited:
Never worked on a sci-fi environment in a game engine before, thought that this is a good opportunity. Always wanted to create one of those conference rooms where the main protagonist addresses leaders. Currently building it in UE4, didn't work from a concept, just took inspiration from references, movies and games. Hoping it will turn out ok.
I have been a bit busy with work so I haven't had a whole lot of time to work on my own stuff. During my lunch I drew up some concepts for some knights. Here is what I have so far, I still have lots to do but once he is done I will move on to the other knights.
Cool model. Ease up on those scratches. My first question is what would be doing that?...especially in areas that would normally be safe from damage. Just an opinion:)
I am especially happy at the level of detail here. The fact you went as far as to model a kill-flash on the ACOG makes me smile. I remember doing that eons ago but with an alpha-map for HL1, haven't seen it since
Hey guys, I know i've said that I would not make any halo fan art any more..
But while working a lot with Unreal 4 right now, I stumbled upon an old block out.
I started it about 3 years ago and its based on a concept for Bungie's Halo ODST.
With everything I've learned I decided to spend a couple days to bring it into the engine and wrap it up.
It is running with GI so there are no light bakes, I also made use of a few parts from the Reflection scene that can be found on the market place to speed things up.
I avoided unique textureing and just focused on composition instead.
It really is more of a 3D concept as it just gives a representation.
I really enjoyed putting this together, hope you like it.
Hey guys, I know i've said that I would not make any halo fan art any more..
But while working a lot with Unreal 4 right now, I stumbled upon an old block out.
I started it about 3 years ago and its based on a concept for Bungie's Halo ODST.
With everything I've learned I decided to spend a couple days to bring it into the engine and wrap it up.
It is running with GI so there are no light bakes, I also made use of a few parts from the Reflection scene that can be found on the market place to speed things up.
I avoided unique textureing and just focused on composition instead.
It really is more of a 3D concept as it just gives a representation.
I really enjoyed putting this together, hope you like it.
@ JGcount : As usual you make me want to do make art. Seriously dig you Sellsword character. I would choose the dark version every time.... makes me think of The Nights Watch.
@ Snefer : haha I am happy to see your Petrol Blood entry continue. ALWAYS love your details.
@ JohnnyRaptor : hahah.... I love that....thing? Keen to see some more please.
@ Rens : nothing left to say but ...... ACE!
Bit more work on Catwoman. I probably will make a thread for her..but later. Still pretty loose, just having a play around with a costume idea. I don't mind it too much so I think I will continue with it. I am pretty keen to get her whip in there so I can finish off the hands and start locking down some details.
Working in the quixel suite. Have a good grasp on how the texturing would go into the scene for this thing, gonna import it into Unreal next. Got a few kinks polish still though.
I'd this is lamp asset is about 75% complete, I've still got to do a total material for the sign, and... I'll probably tone down the emissive a little. I'll probably throw in a simple sidewalk and street with a wall and a door for final presentation.
Hey guys, I know i've said that I would not make any halo fan art any more..
But while working a lot with Unreal 4 right now, I stumbled upon an old block out.
I started it about 3 years ago and its based on a concept for Bungie's Halo ODST.
With everything I've learned I decided to spend a couple days to bring it into the engine and wrap it up.
It is running with GI so there are no light bakes, I also made use of a few parts from the Reflection scene that can be found on the market place to speed things up.
I avoided unique textureing and just focused on composition instead.
It really is more of a 3D concept as it just gives a representation.
I really enjoyed putting this together, hope you like it.
looks great! more like battlefield that halo though
Trying my hand at sculpting a celebrity. I must say when I started it looked abysmal but now it at least looks like a person. But I don't know if it is just me but it still doesn't look like Chris Pine even though the differences between the sculpt and photo are minute. That said asymmetrical details of the face have yet to be added so that will be off. Anyway, Comments and criticism would be quite helpful.
So first, the reference
The sculpt, semi transparent to help see the difference in the details.
i would greatly appreciate if you guys could have a look at what i did
and help me with refining the movements because right now i feel
like blind from wathcing it :P
This is a project I worked on early this year called Parallel Man. It was a pretty cool project and is set to release in October. I made all of the Human Character Models for this project.
Here's the tiger I did for FarCry 4 Shangrila portion.
Revised model/sculpt and textures by myself. Nils Meyer and Steve Fabok handled the final integration into the engine with additional modeling of the harness.
Replies
That is neat! Is that edge weighting or standard SubD?
I took a break from HS stuff today to check out David Lesperance's rock sculpting tutorial
and finally played around with the Quixel Suite. Ended up with this:
rendered in yebis viewport (substance designer)
the head is a scan from Ten24
currently working on the substances
Today I quit smoking again so I have just been noodling while trying to stay sane added a head and some webbing to this one
@ TomDelboo - thanks for the compliment!
DevMatt - that's crazy man... again
rino - the stilye of the face is priceless! grats!!
seth. - wow. perfctly sculpted folds man!
folds on the arms?
looks good anyway
http://4.bp.blogspot.com/-7VQxNSsNnP4/U53viBh2VXI/AAAAAAAACRc/Xj7Z-OVPeNc/s1600/wip+05.jpg
And some flat renders:
WIP THREAD: http://www.polycount.com/forum/showthread.php?t=140158
crits LOVED
Now features different armor and in this case wrecked armor and randomly generated underpants:
Randomly generated magic hats that do more then just making you look good:
They are generated in types, shapes, distortion, colors, magic properties and names.
Also new are villages in which the player can hire a squire and visit all the shops/traders. When dead the game can be continued as the squire and the grave of your former self visited:
That image text is a bit dumb but if you are curious the update post has much more actual information:
http://steamcommunity.com/games/262210/announcements/detail/124170234748642079/
Working on this dude !
Blocking shapes and all.
Cool model. Ease up on those scratches. My first question is what would be doing that?...especially in areas that would normally be safe from damage. Just an opinion:)
I am especially happy at the level of detail here. The fact you went as far as to model a kill-flash on the ACOG makes me smile. I remember doing that eons ago but with an alpha-map for HL1, haven't seen it since
Nice bakes Tor!
Anychance you can post wires? Currently started to bake in modo, and I've been wondering if you use support edges or smoothing groups.
a little sneak peak of what iv been working away on on the side
Edit, awesome work Thousand and Seth, you guys getting some solid results out of MD,
full thread of this project here.
You also can follow FullBlast on Facebook and Twitter
I'll start a thread for it where I can post things No support edges, no smoothing groups *heathen*
But while working a lot with Unreal 4 right now, I stumbled upon an old block out.
I started it about 3 years ago and its based on a concept for Bungie's Halo ODST.
With everything I've learned I decided to spend a couple days to bring it into the engine and wrap it up.
It is running with GI so there are no light bakes, I also made use of a few parts from the Reflection scene that can be found on the market place to speed things up.
I avoided unique textureing and just focused on composition instead.
It really is more of a 3D concept as it just gives a representation.
I really enjoyed putting this together, hope you like it.
awesome!
slow progress... feedback/crits here
Here is a Michonne character I have been working on with a little fantasy twist, "In a perfect post-apocalyptic world..."
More views and info at http://cgmodeling.com/michonne
@ Snefer : haha I am happy to see your Petrol Blood entry continue. ALWAYS love your details.
@ JohnnyRaptor : hahah.... I love that....thing? Keen to see some more please.
@ Rens : nothing left to say but ...... ACE!
Bit more work on Catwoman. I probably will make a thread for her..but later. Still pretty loose, just having a play around with a costume idea. I don't mind it too much so I think I will continue with it. I am pretty keen to get her whip in there so I can finish off the hands and start locking down some details.
Keep up the rads everyone.
This one is 6k tris and uses a handpainted diffuse map.
I hope you like it!
For more:http://www.tiagorabello.com/
I'd this is lamp asset is about 75% complete, I've still got to do a total material for the sign, and... I'll probably tone down the emissive a little. I'll probably throw in a simple sidewalk and street with a wall and a door for final presentation.
Link to wip thread: http://www.gameartisans.org/forums/threads/63402-Blizzardfest-2014-3D-Jonas-Ronnegard-Widow-General?p=575705#post575705
looks great! more like battlefield that halo though
So first, the reference
The sculpt, semi transparent to help see the difference in the details.
Just the sculpt
Heres the vid
i would greatly appreciate if you guys could have a look at what i did
and help me with refining the movements because right now i feel
like blind from wathcing it :P
thread
Click on the Link to see the Trailer: http://futuredude.com/titles/parallel-man/infinite-pursuit/
Good luck with the game, looks awesome, i hope u guys will do a pc port, i would love to play it on steam, One man art thats huge!!!!!!!!!!
Revised model/sculpt and textures by myself. Nils Meyer and Steve Fabok handled the final integration into the engine with additional modeling of the harness.