And as I finished posting, I realized this might not be the best place for the giant art dump. So if any of the admins feel I should remove this from the WAYWO thread, just let me know.
Been a while since I last posted, so here's my most recent project. HP is finally done, time to move onto low poly and UV's.
Is this for a game or some realtime app? Just wondering because you're low poly and UVing it. The HP and render looks amazing! I'm curious to see your LP.
great work in here as usual, makes me really want to get some enviro/prop work in. Here's a little wip of my current project in the spare hours I have here and there (concept by Adrian Dadich). Would love to get some feedback on what you do/don't like about this, even stuff that may seem pretty obvious, Ive developed some blind spots after staring at it for so long.
I think I'm almost done with the "naked" wood texture. For the next pass I should add a half removed varnished layer and subtle value variation on this new layer with some ddo magic.
Depending of the final result I could decrease the glossiness of the wood much more.
Cool bricks, is this a seamless tiling asset? Also did you use noisemaker in zbrush to get the decay on the bricks?
Yeah, it is a tileable hi-poly that will be baked down to a texture. I then used noisemaker, but since it tends to explode polys when you apply it, I then use the MaskByNoise function and a mix of claytubes and the trim smooth border brush.
Finished the missile locking system and the Power management systems for Wings of Saint Nazaire! Here you can see me quickly locking onto a Dfhertas and ripping off a Phoenix heatseeker. Just before it hits, I manage to lock on and fire a Cyclops Image Recognition missile as well.
Almost everything in this character is my first try, the texture, rigging, the freakin hair, anyway, I based in a concept from a facebook page call SAPO LENDARIO ''legendary frog'' in portuguese...
Made in blender and photoshop for the texture, vignette effect, the strokes around de girl and for place de paper texture behind.
I didn't have much time left when I came to the texturing part, so I mostly used Ddo with some editing, tried my best to keep it quite clean though, which is easier then i thought if you use the mask editing settings.
I didn't have much time left when I came to the texturing part, so I mostly used Ddo with some editing, tried my best to keep it quite clean though, which is easier then i thought if you use the mask editing settings.
Replies
And as I finished posting, I realized this might not be the best place for the giant art dump. So if any of the admins feel I should remove this from the WAYWO thread, just let me know.
http://steamcommunity.com/sharedfiles/filedetails/?id=321201846 #UpVote:poly142::poly136::poly131::poly105: :thumbup:
This is killer design. Any update on this?
Texturing looks great, really grungy, are you using substance to texture?
Cool bricks, is this a seamless tiling asset? Also did you use noisemaker in zbrush to get the decay on the bricks?
Is this for a game or some realtime app? Just wondering because you're low poly and UVing it. The HP and render looks amazing! I'm curious to see your LP.
http://www.gameartisans.org/forums/threads/63640-Blizzardfest-2014-3D-Romanyk-Medic
Do you have thread on this?
Depending of the final result I could decrease the glossiness of the wood much more.
Critics are more than welcome
Time to move on Monthly CHARACTER Challenge now.
Here is some old stuff from me but with new renders.
And a bit more HERE
Based on the awesome concept art of Tony Neto.
more wip of the longbow
holy ffffff that is looking amazing.
this is my work for BLIZZARDFEST 2014
I hope you like it!
Yeah, it is a tileable hi-poly that will be baked down to a texture. I then used noisemaker, but since it tends to explode polys when you apply it, I then use the MaskByNoise function and a mix of claytubes and the trim smooth border brush.
You are not allowed to post realworld pictures here :poly142: :poly142:
Impresive work, god damnit.!
Creating a Desert Environment set for UE4.
lots of amazing work as usual
Just another head I'm working on, still trying to push myself.
Almost everything in this character is my first try, the texture, rigging, the freakin hair, anyway, I based in a concept from a facebook page call SAPO LENDARIO ''legendary frog'' in portuguese...
Made in blender and photoshop for the texture, vignette effect, the strokes around de girl and for place de paper texture behind.
Cycles 1500 Samples+Freestyle
Sorry for my english
Getting back into the groove with this one. Took the jacket off to show some of the cloth that I made in MD.
Don't forget to vote on us polycounters, or anyone else
http://www.gameartisans.org/festchallenges/blizzardfest/index.php
[ame="http://www.youtube.com/watch?v=3kG4XcWb_jw"][Blizzard Fest] Widow Mine General 3D entry - YouTube[/ame]
Beautiful texturing. What did you use? Is it all by hand? Procedural? Release your secrets!
What about the decals? Is that put in afterwards?