I instantly thought "Scully". Seriously hope I'm right and it's not supposed to be Tim Curry instead and I'm ruining your mood.
Either way I really love the sculpting and the paintjob.
This entire page is fucking mental! Nice work everyone. Here's a super over-produced render!
The M1 carbine was meant to be a shortened version, but it sorta just comes off as a bit wonky. I'm going to need to fix that. Fortunately I already have the proportionate model.
Ok so done this guy as a morning study kind of thing, a bunch of sittings, I just doodle an hour before work while I`m drinking tea and waking up slowly and painfully )
Hey guys, some PBR practice made this week-end.
A rework from handpainted texture to full PBR from an old Low asset for the Ship, and a Boss Stompbox made Today for practice.
Hey guys here is what I have been working on. These are the main characters for my haunted mansion game, I plan to pose them and place them into a haunted house environment.
Looks neat man. I've really been wanting to try doing some hard surface stuff in Zbrush, but sadly haven't been able to figure it out yet. Any tips?
Thanks.
Well, I'm just started... Clip/trim brushes, dynamesh with dynamesh sub, clay polish with softness, different masks, that's all.
Youtube is full of tutorials, btw:)
But it's not better or faster than old good polygonal modelling, just different. And if you happy with polygons, I'd recommend don't waste your time on zbrush, at least on 4r6. But it's up to you of course.
And don't forget save your tool before any serious action like dynamesh subtraction. Zbrush LOVES to crash. And don't forget duplicate your subtool before any serious action like merging. Just in case.
This weeks project was texturing. My teammate and I built out the level last week using basic BSP tools. He built the game lab and half the hall, I did the other half of the hall and the lobby. This week we made textures and materials for all the surfaces we built last week. No experience w/ UE4 and 3DS Max before this.
Hey guys here is what I have been working on. These are the main characters for my haunted mansion game, I plan to pose them and place them into a haunted house environment.
I looove this. So excited to see how this turns out!
Hi, I'm new to the site, and just wanted to post a quick low poly victorian table scene. Hopefully will be able to work on some high poly stuff soon. Any critique greatly valued, thanks
Replies
Thank you Saigo!
full thread of this project here
I instantly thought "Scully". Seriously hope I'm right and it's not supposed to be Tim Curry instead and I'm ruining your mood.
Either way I really love the sculpting and the paintjob.
Love it!
Finished my series of hard surface projects and sharing a small bashing kit.
Full dump + download link.
the concept:
http://www.pinterest.com/pin/334181234821443635/
The M1 carbine was meant to be a shortened version, but it sorta just comes off as a bit wonky. I'm going to need to fix that. Fortunately I already have the proportionate model.
and with some Marvelous Designer cloth
still WIP
http://www.polycount.com/forum/showthread.php?p=2153522#post2153522
I have been working on this character as a part of my graduation project, hope you like it!
A rework from handpainted texture to full PBR from an old Low asset for the Ship, and a Boss Stompbox made Today for practice.
Hope you guys Like it !
Looks neat man. I've really been wanting to try doing some hard surface stuff in Zbrush, but sadly haven't been able to figure it out yet. Any tips?
Anyway, here's a speedmodel I did tonight.
Based off of this:
https://www.behance.net/gallery/20337105/Cherry-Blossom-Shrine
Thanks.
Well, I'm just started... Clip/trim brushes, dynamesh with dynamesh sub, clay polish with softness, different masks, that's all.
Youtube is full of tutorials, btw:)
But it's not better or faster than old good polygonal modelling, just different. And if you happy with polygons, I'd recommend don't waste your time on zbrush, at least on 4r6. But it's up to you of course.
And don't forget save your tool before any serious action like dynamesh subtraction. Zbrush LOVES to crash. And don't forget duplicate your subtool before any serious action like merging. Just in case.
jsut wanted to quote this cuz damnnnnnn. HNG. dem shapes and materials. lawwwdy.
mafubash- love all your characters and this is no exception. fuckin loveee
Concept by Stoyan Stoyanov http://www.artstation.com/artwork/imp-altar
wip..
Here's some of our Level Progress for our game, Nelo
It's just my fiance and I working on it
http://www.polycount.com/forum/showthread.php?t=137627
I looove this. So excited to see how this turns out!
Deciding on her hairstyle... So I made four...
This is the thread
http://www.polycount.com/forum/showthread.php?t=140795
http://www.polycount.com/forum/showthread.php?t=139897
And another character wip for teh demoReel
Cheers :poly121:
Been a while since I've posted here.
[SKETCHFAB]203b79f6c98746b499937376e8a2e63f[/SKETCHFAB]
Making Module Rock
this is incredible man, like really awesome. only crit i have is that her iris is really hard to see, maybe a little more colour.
https://sketchfab.com/models/4629b972551c4faf89e6dead5f5fe705
(Not that low poly as a whole)