Hey best people. Doing some environment stuff for my new game, it is a first person mmo rpg sandbox zombie survival romance set in nazi germanys future past. It is called "Staring into back lit foliage simulator 2014".
Idiocy aside I would be super-happy to get some focused critique over in my thread.
Thank you for peeking at my stuff and have a good one.
Todays Progress, just about done with the Glock 19 and started the Browning 1906. Open to critiques. The models are from http://crash-3d.com/glock19/, doing the texturing for class.
Even though I didn't get a chance to finish the Chivalry contest up, I thought I should take this piece to completion.
I spent today refining the low poly mockup, than started on getting a base for the high poly. I'll be taking this into zbrush after to do a pass in there and then onto texturing / testing out in-game
I just finished mounting with Photoshop Touch a screenshot of the last modeling test I did with Spacedraw, Android app. Looks a bit cheap around here but hey ! It's made with a phone !
I wonder if the position of the wear on the black metal is wrong though, its sitting in the recesses that would be harder to scratch, whereas the raised areas are without much wear.
Flipping the cavity map in your wear mask is probably the answer here.
I've made some progress on my effects cave, been making a couple more particles and refining ones i already have. Also started modelling a monolith type thing to be the focal point of the sceene
Finished highpoly sculpt for polycount character challenge, going to do a lowpoly now.
'Cause of my old hardware i couldn't go higher with the polys on my sculpt, guess it's time to buy new one. but i am quite happy for my first try on doing a character.
Been a while since I last done a bust.
This one still needs a some work on the hair and general expression.
I also plan to add clothing and a diffuse texture for the skin.
Crits wanted
Thanks for taking the time to read this
@StephenVyas, so boss!
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Doing some polypainting on my psuedo human guy now. Still finding a color range on him in areas for more fleshy feel. Much left to do though
Right here's a thing I did based on a Randy Bishop sketch. Quick sculpt in ZB, trying out a fibermesh workflow, lots of grooming and polygroups. Final render in Maya.
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i'd buy a print! looks amazing
Really surprised this worked, just a test print from the lowpoly without any modification, its superrrrr fragile though.
Idiocy aside I would be super-happy to get some focused critique over in my thread.
Thank you for peeking at my stuff and have a good one.
Really cool foliage, boost up the indirect lighting a bit to tint the shadows.
Just finished up on a freelance gig...gotta make his German counterpart next:
www.Hagedorny.com
After almost a year of lurking around, I thought I should finally share some work I've been doing. My first post
I spent today refining the low poly mockup, than started on getting a base for the high poly. I'll be taking this into zbrush after to do a pass in there and then onto texturing / testing out in-game
Rocky Mud
here my Tie Defender
Work for a small competion with a friend.
Link with WIP pictures
I wonder if the position of the wear on the black metal is wrong though, its sitting in the recesses that would be harder to scratch, whereas the raised areas are without much wear.
Flipping the cavity map in your wear mask is probably the answer here.
A skater character that I made for a personal project, rendered in UE4.
more shots on my artblog
Just finished this up, more pictures on my website.
'Cause of my old hardware i couldn't go higher with the polys on my sculpt, guess it's time to buy new one. but i am quite happy for my first try on doing a character.
Comments and critiques are welcomed.
One of the trolls from The Hobbit.
artstation: http://www.artstation.com/artwork/speedsculpt-hobbit-troll
cheers
Been working on this guy
1680 tris, 2x512 maps diffuse only
Hey guys, here is a little concrete trim texture I am working on for the building scene that I am doing. Enjoy!
Yeah I am aware of that ^^ I'm going to compress it down when I go back to working on it
[URL="[IMG]http://i.imgur.com/AxMEsCQ.jpg[/IMG]"][/URL]
Been a while since I last done a bust.
This one still needs a some work on the hair and general expression.
I also plan to add clothing and a diffuse texture for the skin.
Crits wanted
Thanks for taking the time to read this
My final Silhouettes
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Doing some polypainting on my psuedo human guy now. Still finding a color range on him in areas for more fleshy feel. Much left to do though
That is awesome Stephen!
I will never tire of these. Best portfolio pieces any animator could ask for. Man those sparks make a big impact on the action.
More progress on my character
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My jeep project is almost done !
I hope you like it !
Right here's a thing I did based on a Randy Bishop sketch. Quick sculpt in ZB, trying out a fibermesh workflow, lots of grooming and polygroups. Final render in Maya.