In the process of gathering work for my portfolio and came across this, got distracted and figured I would share since I haven't been around here in forever.
And pesti, that Carnage is looking freaking awesome so far! Great concept for the character.
I have been working on this little robot for the past week in my spare time and it could use some feedback. As you can see I have a little texture space left so if you have a good idea just tell me. ^^
Concept art I liked
Model
FYI this will not be the way I will Display the model when I put it online I just put the image together like this for feedback purpose.
Ive been doing some tests in Marmoset 2 before I start doing anything serious. Still need to do spec, gloss and the maps for the skin shader. Gonna start on that in a bit.
Really liking MT2 so far.
Fiizzz!
I'm looking forward for this. by the way, the bumpiness of its skin, it think its a little bit noisy or strong?
I love the first person view of that beast Anthony! I would dial the detail back in the diffuse by quite a bit. Keep it subtle and pump up the spec a bit to get its metal to shine a bit more. Bit.
Currently I'm working on a couple of games for the Project Anarchy games engine.
Firstly is going to be the mini golf challenge and secondly (hopefully - if I get things done a medieval adventure game.
Here is a recent piece of 3d artwork I've just finished purely for fun in Blender, based on the film 'Blood River'.
Hello fellow peoples!
One of my tutors at school put me on to PolyCount and I have found it awesome so far, but also daunting ^^; I've been looking through this thread and all the work on here seems so much better than my own, I think "Gods! How am I ever going to get a job?"
Great Stuff everyone
here somoe WIP Bakes - just need to fix some xnormal/Maya issues
and finalizing some hard edges .. but here my progress so far
(sorry for the crappy screen compositions)
looking really good if u want to avoid the gradient background try pressing Alt-B for a soild color. But looks really great cant wait to see it textured
Having some more lighting fun, heat maps are awesome XD:
Can you take a shot with not-so-high FOV? It feels like people always crank the FOV up when taking pics of X-wings and I feel it doesn't do the awesome shapes justice
Too long between updates, Work and Christmas got in the way :P
Clothes ard gear are just base texture while head and body Ive taken a little further and tried a few things. Need to find a big chunk of time to just sit down and finish this up.
All things considered I really like how she is turning out
Epic, man. This is coming along very nicely. Fookin' Prawns, man!
Went back and made some changes to the Mecha dude that I did a month ago. Also wanted to create a concept for a scene I had showing the criminal's brain being embedded into the Robot. Included the update turn around as well.
Now that I'm out of the workforce I'm getting back to more personal stuff in between clients. Gonna make as much time as I can for personal stuff once I land at another studio.
Finished up the AC3 Tomahawk low poly and dropped it in Toolbag 2.... god damn its good! CC welcome guys!
Very nice axe modeling and texturing - love it.
One crit: The blade looks a bit bulky on the sharp area - like it supposed to be a mace and not an "axe"
@mcerasoli : thanks dude, didnt now that! Iam on it
*Yogensya, RogelioD, s6, Fewes, Alphavader* Thanks for comments! Glad you all like it.
* Yogensya* They are some nice shells!!!
*Alphavader* Yeah, I see what you mean. Wanted to keep the built feel and weight in the blade hence, it being a bit on the thick side and had a bit of room to play with the AC3 one being quite thick. I think the HP bake has softened it a little on the edge. Thanks for the input, it's much appreciated!
I'm not sure if the light helps or hinders my tweaking, but i'm having alot of issues with the specularity, regardless. Can anyone give me some pointers regarding the reflectivity and glossiness on the mia_mat_x, please?
edit: a spec map on gloss doesn't seem to do much up until a certain level, then the slightest tweak changes ALOT. I can make the spec look nice with no map, but i want a sharpness wetter look for the lips and corners of the eyes than the skin.
Replies
And pesti, that Carnage is looking freaking awesome so far! Great concept for the character.
I have been working on this little robot for the past week in my spare time and it could use some feedback. As you can see I have a little texture space left so if you have a good idea just tell me. ^^
Concept art I liked
Model
FYI this will not be the way I will Display the model when I put it online I just put the image together like this for feedback purpose.
Just want to share with you guys my final entry for the One Piece contest organized by BadKoala !
https://www.facebook.com/groups/anime3Dcontest/
CGHUB Gallery with previous WIP: http://cghub.com/images/view/795890/
FINAL RENDER:
Cheers !
So much killer work here as always... I don't think I'll be barely noticed with this...
You can go here to give some critics.
Tried my hand on a new aproach for foliage, worked out quite well i think
reminds me of classic games of 5-10 years ago
No its not suppose to be new, the gold was giving me some issues so that is being reworked as we speak.
Still lots to do on my Green Arrow remake but here is a WIP shot.
http://www.polycount.com/forum/showthread.php?p=1992843#post1992843
Fiizzz!
I'm looking forward for this. by the way, the bumpiness of its skin, it think its a little bit noisy or strong?
Keep it up!
I love the first person view of that beast Anthony! I would dial the detail back in the diffuse by quite a bit. Keep it subtle and pump up the spec a bit to get its metal to shine a bit more. Bit.
My update from my thread HERE
Base is a scar rifle.
Yeah I'm making this model to the specs of film/tv. Going to texture it with mari, render it out of vray and composite it into some footage.
http://www.youtube.com/watch?v=PCOOgsR3TNo
Here's a couple of shells for a sawed-off shotgun i'm working on.
holy fuq
gg everyone
I'm going home
Crossposting another stab at J. Lawrence:
Firstly is going to be the mini golf challenge and secondly (hopefully - if I get things done a medieval adventure game.
Here is a recent piece of 3d artwork I've just finished purely for fun in Blender, based on the film 'Blood River'.
One of my tutors at school put me on to PolyCount and I have found it awesome so far, but also daunting ^^; I've been looking through this thread and all the work on here seems so much better than my own, I think "Gods! How am I ever going to get a job?"
Anyway, I wanted to put up thishttp://ryder-shepard.deviantart.com/art/Flint-Render-428799560?ga_submit_new=10%253A1390430885 and hopefully get some opinions on my work. (Sorry, I haven't figured out how to add images to the post.)
This was my first model of my own I did as a school project so forgive the simpleness of it
Siiiikkk.
.
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.
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:thumbup: ye
crosspost: http://www.polycount.com/forum/showthread.php?t=109529
Concept By Tuomas Korpi
This turned out awesome! I love the leather!
Can you take a shot with not-so-high FOV? It feels like people always crank the FOV up when taking pics of X-wings and I feel it doesn't do the awesome shapes justice
Making a snake charmer
Too long between updates, Work and Christmas got in the way :P
Clothes ard gear are just base texture while head and body Ive taken a little further and tried a few things. Need to find a big chunk of time to just sit down and finish this up.
All things considered I really like how she is turning out
Epic, man. This is coming along very nicely. Fookin' Prawns, man!
Went back and made some changes to the Mecha dude that I did a month ago. Also wanted to create a concept for a scene I had showing the criminal's brain being embedded into the Robot. Included the update turn around as well.
Now that I'm out of the workforce I'm getting back to more personal stuff in between clients. Gonna make as much time as I can for personal stuff once I land at another studio.
Very nice axe modeling and texturing - love it.
One crit: The blade looks a bit bulky on the sharp area - like it supposed to be a mace and not an "axe"
@mcerasoli : thanks dude, didnt now that! Iam on it
crosspost this wip anatomy study piece here~ hope you like it.
more works: http://aaronfang.weebly.com/blog.html
aaron
Meanwhile, here's a piece I just finished.
* Yogensya* They are some nice shells!!!
*Alphavader* Yeah, I see what you mean. Wanted to keep the built feel and weight in the blade hence, it being a bit on the thick side and had a bit of room to play with the AC3 one being quite thick. I think the HP bake has softened it a little on the edge. Thanks for the input, it's much appreciated!
I'm not sure if the light helps or hinders my tweaking, but i'm having alot of issues with the specularity, regardless. Can anyone give me some pointers regarding the reflectivity and glossiness on the mia_mat_x, please?
edit: a spec map on gloss doesn't seem to do much up until a certain level, then the slightest tweak changes ALOT. I can make the spec look nice with no map, but i want a sharpness wetter look for the lips and corners of the eyes than the skin.
Cartoon sketch I did for fun, around 3hrs of modeling work with Zbrush (glasses with Max), render in vray. Based on the concept art of Tony Neto.
More info:
http://tinyurl.com/qg8rjdv
Cheers!
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dishonored speedpaint
[ame="http://www.youtube.com/watch?v=Zm7ZwXaFWuI"]The Great Dictator 3D Production - YouTube[/ame]