Made some major proportion changes on this guy today.Next is to re-sculpt the detail that was lost from all the shifting, then, move onto getting some crystals and rocks on the tail. Link below.
Almost the end of the year so I though I'd sneak this one in here.
First actual attempt at an in game model with maps. Please feel free to crit
If this truly is your "in game" model you have a TON of unnecessary edge loops and triangles in there that aren't contributing anything to the silhouette of the mesh. Let the normal map do it's job.
Here is a project that I have been working on in my spare time. I took a while to finish and I can still find things that I want to improve but I have to call it "done" to be able to start a new project. It's an abandoned NYC Diner inspired by my favorite game "The Last of Us" and other post apocalyptic games and movies.
Here is a project that I have been working on in my spare time. I took a while to finish and I can still find things that I want to improve but I have to call it "done" to be able to start a new project. It's an abandoned NYC Diner inspired by my favorite game "The Last of Us" and other post apocalyptic games and movies.
You perfectly captured the lighting style of the Last of Us, and that's an achievement right there. Excellent work.
Just finished this up, may be part of an Orchish burial ground scene (Shadowmoon burial grounds) but if nothing else, its more handpainted practice under my belt!
Tetranome: I love this, feels almost like watercolor in some places. Do you plan on making the grass shader blend in with the ground a bit more via vertex colors?
@Makkon Thanks pal! It does have that kind of atmosphere - I hadn't noticed till now haha. Yeah! I'll be doing some more vert painting in the terrain - the grass tufts on the sand area definitely need some blending
I really like your faun-like concept, you have a sweet understanding of anatomy!
Taking break on texturing this heroic asset for my small Sci fi scene. Gonna be modelling additional parts to this mech arm now.
Rendered in Marmoset 2 (29100 k tricount)
@sheckee Thank you Yeah it's an UE4 project! I've given speedtree a shot in the past with good results - definitely a useful program - but I feel I should know the fundementals behind tree creation so I'm going to try and create a few from scratch
@Gendolf Nice arm man! The design reminds me of something from district 9. Good use of positive/negative space on the paintjob.
Replies
My sketchbook:http://www.polycount.com/forum/showthread.php?t=142973
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Progress Thread
Schools out for summer!
If this truly is your "in game" model you have a TON of unnecessary edge loops and triangles in there that aren't contributing anything to the silhouette of the mesh. Let the normal map do it's job.
Rendered in UE 4
how about posting the pics without interface
heavily inspired on Shon Mitchell's maya's version which you can find here:
http://shonmitchell.blogspot.be/2014/12/updated-script-now-available-for.html
will release this for free with extra functionality soon.
~!~~~~!!!! Yay, this will be very useful. I am glad you ported Shon's ideas over to max.
You perfectly captured the lighting style of the Last of Us, and that's an achievement right there. Excellent work.
Fire
https://www.youtube.com/watch?v=XE5EONaFJW8
Fire from other angles
https://www.youtube.com/watch?v=UB1czKVnyVk
River water material
https://www.youtube.com/watch?v=dvJuk1IMoxo
Waterfall
https://www.youtube.com/watch?v=_UrTbkkObtg
Continuing this scene.
I know the stairs right now are for a giant.
stream can be seen here:http://www.twitch.tv/torfrick/b/595652292
Paul George, Pacers?
Render in Toolbag2
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final boss I modeled last year
Such goodness in this thread!
A little something I'm working on
Temporary trees until I figure out how to get a nice tree done
Tetranome: I love this, feels almost like watercolor in some places. Do you plan on making the grass shader blend in with the ground a bit more via vertex colors?
Different angle
Pretty much done with this unless anyone has some suggestions 1k textures and a 512 for the glass.
I really like your faun-like concept, you have a sweet understanding of anatomy!
UE4? Has UE4 renderer all over it. :P Looking cool.
For trees, check out SpeedTree.
Turntable: https://vimeo.com/113645955
Portfolio: http://markholland.co/portfolio.html
took a little break from the project i'm working on and scanned a friend's face. rendered in ue4.
Low poly scene wip
For 3D view: https://c1.goote.ch/86aab78e7900428d91599e1168ad5c15.scene
For "The Eridanus Insurrection" ArmA 3 modification. It's a nice break from character and anatomy studies. Currently at 325/22681 on ModDB.
http://www.moddb.com/mods/the-eridanus-insurrection
Full thread here : http://www.polycount.com/forum/showthread.php?t=145152
Rendered in Marmoset 2 (29100 k tricount)
The materials are very much a work in progress so I would appreciate any suggestions you want to give in my thread.
Getting some PBR and Substance Designer practice. Should be finalizing this on the weekend.
It's actually pretty freaky to be browsing WAYWO and see your own face appear in the next post Eyes are looking good man!
@Gendolf Nice arm man! The design reminds me of something from district 9. Good use of positive/negative space on the paintjob.