Not working on it right now, but thought I'd share. Character I imported into Crysis 2 that replaces the AI models, don't know how to add it without replacing the existing ones, seems to be hard coded.
this is UE4 realtime screenshot
software used maya zbrush UE4
this screen shot is from UE4
(realtime)
this is BPR render from zbrush
and here are some workflow images for the cyber turtle
first i did zbursh model in dynamesh then posed it through zsphere rig.
after retopo and texturing i rigged this model and after texturing and shading networks i send this to unreal 4 with all textures.
That's amazing ajay, really nice work. Here is an asset I started during my last project that was never finished. Considering revisiting it when I have the time, what do you guys think?
Ribtib, I really liked your hand painted guy, but felt the eyes were looking more drawn than painted. I hope you don't mind, but I did a paintover to show you what I mean.
Replies
WIP thread:http://www.polycount.com/forum/showthread.php?t=145626
Still much needed on the texture to be done >.<
6 Hour "quicky" from last night. Everything done from scratch. Rendered in UE4.
Kick ass characters! I especially like this one!
There is a lot of awesome art going one here, I'm glad I joined, it truly is inspiring!
It's a foosball table.
(still wip)
rendered in Substance Designer, painted in Photoshop - click the image to see the texture maps
made some progress on this scene over the weekend
@Graze , dayum. that made me to go back to cartoony style ...
[sketchfab]5811ece30bc94e6fb5c4c3f518ddc60f[/sketchfab]
Throne of Sacred Geo by ColoradoCaleb on Sketchfab
http://www.artstation.com/artwork/dragon-girl-3d
Basemesh and tmp sketch folds.
Warm and tasty holidays everyone, keep up the great work!
Wanted to share my workflow for setting up complex objects and a script i wrote to automate the recombining of maps in photoshop.
At some point I want to figure out a decent workflow for automating the bake setup process.
painty paint paint paint
Just a realism study, still trying to get over the valley.
Probably obvious that I used Afishers base and work as a reference.
thanks!
concept was by konstantin maystrenko
i did modeling,texturing,rigging,shading, lighting in UE4 and used some mocaps for this project
and made a small gameplay.....
[ame="https://www.youtube.com/watch?v=ho77iWzgzjE"]gameplay - YouTube[/ame]
this is UE4 realtime screenshot
software used maya zbrush UE4
this screen shot is from UE4
(realtime)
this is BPR render from zbrush
and here are some workflow images for the cyber turtle
first i did zbursh model in dynamesh then posed it through zsphere rig.
after retopo and texturing i rigged this model and after texturing and shading networks i send this to unreal 4 with all textures.
i also made a small gameplay in unreal 4.
I hope nobody is offended by the swastika there :O
http://www.polycount.com/forum/showthread.php?t=144121
: http://www.polycount.com/forum/showthread.php?p=2209683#post2209683
Ribtib, I really liked your hand painted guy, but felt the eyes were looking more drawn than painted. I hope you don't mind, but I did a paintover to show you what I mean.
Fully rigged and ready to animate
I finished my asset I just did for fun while I figure out what kind of environment I want to do next. PBR materials are so much fun.
That top render was done in marmoset. I am still in shock.
Ref:
Model:
Calling this done.
CROSSPOST