@beezul: Thank you about the guns! Do you have any specific solutions to some of the issues? I admit for me, I'm at the point of "I don't know what I don't know."
Working on my 80's cartoon fetish Heman ready for lowpoly, but decided to take a break to make Battlecat too. Nearly finished his base, looking forward to getting his armor on.
OK this is the final thing I am posting related to Taric, I promise. =3
Threw him into Unreal 4 real quick for fun. Wanted to see what the normals and lighting would look like. Found out I should have pushed the sculpt on the cloak way more. Hope everyone had a happy holidays.
Inspirational work as always everyone! Here's a small prop I used to develop my familiarity with hard surface baking, PBR texturing/shading and nDo2. It's going to be part of a larger project, which I'll be starting a thread for soon.
@Marrakech, great work, she looked like Keira Knightley
my todays test on "generating" hand painted textures look from sculpts, whole process made in blender, heavily inspired by Tsabszy work http://tsabszy.deviantart.com/gallery/
I keep promising myself not going to touch this guy for time being, to give myself time to work on my other personal project(and personal life ) ... here we go last touch .. for now ....
So I recently found Corona renderer. It renders like Vray but it's free so it's perfect for me haha. The model isn't very technically proficient, but I just wanted to make something that'd look super cool to test out the renderer. So here is my Futuristic wind Turbine, I was going to add another piece on the legs that would in essence screw into the ground to make it more stable in the wind. However, I like where it's at so I won't be adding it.
@Marrakech, great work, she looked like Keira Knightley
my todays test on "generating" hand painted textures look from sculpts, whole process made in blender, heavily inspired by Tsabszy work http://tsabszy.deviantart.com/gallery/
hi guys, actually my method has lot of similarities with this guide http://www.polycount.com/texture-guide-for-3d-artists-part-one-quick-bakes/
but instead of using Photoshop/zbrush/xnormal/3dcoat i used blender :]
Everything is fast cause after sculpt/retopo/bake im pluging textures in my magic node group, few tweeks to break "generated" feel and its done. This is how diffuse map looks
Here is an image I recently put together for an interview in 3Dcreative magazine. It was a nice opportunity to update a model while exploring the skin shader in Toolbag2, and also a chance to setup a scene that I could later re-use for other similar portraits.
Hey guys!
Decided to spend a little time doing a sculpt to prevent me from going rusty over the holidays
I didn't use reference for this head as I don't plan on taking it much further.
any feedback/critique for consideration in future attempts is much appreciated
@Marrakech, great work, she looked like Keira Knightley
my todays test on "generating" hand painted textures look from sculpts, whole process made in blender, heavily inspired by Tsabszy work http://tsabszy.deviantart.com/gallery/
Replies
4k renders can be found here: http://imgur.com/a/mQzA6
All rendered in UE4
12k tris, 2k maps created in substance designer and painter
Damn. Daaaaamn. This is some gorgeous work!
Shameless crosspost from my thread
http://www.polycount.com/forum/showthread.php?t=146228
HQIMAGES here
Character for the contest from Prototypster, which took place recently at Render.ru.
You can buy model here:
CgTrader - http://www.cgtrader.com/3d-models/character-people/man/mage-for-contest-from-prototypster
3dsky.org - http://3dsky.org/3dmodels/show/magh_nabor_skvierny_1
Print this here:
Prototypster - http://prototypster.ru/gallery/item/100/
CGTrader - http://www.cgtrader.com/3d-print-models/miniatures/figurines/mag-ready-for-3d-color-print
[SKETCHFAB]b8a4d5f29bfc422386523d823f2008ed[/SKETCHFAB]
Threw him into Unreal 4 real quick for fun. Wanted to see what the normals and lighting would look like. Found out I should have pushed the sculpt on the cloak way more. Hope everyone had a happy holidays.
need to work out how to get the gap between pieces to stop showing, ruins my renders
so far, checking 2 different styles of render:
the old blue and orange cliche
something a little bit more naturally lit
C&C welcome!
my todays test on "generating" hand painted textures look from sculpts, whole process made in blender, heavily inspired by Tsabszy work
http://tsabszy.deviantart.com/gallery/
https://sketchfab.com/models/f66ff3df515d40139bfd5d0c98a38b26
regards
I've polished off this control panel for an office scene I'm working on and I've also got a locker room, "After the game", I'm working on:
Feedback much appreciate
Why is there another Panda on Polycount? What are you doing here, you imposter!?
I am both a Panda and a Bear. You are just a Panda.
This looks like a cool approach, do you have a specific workflow breakdown for this laying around perhaps? If you don't mind that is
http://www.polycount.com/texture-guide-for-3d-artists-part-one-quick-bakes/
but instead of using Photoshop/zbrush/xnormal/3dcoat i used blender :]
Everything is fast cause after sculpt/retopo/bake im pluging textures in my magic node group, few tweeks to break "generated" feel and its done. This is how diffuse map looks
regards
thats great ! Well done :poly142:
( those feet need some shadows tho' )
Preview of the pages :
http://pioroberson.com/wp2014/wp-content/uploads/2014/12/pior-oberson-3d-creative-preview.jpg
http://www.3dcreativemag.com/latest.html
Happy new year everyone !
Happy New Year everyone!
nice work Zombinian!
Pior: Nice, as usual!
Here is a buste in SciFi style I worked on lately. Textures done with Substance Designer, rendered in Toolbag 2.
Full/high resolution link:
https://gaetanlassagne.files.wordpress.com/2013/03/gaetanlassagne_scifibuste02.jpg
Hey guys!
Decided to spend a little time doing a sculpt to prevent me from going rusty over the holidays
I didn't use reference for this head as I don't plan on taking it much further.
any feedback/critique for consideration in future attempts is much appreciated
timelapse:https://www.facebook.com/video.php?v=777229652313379&set=vb.100000790554894&type=2&theater
Currently giving away some of my SD experiments:
https://drive.google.com/folderview?id=0Bz16B355sSTFNTVyWklIcFR4aWc&usp=sharing
Also have a video on creating a height map in sd:
https://www.youtube.com/watch?v=hywqH_gadIc&feature=youtu.be
X-post from my thread over here:
http://www.polycount.com/forum/showthread.php?p=2218143#post2218143
Low poly model of a Leopard 2 tank, figuring out dDo.
Hardsurface workflow practise
Ooooh, nice! What's your brush setup look like? I found the default brushes lacking for doing any sort of serious sculpting.
Created for Bitgem Shop:
http://shop.bitgem3d.com/collections/textures
I finished up the texture on TNMT Michelangelo that I have been working on. crosspost from.