Low poly, unwrap and normal bake done Gave myself a 60k tri limit as he's a big fella but came well under. Might take a break from this for a week or so before I texture/pose him. Feedback always welcome
A DMM Rebel Ice Axe (like the one in the Tomb Raider 2013 reboot) I made last summer.
Yesterday I spent a while tweaking the textures a bit and made a new gloss map to make it look a bit better in Toolbag 2, since the original textures were made for Left 4 Dead 2.
optinium : loving that design man
scott: yum, tasty marmoset goodness
Jamie!: Cool concept, love how it has zelda all over it and is still so different from it
Dirty concept of what i`m making for the comicon challenge
I've started personal project ยซBuddha rootsยป in 2013, and i'm going to finish the one in 2014 as soon as possible. No mapping. No texturing. Only high polygonal modeling. For relax. For soul.
Hello There!
So much good work, a good way to start the year
Nice sculpt, Fred2303, Did you use a Matcap in zbrush to render your model?
Here a quick model I did. Not so much fine details, but I want to make this model using the mask technic that they use on Ryse. And probably decals for graffiti,...
@doylle, loved your work from the Game-Artist.net days! I'm glad you kept that old school aliased edge look, its really inspiring. Love the asset.
Thank you guys! Really appreciate the feedback. Im currently going back through my site adding breakdowns and construction shots for each of the assets. Hopefully once I'm done with this stuff I can move onto finishing the Diner environment!
Geat work guys!
Im working on a jedi/sith dudish. Still very wip, especially the face/hair.
/Jonas Skoog
some seriously good texturing going on here man, BUT... the looseness of the fabric, and particularly the leather straps that go over his shoulders, are throwing his build off quite a bit, making him look a lot bigger than he should.
Swizzle: I love this guy but I think you need to do more with the connection points between the metal and the flesh. Except for a few of the bolts it all feels a little floaty right now.
"Katharine" sculpt. Based on the survivors seen in TLoU. I started the sculpt yesterday, so I'm pretty stoked with the results. However, there are problems which will be ironed out.
after unwrapping her feet/boots and maya crashed, I gave up and I'm gonna post it here now. I wanted to create a little doll-like character, nothing too special or amazing, just to have fun. I am trying to figure out alphas, since for some reason they don't seem to be working like any of the tutorials I found, and she'll look much better once I do.
the callout sheet I illustrated that I am working from:
the colours are inspired by dried hanging flowers.
Got some really good feedback on my last character that I couldn't ignore so here's a new render with some tweaks on the white metal texture, skin shader and the hair line. Changed her pose too, I think she doesn't look so stiff anymore.
Replies
Low poly, unwrap and normal bake done Gave myself a 60k tri limit as he's a big fella but came well under. Might take a break from this for a week or so before I texture/pose him. Feedback always welcome
nice job here, loving the atmosphere. U used modular pieces?
Uploaded with ImageShack.us
Yesterday I spent a while tweaking the textures a bit and made a new gloss map to make it look a bit better in Toolbag 2, since the original textures were made for Left 4 Dead 2.
L4D2 Mod on Steam Workshop
Wow, that's very nice :O
scott: yum, tasty marmoset goodness
Jamie!: Cool concept, love how it has zelda all over it and is still so different from it
Dirty concept of what i`m making for the comicon challenge
http://www.gameartisans.org/forums/threads/62301-Comicon-2014-3D-Ravenslayer-Edward-Elric-%28Full-Metal-Alchemist%29?p=523464#post523464
Its still I WIP.
Feel free to critique
Prades
Im working on a jedi/sith dudish. Still very wip, especially the face/hair.
/Jonas Skoog
This is the first time I post something, even though I've been admiring your job for months now.
Alternate texture:
So much good work, a good way to start the year
Nice sculpt, Fred2303, Did you use a Matcap in zbrush to render your model?
Here a quick model I did. Not so much fine details, but I want to make this model using the mask technic that they use on Ryse. And probably decals for graffiti,...
See you,
Lucas
Some Sculpts (I kinda sucked at doing cracks and such when I did these):
@doylle, loved your work from the Game-Artist.net days! I'm glad you kept that old school aliased edge look, its really inspiring. Love the asset.
Thank you guys! Really appreciate the feedback. Im currently going back through my site adding breakdowns and construction shots for each of the assets. Hopefully once I'm done with this stuff I can move onto finishing the Diner environment!
Scott.
some seriously good texturing going on here man, BUT... the looseness of the fabric, and particularly the leather straps that go over his shoulders, are throwing his build off quite a bit, making him look a lot bigger than he should.
Little fun project
http://www.polycount.com/forum/showthread.php?p=1980383#post1980383
Used a concept by creaturebox for some hard surface and rigging practice.
what do you think?
http://www.polycount.com/forum/showthread.php?t=123777&page=2&highlight=gex
This is my first crack at high-poly sculpting and painting in mudbox
(Also the first time I've ever really came this far with a human model)
Yet another Samurai.
Progress here: http://stirlsr.blogspot.com.au/2014/01/katharine-survivor.html
I'm back working on this scene after finishing some business. Made a few props this weekend.
the callout sheet I illustrated that I am working from:
the colours are inspired by dried hanging flowers.
Some weekend fun:
http://www.polycount.com/forum/showthread.php?t=125647
Close up screens on my portfolio : http://loicpaulus.com/
You've got some ngons on the legs, but otherwise I love the proportions of this! Nice and chunky, the hands especially.
Here is my Xpost again