"The Wrecker", character model for the iOS/Android game "DarkBreakers" by WET Productions. Created with 3ds Max and character studio. Concept art and rigging by Mike Amerson.
Hi,
I hope you all are doing well.
Here is a cowboy model I made for a mobile game. The character is standing at 2.k tris with 2k map for diffuse and 1k for normal.
I hope you like it.
Thanks
Hey guys. Insane work here O__o was feeling pretty good about this, but definitely makes me take a step back for second. Anyway here is this courier I am working on for Dota. Would like to get any feedback yall might have.
great work guys.
Howdy, great to see all the awesome stuff flying around, I got a project that I am working on, shamelessly cross posting.
I began baking this from the high resolution mesh, and I think that its coming out well.
Finally giving up and calling this guy done if only because I don't feel like looking at him anymore. Pretty pleased with how he turned out although I may try to make the eyebrows look less pasted on and part of me wants to re-UV the whole thing and go at it again. Oh well onto the next one.
Slipgatecentral: Oh man, I'm so excited to see that model finished! Not to geek out or anything, but you and a few other artists specifically are the reason I decided to get my butt moving towards character art.
JamesMeader: Holy dang, I love that launcher (luncher?)! Throw some linework overlays on there and you got yourself a Borderlands weapon....and I do love me some Borderlands. Soooooo good!
Hooray for cross-posting! Cookin up Kerrigan in here.
Well this is nowhere as pro or good as most of the stuff on here, but i still wanted to plug my current WIP enviro piece as it seems to be getting largely ignored, and I need some serious critiques!
JamesMeader: Holy dang, I love that launcher (luncher?)! Throw some linework overlays on there and you got yourself a Borderlands weapon....and I do love me some Borderlands. Soooooo good!
Thank you very much @Rocket Brian. A borderlands look would be cool but i obviously want to keep it close or as close as i can the concept.
Love your artwork Apollo, some cool content in your folio.
Tried Marmoset last night, pretty happy with what I have so far, maybe an improvement on the diffuse is needed.
But more importantly is that I'm trying to achieve caustics and I'm not sure how to go about it :poly122:
been playing around a bit with 3d scanning, and heres a first test
Nice man. It looks very noisy on one side though - did you have less capture images on some parts or is it just the moss? If you want to make a texture from this, I'd recommend finding the 'cleanest' area of the tree, then bend/move your mesh into a flat plane.
Finally giving up and calling this guy done if only because I don't feel like looking at him anymore. Pretty pleased with how he turned out although I may try to make the eyebrows look less pasted on and part of me wants to re-UV the whole thing and go at it again. Oh well onto the next one.
amazing work!
since Infamous is close to coming out i couldn't help but...
Nice man. It looks very noisy on one side though - did you have less capture images on some parts or is it just the moss? If you want to make a texture from this, I'd recommend finding the 'cleanest' area of the tree, then bend/move your mesh into a flat plane.
Replies
I done some tutorial for rubble asset that Ive been posting few days ago. Hope that it help to somebody;)
http://www.michalhoz.com/#!tutorials/c1p93
Genius! Thanks Michal, much appreciated
Funky Bunnies: love that!
Something i am messing around with for Node World
This is my latest sculpt:
Original sketch: http://fav.me/d71pj0d
Timelapses:
http://vimeo.com/84713490
http://vimeo.com/88754655
I hope you all are doing well.
Here is a cowboy model I made for a mobile game. The character is standing at 2.k tris with 2k map for diffuse and 1k for normal.
I hope you like it.
Thanks
Nice tut! Put it in it's own thread and it will be easier to find it in the future. It's also easier for the wiki..
I wonder if you could expand on the material separation masks. Is your polygroups created automatically or is that something you split up by hand?
Feedback please!
great work guys.
thread link
I began baking this from the high resolution mesh, and I think that its coming out well.
Another WiP, playing around with Zbrush posing and rendering.
Finally finished this character
woop
JamesMeader: Holy dang, I love that launcher (luncher?)! Throw some linework overlays on there and you got yourself a Borderlands weapon....and I do love me some Borderlands. Soooooo good!
Hooray for cross-posting! Cookin up Kerrigan in here.
Nice stuff man. How shader workflow is looking on Torque?
and here's the thread, please stop by and Critique!
http://www.polycount.com/forum/showthread.php?t=129373
Here is my recent work in progress character.
Hope you guys like it.
More works can be found here: http://aaronfang.weebly.com/blog.html
Aaron
Thank you very much @Rocket Brian. A borderlands look would be cool but i obviously want to keep it close or as close as i can the concept.
Top! :thumbup:
Lowpoly with normalmap
All WIP's
Tried Marmoset last night, pretty happy with what I have so far, maybe an improvement on the diffuse is needed.
But more importantly is that I'm trying to achieve caustics and I'm not sure how to go about it :poly122:
[Edit] Some small tweaks
Watch on YouTube: http://youtu.be/hlJ_4o526DE
Hi-res video download: http://www.sanhueza.com/images/sanhueza_Dancer.avi
Thread here
download the ztl here
http://www.polycount.com/forum/showthread.php?t=132321
360 gif,
Got some gameplay of my personal project - [ame="http://www.youtube.com/watch?v=33UXK5hi5UY"]See No Evil pre-alpha gameplay - YouTube[/ame]
also a new blog post for it www.snegame.com
Booyah.
newb challenge
Someone's told me I do toony stuff rather well. So, experimenting to see if this is true.
I love this model and animation! Reminds me of Space Channel 5 - real character man!
Nice man. It looks very noisy on one side though - did you have less capture images on some parts or is it just the moss? If you want to make a texture from this, I'd recommend finding the 'cleanest' area of the tree, then bend/move your mesh into a flat plane.
amazing work!
since Infamous is close to coming out i couldn't help but...
Infamous Second Son the Later Years.
Haha, that's awesome!
Trying out Keyshot with some toony modelling I did in Maya. Design inspired by Vis Dev Artist Isaac Orloff
Hand study wip:
I'm pretty sure it's moss, the tree was pretty overgrown not a bad idea about flattening the mesh.
You can give it a go if you want, I'm sharing the ztl here http://www.polycount.com/forum/showthread.php?t=132321