Upgraded my entry I was looking for the rock thread but it seems after finding it twice this week and wanting to post in there I can't seem to find it and i tried 3 times so sorry if you didn't want to see this posted again, blame search.
Hey guys! This is my first post and I'm just looking for some critiques and advice!
If you would like to see more I have wire frames and everything here: http://mmidmd.com/areinitz/?page_id=10
Hi! By the way i'm still practicing a stylized crunchy way of sculpting on zbrush, that is suitable for 3D printed figures. I hope you like it. I really like the style of redbeanviolin i'll adapt its style in my sculpting.
Hi! By the way i'm still practicing a stylized crunchy way of sculpting on zbrush, that is suitable for 3D printed figures. I hope you like it. I really like the style of redbeanviolin i'll adapt its style in my sculpting.
I'll update soon
Wow! I Love it! Redbeanviolins style is for sure wonderful and you sculpt is just wonderful, too! I'd love to see that character finished with some lovely handpainted textures!
Great work Decci!
I personally am enamored with the Lighting in UE 4. I am in love with stationary lights and think they are a great hybrid type of light as well as being a great compromise for dynamic GI.
This was just some practice to calibrate myself to the new tools a bit. Spot Light, Sky Light, Reflection Cube Actor, Sphere Reflection Actor, Lightmass Importance Volume, and Post Process Volume with some tweaked SSAO as well as AO turned on in the World Properties.
Trying to get this kind of lighting fidelity in UDK wasn't exactly "difficult" but it was way easier and more fun in UE4. Probably because Lightmaps are so much more forgiving this time around and create Waaaaaaay less artifacts to deal with by far.
I've "finished" another part of my senior project. I put quotes around finished because I'm not incredibly happy with how it turned out, but I guess I'm content with it and I just need to move on to the next project at this point.
[vv]90336378[/vv]
I've also been creating turntables for some previous sculpts I did a few months ago.
Replies
Nice banana! I made an orange 8D
dope
work in progress - a tribute to an awesome game. flat diffuse gloss spec etc, everything wip atm.
crosspost: http://www.polycount.com/forum/showthread.php?t=131965
few small tweaks to this flintlock, fixed up the wood gloss and some of the dirt:
Crosspost:http://www.polycount.com/forum/showthread.php?t=127774
some progress on this monk dude, 1-2 more days and it should be done
Click me for way biggerness!!!
Thread:http://www.polycount.com/forum/showthread.php?t=132950
References used and attempted surface:
http://oi59.tinypic.com/34e87qo.jpg
Meteorites.
OrlaV there is a rock thread idk where it is though.
PBR attempt btw.
Hey guys! This is my first post and I'm just looking for some critiques and advice!
If you would like to see more I have wire frames and everything here:
http://mmidmd.com/areinitz/?page_id=10
I'll update soon
(cross post from my progress thread http://www.polycount.com/forum/showthread.php?t=128999)
Crits and advice are welcome!
Oh whats up Shodan! Looks awesome!
Meshfusion in Modo? I hope so, it's just nuts to do that with regular polymodeling.
Can't wait to see it done
And Scythe, I love your work on this character! pretty cool
a lot of awesome work as usual!!!
Better start writing
Trying out different loadout combinations.
Awesome, are you doing internals too? They are significantly simpler to model than the exterior
What do you use to get dimensions on this? Are you working off of actual numbers for bore and stroke to get things started?
Almost done with my HP - moving to Zbrush now.
Thinking about throwing all in Unreal4
You'll have to put it between two big PBR oranges for that to happen.
A bust Im sculpting on zbrush
Wow! I Love it! Redbeanviolins style is for sure wonderful and you sculpt is just wonderful, too! I'd love to see that character finished with some lovely handpainted textures!
Great work Decci!
^ so good !!!1!
STYLIZED
(making fun of dbz)
This was just some practice to calibrate myself to the new tools a bit. Spot Light, Sky Light, Reflection Cube Actor, Sphere Reflection Actor, Lightmass Importance Volume, and Post Process Volume with some tweaked SSAO as well as AO turned on in the World Properties.
Trying to get this kind of lighting fidelity in UDK wasn't exactly "difficult" but it was way easier and more fun in UE4. Probably because Lightmaps are so much more forgiving this time around and create Waaaaaaay less artifacts to deal with by far.
[vv]90336378[/vv]
I've also been creating turntables for some previous sculpts I did a few months ago.
[vv]90336377[/vv]
followed this mini-tut by MM
www.defiant-child.com
http://www.polycount.com/forum/showthread.php?t=132601
quick dynamesh for friends game