Edit:
Wow ok I didn't expect these screenshots to leave Polycount. Thanks for all the replies and feedback! Really motivated now. Note that this is NOT the Unreal Engine 4, but UDK (Unreal Engine 3), which is one of the reasons why some textures might look flat (no PBR ) and the reflections unrealistic. I'm working every day to port this to the new Unreal Engine 4 but as I mentioned in my original post there's lots of work that was unfinished not to mention that I have to redo all the materials and many textures because of the awesome physically-based shading in Unreal Engine 4. There's a lot more content in this level that I haven't shown yet and I probably won't until it's all finished. Thanks again for the replies!
Edit 2:
Yes, everything was rebuilt from the ground up, including high-poly's and all the stuff that goes with. No original Half-Life 2 material will be used (except for Dr.Breen's face and the Combine insignia). I'll provide screenshots of all the high-poly models and the likes when the time comes.
Original post:
Was working on this City 17 environment in UDK, still tons of stuff to do like creating all the exterior stuff, train interiors and some smaller models (monitors and props) but then Epic released UE4 in all its glory. I'll probably quit this project in UDK and convert it all to the Unreal Engine 4. It's gonna take a while though. Please note that there's lots of placeholder models/textures/lighting and general derpyness in these pics. Can't wait to get going with UE4.
Wow great work I love it! I can see Valve emailing you soon
I have just eaten my lunch while looking at your great work and not noticed its all been consumed.
DietCokemodel-wise she looks pretty good, if you have a chance to finish up the textures and maybe some better lighting, it could still be a very nice piece.
Really top stuff here as usual, Really liking all the recent sci-fi stuff! Also that UE3 train yard is just awesome.
I'm just trying something different to what I am used to and doing some more natural high poly sculpting. Thinking about making some sort of scene out of this but still aren't 100% sure yet what I want to do.
Crossposting from the lowpoly thread OUR PROJECT HAS GONE PUBLIC so I can finally post this! ALSO BE SURE TO CHECK OUT OUR TRAILER ON THE PAGE OK? we put alot of effort into it! (also I did not make the character art and the logo at the bottom.)
I should really start posting here!
I've been working on a tank for the first "big" university project since starting the first year in September
Posting it now because if I kept editing things last minute before uploading, it would take me 12 years before thinking it was good enough to show.
May as well bite the bullet
Were the scratches "automated" in SD or hand painted in SP?
Keep going!
It's all automated. I used Painter only to paint material masks and for the face for now. I may use some particle magic towards the end for a final wear and tear pass.
the skin and pants texture seems a bit flat. i would suggest to edit the gamma a bit so the dark areas would appear darker.
Or duplicate the skin and pants layer, put it on top of the original and set it to overlay. then play with the opacity.
Edit:
Wow ok I didn't expect these screenshots to leave Polycount. Thanks for all the replies and feedback! Really motivated now. Note that this is NOT the Unreal Engine 4, but UDK (Unreal Engine 3), which is one of the reasons why some textures might look flat (no PBR ) and the reflections unrealistic. I'm working every day to port this to the new Unreal Engine 4 but as I mentioned in my original post there's lots of work that was unfinished not to mention that I have to redo all the materials and many textures because of the awesome physically-based shading in Unreal Engine 4. There's a lot more content in this level that I haven't shown yet and I probably won't until it's all finished. Thanks again for the replies!
Edit 2:
Yes, everything was rebuilt from the ground up, including high-poly's and all the stuff that goes with. No original Half-Life 2 material will be used (except for Dr.Breen's face and the Combine insignia). I'll provide screenshots of all the high-poly models and the likes when the time comes.
Original post:
Was working on this City 17 environment in UDK, still tons of stuff to do like creating all the exterior stuff, train interiors and some smaller models (monitors and props) but then Epic released UE4 in all its glory. I'll probably quit this project in UDK and convert it all to the Unreal Engine 4. It's gonna take a while though. Please note that there's lots of placeholder models/textures/lighting and general derpyness in these pics. Can't wait to get going with UE4.
Got my first Steam update out last night for my UDK game Last Knight, it is pretty much just a patch but it has also the new freeze and cheese feature added:
Wow, with so much awesome work this pages it feels awkward to post my random practice sculpts! Always loved darksiders style and lately I've been trying to learn proper sculpting in zbrush(only used zbrush for random cracks/cuts b4, not to actually sculpt).
Here is my first try starting from a Zsphere and looking at a darksiders reference!
Replies
Wow great work I love it! I can see Valve emailing you soon
I have just eaten my lunch while looking at your great work and not noticed its all been consumed.
Turntable :
https://www.youtube.com/watch?v=Qv25LJpJonw
Pictures :
These are some lowpole mercenaries i've been doing:
I'm just trying something different to what I am used to and doing some more natural high poly sculpting. Thinking about making some sort of scene out of this but still aren't 100% sure yet what I want to do.
OUR PROJECT HAS GONE PUBLIC so I can finally post this! ALSO BE SURE TO CHECK OUT OUR TRAILER ON THE PAGE OK? we put alot of effort into it! (also I did not make the character art and the logo at the bottom.)
Working on this side project in UE4!
Nice, I feel the light of the fire could be a little warmer though.
I'll be posting more later tonight, so find the thread here:
http://www.polycount.com/forum/showthread.php?t=133256
I've been working on a tank for the first "big" university project since starting the first year in September
Posting it now because if I kept editing things last minute before uploading, it would take me 12 years before thinking it was good enough to show.
May as well bite the bullet
Working on it..
Awesome work everyone damn, looking good jerc,kyle.
Keep going!
rodgon, you're blowing my mind! Killer stuff, man!
[SKETCHFAB]87fe35ec41b44ac6878c468f7b22c9e0[/SKETCHFAB]
as usual, I wold love to receive some feedback!
And the studies from before that week
Started as a speed sculpt, now getting it ready for 3d printing.
good work
the skin and pants texture seems a bit flat. i would suggest to edit the gamma a bit so the dark areas would appear darker.
Or duplicate the skin and pants layer, put it on top of the original and set it to overlay. then play with the opacity.
Omg... I think it's more appropriate to call this Half Life "4" awesome work guy!
Great model, dude.
Cloth studies
Is this only diff texture or did you include a spec map? Looking awesome
[SKETCHFAB]c2f33686c4b04111aa91fcf794e4de4e[/SKETCHFAB]
this is AMAZING...
Really loving it, great work
Here is the full rundown: http://steamcommunity.com/games/262210/announcements/detail/1280454197282206734
Here is my first try starting from a Zsphere and looking at a darksiders reference!
Normal Albedo and Gloss respectively:
Thread: http://www.polycount.com/forum/showthread.php?t=133256
Thanks!
Currently there's no spec map, only diffuse.