DenO, that's fantastic. I really love the sharp look of it.
PogoP posted a super cool nDo radio a few days back, and got me wanting to try nDo. Being the non-creative heathen I am, I more or less shoplifted his design. Of course, his was way cooler and can be viewed here.
But in the meantime, here's what I ended up with. Very good practice, and I managed to figure out many techniques to avoid nDo crashing horrifically, though it still happens quite often. I'll do something more complicated next, but I like how this turned out. I had a lot of trouble figuring out the workflow, and had a few "ah-hah!" moments. Learning nDo will definitely save me time in the future. Can't wait for the next version to come out!
DenO: Really nice man! You could save some polys on the axe's head, but I guess you did it like that on purpose Did you just bake the AO and Normals down and painted everything in Photoshop or did you polypaint it as well? Maybe bump up the contrast in the wood? It's a simple, but great piece though
Miche: Thank you! Yes I baked AO and Normal map down and painted everything in Photoshop. I could probably safe a lot of polys on this model, but when it was already under 1k I didn't bother.
And you're right, I bump up the contrast in the wood and like it alot more now.
First foray into PBR and still wrapping my head around how to build stuff for it in UE4. Built this damp and puddled cobblestone material and some sidewalks.
I'm working on modular pieces from Deus Ex. I'm still very new to modelling and texturing, I've only been doing it for a few months. But I'm happy with my progress so far.
JohnnyRaptor: That looks cool man! I would look over the shoulder area on her left arm and also give the sponge more volume outwards Great job otherwise!
Logithx- That is one mighty fine looking scene! Nice to see it popping up across the net! Well done man!
KnechtRuprecht- That is great! XD
Finally finished up the HP interior this weekend :'), few bits left to do but i'll catch them on the LP pass,if no one sees or hears from me again...presume that i have died on that en-devour.
Got some bakes done on this over the weekend, gotta fix a couple minor issues on the shoulder pad and arm guards, but nothing that couldn't be sorted out with a little bit of cage tweaking or an exploded bake.
The Czerka Corporation Table, Material is about 50%. General Colors and Metal/Non-Metal and roughness are pretty much there. Details normals are still to be done, and the color for the black sections.
BARDLER: awesome rock! I have to know your workflow!
Wolvawab: Incredible character!
mats effect: I'm intrigued, what is this?
eedobaba7726: Hands down the most impressive material I've seen come out of UE4 yet.
I'm gearing up for FanEx SLC, selling these as prints.
JohnnyRaptor: That looks cool man! I would look over the shoulder area on her left arm and also give the sponge more volume outwards Great job otherwise!
Game res asset I messed with over the weekend. Texture isn't done but it's in UE4 at about 3,000 triangles. 50% combo of subd and MeshFusion, with a little NDO thrown in for flavor:
I built it in 3 pieces, like the concept was drawn so I could pose it as I saw fit:
Replies
Juju, strong bone structure makes her seem like she has a man's head, that's how i see it anyway, otherwise as a render that is a nice render.
keep at it sold, nice gun jack.
dav that is hilarious almost looks like he kicked that guy and sent him flying.
Diamond sword scout
I'm currently playing the "Oooh, what will happen if I plug this map into the roughess/metallic/etc" game.
PogoP posted a super cool nDo radio a few days back, and got me wanting to try nDo. Being the non-creative heathen I am, I more or less shoplifted his design. Of course, his was way cooler and can be viewed here.
But in the meantime, here's what I ended up with. Very good practice, and I managed to figure out many techniques to avoid nDo crashing horrifically, though it still happens quite often. I'll do something more complicated next, but I like how this turned out. I had a lot of trouble figuring out the workflow, and had a few "ah-hah!" moments. Learning nDo will definitely save me time in the future. Can't wait for the next version to come out!
BTW great work everyone !
180tris, 256x512 diffuse and normal.
Miche: Thank you! Yes I baked AO and Normal map down and painted everything in Photoshop. I could probably safe a lot of polys on this model, but when it was already under 1k I didn't bother.
And you're right, I bump up the contrast in the wood and like it alot more now.
Awesome axe!
Zbrush and PS.
C and C are welcome !
Had fun
KnechtRuprecht- That is great! XD
Finally finished up the HP interior this weekend :'), few bits left to do but i'll catch them on the LP pass,if no one sees or hears from me again...presume that i have died on that en-devour.
Also that punk guy on the other page is wicked sick .Kind of reminds me of Mr .Crow from ut2k4 .So much awesome stuff here .
hope you like it;-0
here's my Fb page https://www.facebook.com/pages/The-Art-of-Pierre-Benjamin/405104366259666
Nice curl bar brah, strong PBR render
I really like this!
So much awesome in this thread!
BARDLER: awesome rock! I have to know your workflow!
Wolvawab: Incredible character!
mats effect: I'm intrigued, what is this?
eedobaba7726: Hands down the most impressive material I've seen come out of UE4 yet.
I'm gearing up for FanEx SLC, selling these as prints.
http://makkon.deviantart.com/art/TF2-Heavy-Medic-Spy-445730566
Thanks miche, i'll see what i can do about those
Makkon, those look great dude!
http://cghub.com/images/view/913617/ < [High Quality here]
Hope you all like it! Cheers!
will there be a low-poly version?
Wireframe
I built it in 3 pieces, like the concept was drawn so I could pose it as I saw fit:
ingame mockup paintover
I like this barrel
this is a real nice barrel.
Everything is super WIP and animation are from Mixamo
[ame="http://www.youtube.com/watch?v=xolszOKoZTA"]UE4 - Eren Game WIP 01 - YouTube[/ame]