Working on a vehicle that is a total abomination. The scratches/dirt are unnatural. It's was quite difficult for me to understand the nature of scratches, rust and dirt on a vehicle. I'm currently getting some feedback on it so I can make them appear more natural and not random. I took a break and did a couch and I'm now texturing it.
Finished the FPS arms from our school project for my portfolio :U
Touched them up a bit and rendered them out. Rigged by Mattias. I didn't have a gun to render them with so I went wild. Pew pew!
An update on my Joker wip, started working on a harpoon gun of sorts. The final thing won't be made completely of green toy plastic, although I do rather like it for some reason.
Couple more angles in my thread. Any feedback would be greatly appreciated, cheers!
Just messing around with a physically based shader and per-pixel bloom/dirty lens effect I created in Unity recently. I've also changed the deferred renderer so that point lights have physically accurate attenuation.
finished for real this time, I took some time to play with zbrush's light setting, and played a bit with the distance parameter to fake and omni like a bit like in the d3 concepts :
Finished the FPS arms from our school project for my portfolio :U
Touched them up a bit and rendered them out. Rigged by Mattias. I didn't have a gun to render them with so I went wild. Pew pew!
looking sweet, tho the fingernails feels a tiny bit too big
i've been sketching out frenjas owl on a trainride lately
man those beasts are hard to grasp, the feather distract so much :X
I plan on having a solid core with baked on feathers and then lose ones on top of that.
Neox: Thanks! You may be right... I'll go over and fix some things that feel and look off once I have more time on my hands. But thank you.
Awesome owl, the torso and it's color are coming out great!
So, I was texturing the sofa. The metal is really giving me a hard time! DX But here's how it looks so far. The metal renders are done with the shattered glass sky and the leather is in the garage.
P.S. Ignore the seams, I'm just focusing on nailing the material atm
A couple more updates. More assets. Lots of texture/material work to do.. but I think I've got at least 90% of the assets in scene at this point! woohoo! Check out my thread on this scene here: http://www.polycount.com/forum/showthread.php?t=133483
That wood texture is nice @Noise. Is that your own photo or did you make it yourself from scratch?
I used a photo to have the material definition and also have something with this kind of placement. As it was faster than create it myself and then add the wood material. But the photo is heavily changed in photoshop as the photo was with a new shiny wood.
Updated my game with a Easter Event:
[ame="http://www.youtube.com/watch?v=_CoKCSQGDKY"]Last Knight - Easter Event - YouTube[/ame]
Maybe someone still recognize the bunnies from my old UT3 modding. I made now randomly generated masks of them that you can find in giant randomly generated eggs.
I just finished the Needler based on the one found in Halo 4, by 343 industries. More shots at www.rubencuerda.wordpress.com Any comments or criticism will be appreciated.
I used a photo to have the material definition and also have something with this kind of placement. As it was faster than create it myself and then add the wood material. But the photo is heavily changed in photoshop as the photo was with a new shiny wood.
Does your reference have that mid-section wood that divides the fishbone parquet or did you take the easy way out texturing it? (because you usually don't put the floor like that irl)
I know it's a bitch to tile. But it's manageable! I did once:
Just messing around with a physically based shader and per-pixel bloom/dirty lens effect I created in Unity recently. I've also changed the deferred renderer so that point lights have physically accurate attenuation.
I will give you 5 billion dollars for this shader and bloom.
Wrapping this up, it's been a few months that I've been working on other stuff and I kinda lost inspiration for this one. And time to move on to UE4 anyway. Thx for the responds guys!
DistingAmazing work !
Replies
Progress thread here: http://www.polycount.com/forum/showthread.php?p=2045229
Touched them up a bit and rendered them out. Rigged by Mattias. I didn't have a gun to render them with so I went wild. Pew pew!
[SKETCHFAB]afa33b8caead4aa5be34420bf293c9f2[/SKETCHFAB]
Couple more angles in my thread. Any feedback would be greatly appreciated, cheers!
Just finished this tonight. Cheers!
Needs a bandodeer for all those shells.
Crosspost from my current project thread:
www.polycount.com/forum/showthread.php?t=132813
I just finished this Vintorez and M1A1 Abrams aswell as my portfolio.
You can crit or comment on my polycount thread here.
looking sweet, tho the fingernails feels a tiny bit too big
i've been sketching out frenjas owl on a trainride lately
man those beasts are hard to grasp, the feather distract so much :X
I plan on having a solid core with baked on feathers and then lose ones on top of that.
headsculpt
Awesome owl, the torso and it's color are coming out great!
P.S. Ignore the seams, I'm just focusing on nailing the material atm
WIP
Reminds me of something from Star Wars Galaxies. Good work!
I'm currently texturing the environment I made based on a concept from Thief
You can find the thread here
Using shaderforge I just created my first fire shader, though no refractions are used I think it will look nice in action
Thanks a lot Fwap! Really appreciate it. (:
So many amazing work guys! ;OO
I used a photo to have the material definition and also have something with this kind of placement. As it was faster than create it myself and then add the wood material. But the photo is heavily changed in photoshop as the photo was with a new shiny wood.
From over HERE
A bigger update, as well as a couple of new angles.
bravely default fan sculpt
[ame="http://www.youtube.com/watch?v=_CoKCSQGDKY"]Last Knight - Easter Event - YouTube[/ame]
Maybe someone still recognize the bunnies from my old UT3 modding. I made now randomly generated masks of them that you can find in giant randomly generated eggs.
Great work dude, awesome modelling and texturing.
Makes me want to play some Halo!
Does your reference have that mid-section wood that divides the fishbone parquet or did you take the easy way out texturing it? (because you usually don't put the floor like that irl)
I know it's a bitch to tile. But it's manageable! I did once:
https://www.youtube.com/watch?v=dhg7FxixKpE
(works in max, udk, unity, modo or as standalone as well).
I will give you 5 billion dollars for this shader and bloom.
Lil something im setting up for rendering,
Disting Amazing work !
Keep up the good work everyone