Using my past experience as ballroom instructor to try this. No symmetry, and no t-pose. Just 2 spheres and Dynamesh. Haven't really worked on proportions yet, just getting the dynamic posture so far.
I have been working on a grapple hook crossbow for a university project and wanted to show what I have come up with. The is my first hard surface modelling project I have done, Total polycount is 8300 With a 4k normal map, 8k diffuse/albedo 8k spec and 8k gloss map and a secondary 2k normal and 2k diffuse/albedo
I have also create a camo for the weapon shown below in red but there is also a blue, woodland and snow camo texture
I have been working on a grapple hook crossbow for a university project and wanted to show what I have come up with. The is my first hard surface modelling project I have done, Total polycount is 8300 With a 4k normal map, 8k diffuse/albedo 8k spec and 8k gloss map and a secondary 2k normal and 2k diffuse/albedo
I have also create a camo for the weapon shown below in red but there is also a blue, woodland and snow camo texture
You need to put the direct link (with a .png or .jpg at the end) within your image tags, else they won't show up.
Here is a rough prototype of a long range shooting sim I'm making in UE4. I have accurate ballistics modeling but the simple wind model I've made is turned off in the video. You can actually use the the reticle to range the targets or middle click to range the target. You can either use the reticle hash marks to hold over or adjust the scope for elevation/windage and hold dead on. All of the art and sound FX are place holder assets.
So far, I've managed to pull this off using only Blue Prints.
Meh i barely have time to work on my own stuff at the moment but managed to game res everything and baked the normal maps for the clothing, just a small update but hopefully i will finish it soon.
Hello everyone, I am a beginner modeler, currently working on a model of the universe Warhammer until ready only high poly soon start doing low poly and texture.
Starting blocking this guy out a few days ago. It took around 3 days since I had to figure out the scale for all the modular sets that are going to be being used to create this scene. Anyways More to come soon!
Here is a rough prototype of a long range shooting sim I'm making in UE4. I have accurate ballistics modeling but the simple wind model I've made is turned off in the video. You can actually use the the reticle to range the targets or middle click to range the target. You can either use the reticle hash marks to hold over or adjust the scope for elevation/windage and hold dead on. All of the art and sound FX are place holder assets.
So far, I've managed to pull this off using only Blue Prints.
Brilliant work on here as always guys, loving it! Here's a character sculpt I did for work not long ago. My own race of reptilian warrior tribesmen called the Ka-Halitee. I have an armoured version of him also, I should be posting that later once I get approval.
Dude; that's fantastic :thumbup: Is the project for anything in particular?
It's a game that I've always wanted play but an physically accurate long range shooting sim isn't exactly a main stream product. I was trying to code it UDK but I'm not much of a programmer so I wasn't getting very far. When UE4 came out with that awesome Blue Print system, I started playing with it and before I knew it I had half of the core mechanics done. It's going to take forever to finish though.
If it sells a few copies, great! If not, that's fine too. I'm just having fun with the idea.
FishMan: Beautifully executed! Feels really solid and heavy! Did you use Marvelous Designer for the cloth items or what was you technique? Art porn confirmed
A UE4 material which I've been working on for the past week or so.
I've never quite liked snow when it's got the weird vertex stuff over it.
Nearly everything is parameters, just got to sort out specular and some other things I would like to do.
Image 1: Screenshot from the material editor.
Image 2: Material applied to some assets from the "effects cave" level.
Image 3: Material applied to another asset.
Image 4: Material applied, with a displacement to the snow (Z axis).
I agree with mammeries, beautiful work, but could you instead just post lower rez images here with links to the super hi-rez images? Some of us have to suffer through super slow internet speeds.
@FISHMAN! - HOLYFUCK! Fantastic stuff. and I totally +1 lildragns' comment. Any chance you could discuss your workflow for that bag? Fully Zbrushed/Mudboxed or did you start with a sub-d base? and beautiful modeling on those tires!!!
@TomDelboo - This is my favorite handpainted piece in a while! Your color balance and mood is just brilliant and presentation is spot on! I love the little stream falling off. Would we be able to see some wires and texture flats?
@TheidesofMay - really? Yes, I see a traffic cone, but seriously, really? Have some pride in your art, people might actually want to help you improve.
Replies
A video of the rig can be found here:
http://youtu.be/IGALQi_Px3M
Using world machine? Great stuff.
I used as reference a concept from the amazing LaroLaro
I have also create a camo for the weapon shown below in red but there is also a blue, woodland and snow camo texture
You need to put the direct link (with a .png or .jpg at the end) within your image tags, else they won't show up.
eg:
So far, I've managed to pull this off using only Blue Prints.
[ame="http://www.youtube.com/watch?v=SRFI3TTa4vU"]Shooting Simulator WIP - YouTube[/ame]
League of Legends Zyra Fan art following the original concept by zeronis!
Amazing work everyone really inspiring, keeping on eye on that frog.
marmoset 2:
this is great!
More progress and info on my thread: http://www.polycount.com/forum/showthread.php?t=105171
Working on my presentation. Wip thread can be found here: http://www.polycount.com/forum/showthread.php?t=118389
thanx man
I enjoyed watching your site, impressive stuff on there :thumbup:
And some additional renders:
And because i have no WIP thread here some viewport screenshots:
That backpack gives me memories 'bout army time ^^
Amazing job!
It's a game that I've always wanted play but an physically accurate long range shooting sim isn't exactly a main stream product. I was trying to code it UDK but I'm not much of a programmer so I wasn't getting very far. When UE4 came out with that awesome Blue Print system, I started playing with it and before I knew it I had half of the core mechanics done. It's going to take forever to finish though.
If it sells a few copies, great! If not, that's fine too. I'm just having fun with the idea.
Great job man! Tons of work.
P.S. Охуенно
Your other work is great but this caught my eye immediately, awesome crisp folds, I can "feel" what material this bag is made from... nice work here.
~t
I think you need to add more contrast and saturation to your textures like this:
I disagree. Your edit looks way too contrasy imo.
I quite like the vaguely washed out feel of the original.
I've never quite liked snow when it's got the weird vertex stuff over it.
Nearly everything is parameters, just got to sort out specular and some other things I would like to do.
Image 1: Screenshot from the material editor.
Image 2: Material applied to some assets from the "effects cave" level.
Image 3: Material applied to another asset.
Image 4: Material applied, with a displacement to the snow (Z axis).
here is a wip shot of the armor
Yep most of the cloth items was done in Marvelous Designer. Awesome tool for such lazy people like me
Yep. Done. Sry 4 dat.
Think I done quite well considering.
Its also playable in unity here is the link http://goo.gl/vPgOuj
@TomDelboo - This is my favorite handpainted piece in a while! Your color balance and mood is just brilliant and presentation is spot on! I love the little stream falling off. Would we be able to see some wires and texture flats?
@TheidesofMay - really? Yes, I see a traffic cone, but seriously, really? Have some pride in your art, people might actually want to help you improve.