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 !
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
Replies
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
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.
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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.