Very nice model indeed but the presentation is killing it... You should do one image per view, overlapping views of the model like this doesn't give justice to your work at all.
And what the point to make such a HUGE image when you seems to have upscale your renders/screenshots ?
Anyway, nice model.
Hi everyone! I'm working on this character, here is the HP finished, now I'm in the retopo phase. Hope you like it and feel free to give feedback.
I`ve a polycount thread with the process here: http://www.polycount.com/forum/showthread.php?t=130571
I made this Ghostbusters Ghost Trap. Pretty happy with it, but sorta scared to post it because everything you guys make is just ridiculously beautiful.
Hey guys, I have been working on a little battle scene which I plan on putting on sketchfab once I am done. Should be done in a couple days. Here is how it is looking
Render from my latest project - done for a tutorial on spacecraft design for the latest issue of 3D Artist magazine.
fuuuuuuuuuuuuck This is PHENOMENAL work Paul as per usual.
Love the design, such a great mix of flat surfaces for the eye to rest in between all those crazy intricate parts. And the multi directional stabilizer thrusters are awesome!
I made this Ghostbusters Ghost Trap. Pretty happy with it, but sorta scared to post it because everything you guys make is just ridiculously beautiful.
It looks like you have a shading artifact on your model where all the front dials are, not sure if this is intentional,other than that its a pretty solid bake
the artifact could possibly my end viewing, but i'm not sure.
Scythe The armour's great, although the cape could do with some reworking, just a little overboard on the folds I think, here's a good example of how a lot less can do a lot more.
Last time I spam this (promise) getting close to finishing it off so it'll be a lot of clean up, minor tweaking and a couple additional elements for some final shots, if anyone has any thoughts before I put it to bed please feel free to throw em my way, wip thread.
This was originally from the character challenge back in January. I decided to pick it up again since I hadn't finished it. Sculpted in ZBrush and I baked down the lighting information as a base. As of now it's just a diffuse map so I can practice painting. I should also mention it's not done yet as I'm working on hair now and have some other areas to touch up.
I feel ashamed posting this next to all this great art.
Never feel bad posting your art here on Polycount, this is a place to share and learn.
You have a good start here but I would recommend looking at reference pictures and trying to mimic the effects in the stone. This looks like zbrush and I know there are some awesome stone sculpting tutorials out there. You can start off by using different layers of noise and scale the noise way up to get a cool stone effect on these.
It looks like you have a shading artifact on your model where all the front dials are, not sure if this is intentional,other than that its a pretty solid bake
the artifact could possibly my end viewing, but i'm not sure.
Yeah, that artifact only shows up on Sketchfab - and it's a really strange one, too, because that part of the model has symmetrical UVs, so it should be on both sides?
There was a cool unused outfit from a project I worked on that I want to render, so here is the first lighting/hair test. Not sure if it will be full body or upper torso only yet. Model is old model of my wife with new texture and some changes.
Also I have to say that I bought GMH2 for hair. What is here doesn't look great, first try at it, but it saves SO much time, so anyone needing a hair solution I absolutely suggest it. This is my first revision, took about 30 minutes to make in zbrush and get into Maya, it is absolutely dead simple and really powerful, and from here it will be much quicker to iterate on top of this, so anyways forgive me, yeah, but I really love this program.
Lighting is okay, but I might want to change it up, going to get the rest of the outfit in Maya now.
Replies
Very nice model indeed but the presentation is killing it... You should do one image per view, overlapping views of the model like this doesn't give justice to your work at all.
And what the point to make such a HUGE image when you seems to have upscale your renders/screenshots ?
Anyway, nice model.
Extra middle geometry is for vertex ambient occlusion purpose.
New update on my game!
http://www.polycount.com/forum/showthread.php?p=2052308#post2052308
ACEEEEE
I`ve a polycount thread with the process here: http://www.polycount.com/forum/showthread.php?t=130571
I made this Ghostbusters Ghost Trap. Pretty happy with it, but sorta scared to post it because everything you guys make is just ridiculously beautiful.
Holy crap. Creative solution for sure.
The pack I have so far: https://www.assetstore.unity3d.com/#/content/16449
Awesome!!
Paul, this is so cool. This should be quoted over and over and over, just because. Speechless.
Please tell us when this tut is gonna be released in print
fuuuuuuuuuuuuck This is PHENOMENAL work Paul as per usual.
Love the design, such a great mix of flat surfaces for the eye to rest in between all those crazy intricate parts. And the multi directional stabilizer thrusters are awesome!
It looks like you have a shading artifact on your model where all the front dials are, not sure if this is intentional,other than that its a pretty solid bake
the artifact could possibly my end viewing, but i'm not sure.
A quick 2hr doodle. started as a dragon zsphere setup but i kinda went in the wrong direction...oops
Scythe The armour's great, although the cape could do with some reworking, just a little overboard on the folds I think, here's a good example of how a lot less can do a lot more.
Last time I spam this (promise) getting close to finishing it off so it'll be a lot of clean up, minor tweaking and a couple additional elements for some final shots, if anyone has any thoughts before I put it to bed please feel free to throw em my way, wip thread.
great work!
Learn lot thing while doing this sculpt
Never feel bad posting your art here on Polycount, this is a place to share and learn.
You have a good start here but I would recommend looking at reference pictures and trying to mimic the effects in the stone. This looks like zbrush and I know there are some awesome stone sculpting tutorials out there. You can start off by using different layers of noise and scale the noise way up to get a cool stone effect on these.
It's Cave!
I use Unity and shader forge. Shader forge is really really good. It's Awesome!
I love shader forge.
I wanted to more realistic water and waterfall but It was fail. ㅠㅠ
Water is difficult.
I think it need to study a little more.
Yeah, that artifact only shows up on Sketchfab - and it's a really strange one, too, because that part of the model has symmetrical UVs, so it should be on both sides?
There was a cool unused outfit from a project I worked on that I want to render, so here is the first lighting/hair test. Not sure if it will be full body or upper torso only yet. Model is old model of my wife with new texture and some changes.
Also I have to say that I bought GMH2 for hair. What is here doesn't look great, first try at it, but it saves SO much time, so anyone needing a hair solution I absolutely suggest it. This is my first revision, took about 30 minutes to make in zbrush and get into Maya, it is absolutely dead simple and really powerful, and from here it will be much quicker to iterate on top of this, so anyways forgive me, yeah, but I really love this program.
Lighting is okay, but I might want to change it up, going to get the rest of the outfit in Maya now.
https://www.youtube.com/watch?v=Z_L_ydMUab8&feature=youtu.be
Thanks
edit:
A little update
It's still very, very WIP and has a lot of placeholder props and furniture. It's getting there though!
Cheers!