Actually this is my first post of work here. This is what I am working at right now, a character I designed for my university. Mix of an assassin and a bit post apocalypse. Still WIP of course and I need to learn to get it textured, rigged, skinned and a bit posed/animated. Lots of work and fun ahead
Hello everybody,here is the shader test,render by Zbrush preview(I still cannot works well with BRP right now),please critique.
BTW:It's feels so bad that i realized i may failed to get my favourite job:( I has sent the resume to a big game develop company almost 2 months,and then i find they remove the job requirement just now.I feel terribly awful,after lots of works i still lost this opportunity at last:( Thanks for all of my people who helped me to apply this job and i am so sorry i make them disappoint:~( I am not good artist so far.
That's ok,i just complain this moment and thanks for POLYCOUNT and you guys.Sorry that i can't talk about it on any social website and i know not many polycounter know who i really am.
Thanks for you attention and if it is passable please encourage me,I am appreciate it verymuch!
Tomorrow is another day!
Sorry to hear that bro, but consider companies get hundreds/thousands of application.
I reckon keep working on your folio and send to more companies ey, you're getting better and better every time I see you post !
I think the rendering is failing you not the texturing.
If you model this for game, you should probably setup a lowpoly version *before* you texture, then use something like marmoset to test your texture.
If not (e.g. you just want to get a nice render of this highpoly sculpt), I'd say focus on the materials first (skin needs to look like skin, metal like metal, etc), basic lighting, then move to texture details, good luck man
Ziedrich concepted a pretty awesome Alchemist set for Dota 2, which I modeled and textured. This was also my first experiment with Toolbag 2, which gave me some really awesome results.
These look fantastic! I wish I could sculpt cloth like that. Alas, I'm in the early days of such a technique. You should add some thickness to the shirt. Most shirts wouldn't wrap around the muscles of the body so well unless the shirt was wet, I'd assume.. (see: pecs and upper back muscles)
Might chuck this in my inspiration folder, actually. Nice work, Antone_m.
really interesting idea neox, the results on that demo look nice too, looking forward to seeing the workflow your using.
it's a lot of testing right now, what gives the best results. so far linear uv borders with interpolated inner uvs work pretty solid, not totally perfect as max doesn#t keep the borders totally linear i think - but padding fixes most of this
a much more complex mesh, again normalmaps created solely from the lowpoly, no extra sculpting or modelling going on, so this works, some shading errors come from the modelling technique and are only avoidable with totally clean quad modelling and wasting a lot of polies, the others i don't know something seems to still be off synched between xnormal and unity, will have to check handplane with it.
Next step would be setting up the texturing workflow.
@ Slave : well at first I was looking for a ton a classical sculpture photos, since you can have many views from different angles. But now i'm looking for picture, mimic the pose with a low subdiv and then trying to understand how muscles works for this position. It makes me think about the muscle and not just trying to reproduce them..but its a hell of a task. For the photos, I specially chose dancing, ballet or gymnastic since they have some pretty hardcore deformation on the body, which is interesting
Pretty sick of continuing on the HP of this unfunctional gun. It was my fault for picking it in the first place. Oh well you learn from mistakes! I at least tried to make it look cool.
Hello guys.
I would like to share with you my personal work.It's a heavy vehicle.I create in 3dsmax and grab the screenshot.also use the Xliulshader,It's cool shader .
The concept download in http://www.sagaofseven.com/concept/.Stuart Kim is a Great artist
Pretty sick of continuing on the HP of this unfunctional gun. It was my fault for picking it in the first place. Oh well you learn from mistakes! I at least tried to make it look cool.
Hmm, if the overall gun was a little slimmer, and the stock foldable, then personally I think it could be a really cool SMG.
Even more so if you plan on adding rails to the top of it, and then perhaps mount a red dot sight of some sort. Just throwing ideas at you.
Edit:// I actually really like the fat AK magazine btw. Looks beefy.
Awesome work guys Heres an update on my first udk level.
Adding more detail into the inner courtyard. Also seen in the pictures is the new textures for brick wall and wood that have been sculpted in mudbox and replaced the old placeholders in the modular texturesheet. I still need to tackle the roof and wooden pole textures and add a metal texture in the sheet as well. Some smoothing errors still remain in the buildings. This will be resolved during the final adjustments to all my buildings when I revisit them in the next two weeks.
I've been working on this guy on and off for a while now. I've finally had the time to get it to where it is. I'd love feedback, check out my new thread and leave some! Please?
Working on a concept for the antagonist for my 3rd year University project. Check out my thread - Ethics Be Damned! and stay tuned for updates will be modelling this soon but would love any feedback you guys have to offer before then.
Replies
Boobs.
Check out more of my stuff, And leave feedback HERE!
http://www.muzzoid.com/Kickball/
Sorry to hear that bro, but consider companies get hundreds/thousands of application.
I reckon keep working on your folio and send to more companies ey, you're getting better and better every time I see you post !
I think the rendering is failing you not the texturing.
If you model this for game, you should probably setup a lowpoly version *before* you texture, then use something like marmoset to test your texture.
If not (e.g. you just want to get a nice render of this highpoly sculpt), I'd say focus on the materials first (skin needs to look like skin, metal like metal, etc), basic lighting, then move to texture details, good luck man
It's also on the Steam Workshop if anyone's interested in in-game screenshots:
http://steamcommunity.com/sharedfiles/filedetails/?id=214693735
YouTube trailer for more in-game stuff:
[ame="http://www.youtube.com/watch?v=rDd_enXw9sI"]Dota 2 - Toxic Siege Armor Set - YouTube[/ame]
These look fantastic! I wish I could sculpt cloth like that. Alas, I'm in the early days of such a technique. You should add some thickness to the shirt. Most shirts wouldn't wrap around the muscles of the body so well unless the shirt was wet, I'd assume.. (see: pecs and upper back muscles)
Might chuck this in my inspiration folder, actually. Nice work, Antone_m.
JurassicPerk Thanks dude!
osman Cheers Yeah you're right I should push that more.
thanks guys.
About ready to low-poly this sucker.
http://www.polycount.com/forum/showthread.php?p=1921091#post1921091
Here's my first wip for 2014, more info here.
WIP thread:
http://www.polycount.com/forum/showthread.php?p=1982954#post1982954
Almost got the head and torso locked down. Tomorrow I need to do a bunch of paintovers and shit.
it's a lot of testing right now, what gives the best results. so far linear uv borders with interpolated inner uvs work pretty solid, not totally perfect as max doesn#t keep the borders totally linear i think - but padding fixes most of this
a much more complex mesh, again normalmaps created solely from the lowpoly, no extra sculpting or modelling going on, so this works, some shading errors come from the modelling technique and are only avoidable with totally clean quad modelling and wasting a lot of polies, the others i don't know something seems to still be off synched between xnormal and unity, will have to check handplane with it.
Next step would be setting up the texturing workflow.
@ Slave : well at first I was looking for a ton a classical sculpture photos, since you can have many views from different angles. But now i'm looking for picture, mimic the pose with a low subdiv and then trying to understand how muscles works for this position. It makes me think about the muscle and not just trying to reproduce them..but its a hell of a task. For the photos, I specially chose dancing, ballet or gymnastic since they have some pretty hardcore deformation on the body, which is interesting
Sad crosspost:
http://www.polycount.com/forum/showthread.php?t=128703
Gorgeous material definition here!
This is getting there, rather quickly thankfully.
EDIT
Hey, now there's a thread to pimp! Said pimped out thread...
Hmm, if the overall gun was a little slimmer, and the stock foldable, then personally I think it could be a really cool SMG.
Even more so if you plan on adding rails to the top of it, and then perhaps mount a red dot sight of some sort. Just throwing ideas at you.
Edit:// I actually really like the fat AK magazine btw. Looks beefy.
Adding more detail into the inner courtyard. Also seen in the pictures is the new textures for brick wall and wood that have been sculpted in mudbox and replaced the old placeholders in the modular texturesheet. I still need to tackle the roof and wooden pole textures and add a metal texture in the sheet as well. Some smoothing errors still remain in the buildings. This will be resolved during the final adjustments to all my buildings when I revisit them in the next two weeks.
Here is my most recent work, trying to improve my 2d, so I tried out a new rendering technique, tell me what you think, good bad?
Manny Pacquiao sculpt
and this ninja predator creature guy .I dont know what to call him. haha!
C&C's are welcome! Cheers!
Messing around with keyshot and some post pro stuff.
Goblin w.i.p.
This year I started to practice drawing portraits.
This character is drawn to my universe "BIOS".
http://www.polycount.com/forum/showthread.php?t=123777&page=2&highlight=gex