Main goal of this environments - reach the good quality with low ammount of textures and objects. On Unity-free version of engine. I'm a new here, and don't know how I can made self-thread for public stuff like this. So... can paste it here. Thanks.
Attempting my first full character sculpt. Everything I thought I knew about cloth sculpting went out the window trying to make this and there's still loads to go.
Started working on this a while back but I thought I'd try lighting and rendering it in Unreal 4. I'm really impressed by the lighting. I'll take better finished renders later.
Hey folks, some update of the Knight fan art - realtime model.
I'm working on its shaders and maps. Still a lot things to do and improve, but getting there. Render realtime on Marmoset. C&C are welcome! Cheers!
Some great work around here, I feel bad posting some of my stuff... but I've been recently working/updating my portfolio (www.andrecastelart.com) and polycount has been a great inspiration for me! On the process I recovered some work I had done in the past like this one here:
@RexM I hope you plan to show us all a break down of that once you are done, looks ace.
So I finally made enough progress with this I figured I should fire an update in, need to actually do the glass, add more wear, darker spots etc etc, but yeah. Things.
I've been texturing this entire scene in UDK for my FMP at Norwich University of the Arts.
I'll have more complete screenshots of this once my partner has the whole thing set up.
So I finally made enough progress with this I figured I should fire an update in, need to actually do the glass, add more wear, darker spots etc etc, but yeah. Things.
Here's an update on level two incorporating some more hazards from the first level. The idea is to use previous elements and add new ones as the game progresses. It'll be interesting to see how it all works out level design-wise. Should provide some more interesting opportunities.
Some great work around here, I feel bad posting some of my stuff... but I've been recently working/updating my portfolio (www.andrecastelart.com) and polycount has been a great inspiration for me! On the process I recovered some work I had done in the past like this one here:
Amazing work there andrecastel! Really love the polished, clean look and the warm colors of the scene. Is this pre-rendered stuff or are you rendering this in a game engine?
I completely revamped the character design of the starting character for my game project. I like this much better, and I’m pretty proud of myself. Definitely feels like I gained a few levels with this piece.
I'm working on Tyrion from Game of Thrones. I need some help with hair. I would be grateful for any tip.
33k tris 4k textures
I'm not the best with hair experience but, I'd suggest you to create a base shape on zbrush for the hair, and then do a retopo of it following the surface. Create some layers of hair, like..long and short strips and then rotate it on it's base a bit to look like a messy hair. I hope it helps
Amazing work there andrecastel! Really love the polished, clean look and the warm colors of the scene. Is this pre-rendered stuff or are you rendering this in a game engine?
Thanks! It's pre-rendered (just using scanline in max though) but I thought about reworking on it to take to a game engine... maybe I should do it as a practice.
Replies
Lone Druid Poster
Tidehunter Poster
NYX NYX TShirt
Pudge TShirt
The Bundle!
http://steamcommunity.com/workshop/filedetails/?id=256320028
(Crosspost, sorta? If you have any comments, I'd appreciate if you left them over in my sketchbook thread)
[ame="http://www.youtube.com/watch?v=YKz2Wu2NVQU"]Roach Turntable - YouTube[/ame]
He was fun, but I'm happy to leave him alone for a while.
tidehunter looks like he is made of brain, why is everything so wobbly? :X
And environments like this.
Main goal of this environments - reach the good quality with low ammount of textures and objects. On Unity-free version of engine. I'm a new here, and don't know how I can made self-thread for public stuff like this. So... can paste it here. Thanks.
[IMG]http://www.polycount.com/forum/<iframe src="<a href=https://www.flickr.com/photos/124560523@N02/13991016938/player/" target=_blank>https://www.flickr.com/photos/124560523@N02/13991016938/player/"</a> width="2048" height="1238" frameborder="0" allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen></iframe>[/IMG]
still alot todo. working on my little cannon scene
Going for more plants - envi stuff - a groundplane and
some pirate stuff
Crosstoast from my thread.
Based on a wood carving by Tim Racer
http://www.timracer.com/html/carvings/sally_01/sally_01.html
You can see more of my work in this thread
Hey folks, some update of the Knight fan art - realtime model.
I'm working on its shaders and maps. Still a lot things to do and improve, but getting there. Render realtime on Marmoset. C&C are welcome! Cheers!
More info about this project!
Any Critiques and Commends are welcome!!
Viking power stance, I still have to tweak the head so it matched the body flow and make it asymmetrical.
this is a quick concept I made for my roommates to model we are having a modeling and texturing challenge among our friends.
Concepts for the Viking that welds the previous hammer.
Behance/LinkedIn
So I finally made enough progress with this I figured I should fire an update in, need to actually do the glass, add more wear, darker spots etc etc, but yeah. Things.
[verold]5372c36e8d4e2f020000042e[/verold]
I've been texturing this entire scene in UDK for my FMP at Norwich University of the Arts.
I'll have more complete screenshots of this once my partner has the whole thing set up.
@rodgon- Lookin' sick!
Almost done with the sculpt than its on to low-poly
I went back to the design board on an older piece.
very nice job here Kyle! keep going!
Love this!
Ace work Colin
Will be looking forward to this
I put together a show reel of the best models I made for my games design course, I hope I've done a decent job!
hm you missed a lot of the shapes from the concept, the play of round and sharp angles that defines the concept
[ame="http://www.youtube.com/watch?v=O6kqY8tG1bE"]MARA - spike droppers - YouTube[/ame]
Amazing work there andrecastel! Really love the polished, clean look and the warm colors of the scene. Is this pre-rendered stuff or are you rendering this in a game engine?
I'm working on Tyrion from Game of Thrones. I need some help with hair. I would be grateful for any tip.
33k tris 4k textures
@kyle - Awesome props! I honestly stopped and had to do a second pass before posting my wip because of your stuff!
WIP of a barrel I'm making for my little portfolio scene:
I completely revamped the character design of the starting character for my game project. I like this much better, and I’m pretty proud of myself. Definitely feels like I gained a few levels with this piece.
KyleJensen- Looks great! Love low poly!
5hrs
and here is a twitter - https://twitter.com/RinoZvizdic
This is looking great! Loved it!
I'm not the best with hair experience but, I'd suggest you to create a base shape on zbrush for the hair, and then do a retopo of it following the surface. Create some layers of hair, like..long and short strips and then rotate it on it's base a bit to look like a messy hair. I hope it helps
For more: http://www.polycount.com/forum/showthread.php?t=130069&page=3
Shameless cross post:http://www.polycount.com/forum/showthread.php?p=2064049#post2064049
Thanks! It's pre-rendered (just using scanline in max though) but I thought about reworking on it to take to a game engine... maybe I should do it as a practice.