A small project with 10+ hours of work and importing.scripting,rigging,programming.
It's something that came to me in a dream, a trippy effect in a very unsettling atmosphere.
The City.......
Tell me if it lags over your computer, it seems to lag most when it's hosted over the webserver.
It runs great in standalone. Mac/PC.
More scripting to come! Just thought I would show my work as a young developer
By the way, did I mention I'm just 18.
FRESH OUTTA HIGH SCHOOL. Still a WIP.
Some renders of a character I wrapped up recently. I really wanted to get on board this PBR hype-train so I jumped straight in these past few months. Textured using Substance Painter with one 2048 map. He is sitting around 22K tris.
Hello! Long time lurker here. First time I post anything I just finished this ray gun, modeled in Maya and textured using Ddo. 4500 tris. Hope you like it!
Ribtibs: Dude that's amazing, super awesome texturing and everything. Soo good man.
Dmellott: Hey man nice finish with his textures! I want to see him animating around with audio that backs the weight that he'd be throwing around. Great job man.
Here's a cross post from my character WIP thread
Finished this guy up last night. I loved making his exaggerated muscles and proportions. Concept by Derek Hetrick (His stuff is awesome check it out)
Some realtime hair, I hate hair but this style has been at least a little fun. Looking back my pipeline was sort of bloated for no reason, I should simplify it. I was using vray and Nhair in Maya to bake the alpha and diffuse and spec, but it was unnecessary, since the strands have to be so thick for the realtime alpha, you could probably get the same result baking thicker fibermesh strands, or drawing them by hand.
Anyways, about 1/2 way mark lots of fixing and need to add more to the back to make it all work.
Ribtibs: Dude that's amazing, super awesome texturing and everything. Soo good man.
Dmellott: Hey man nice finish with his textures! I want to see him animating around with audio that backs the weight that he'd be throwing around. Great job man.
Here's a cross post from my character WIP thread
Finished this guy up last night. I loved making his exaggerated muscles and proportions. Concept by Derek Hetrick (His stuff is awesome check it out)
Some realtime hair, I hate hair but this style has been at least a little fun. Looking back my pipeline was sort of bloated for no reason, I should simplify it. I was using vray and Nhair in Maya to bake the alpha and diffuse and spec, but it was unnecessary, since the strands have to be so thick for the realtime alpha, you could probably get the same result baking thicker fibermesh strands, or drawing them by hand.
Anyways, about 1/2 way mark lots of fixing and need to add more to the back to make it all work.
really need to improve the materials on these renders, but still going good.
need to fix the curves on the bonnet and the nose(?) bit, and then a couple of smoothing errors on the cockpit, then done on the exterior. interior i think i will do over summer.
Replies
final render. Little displeased with how the "slightly serious" expression turned out, and am told the boobs sag, but I like how it turned out.
-That feeling when you're finally done baking and ready for texturing....
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Game:http://suukool.github.io/games/AcidRain/Game.html
A small project with 10+ hours of work and importing.scripting,rigging,programming.
It's something that came to me in a dream, a trippy effect in a very unsettling atmosphere.
The City.......
Tell me if it lags over your computer, it seems to lag most when it's hosted over the webserver.
It runs great in standalone. Mac/PC.
More scripting to come! Just thought I would show my work as a young developer
By the way, did I mention I'm just 18.
FRESH OUTTA HIGH SCHOOL. Still a WIP.
fantastic
Can't wait to show this to my daughter in the morning, she's two and she fucking loves Maximus!
Laughed out loud at your comment. Superb sculpting Rory!
Still wip
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Thread here!
Dmellott: Hey man nice finish with his textures! I want to see him animating around with audio that backs the weight that he'd be throwing around. Great job man.
Here's a cross post from my character WIP thread
Finished this guy up last night. I loved making his exaggerated muscles and proportions. Concept by Derek Hetrick (His stuff is awesome check it out)
[SKETCHFAB]b3b72eccfc8e4be387a9f350b2f72362[/SKETCHFAB]
love it!!
Some realtime hair, I hate hair but this style has been at least a little fun. Looking back my pipeline was sort of bloated for no reason, I should simplify it. I was using vray and Nhair in Maya to bake the alpha and diffuse and spec, but it was unnecessary, since the strands have to be so thick for the realtime alpha, you could probably get the same result baking thicker fibermesh strands, or drawing them by hand.
Anyways, about 1/2 way mark lots of fixing and need to add more to the back to make it all work.
This is simply awesome! Great anatomy and posture.
"for fun"
The pants look like old man pants. Unless that's what your going for? I'd probably make the angle less sharp.
Love it the whisps are great!!!
really need to improve the materials on these renders, but still going good.
need to fix the curves on the bonnet and the nose(?) bit, and then a couple of smoothing errors on the cockpit, then done on the exterior. interior i think i will do over summer.
It's what I want
Thanks man! Though, I do have to give the credit to the concept artist (Derek Hetrick) when it comes to his proportions
Thanks, it's modelled in 3DSMax, sculpted in Zbrush and all handpainted in Photoshop.
Just finished this stylized head study:
http://www.polycount.com/forum/showthread.php?t=145858
Little sub project of mine, Ithica deerslayer (police special)
A magic shop for class that I am polishing up, made in unreal 4