First post, had an old account i only used for searching the forum.
18 years old and modelling and texturing for good 5 years now :poly136:
This is just a little Cyberpuppy I made today called tindog in about 7hrs.
Also used Substance painter for the first time and the texturemaps were completely made with it.
I enjoy the programm but I think it takes away the personal touch too much.
it is made of roughly 3900 tris and 4k textures.
Thinking about adding a Bone collar..
Lots of great stuff here. Haven't been active on the boards lately so I'm creeping out to post progress - hope to start bumping up my skills to get as good as some of the vets around here.
Here's where I am tonight
Here's the concept:
I still have some elements to add and changes to make - especially figuring out the folds on cushions. Any C&C or advice is welcome. Cheers!
First "Finished" Substance Designer texture. Learned a lot. Miles to go.
Really nice base, but i think the dark horizontal planks are too contrasting with the rest of the texture. I think you should adjust the lamination value, and try to get them not so close together.
@DavidCruz Thanks and Mario looks great, looking forward seeing more!!! @lotet Thank you!!! :poly136:
Pixeladted(sp?) looks is some custom mats and the 3d posterize under render it is at 9 with some photoshoping, eyes especially. (Work at 40% brightness sry for the ugly render.)
Thanks, yea I worked on it since the last post to fix it up more, going to start the other guy and the backpack now to change it up some. Also trying out a new method of sculpting with this so far so good.
This is all just made with terrain layers/textures. Took me ages to get that terrain material where it is now but that was also because terrain shader compiling can easily take 15 minutes in UE4.
That waterfall doesn't run, it is a painted waterfall like everything else.
This is my last work for my current company!
[SKETCHFAB]befb73ccedec441db6a9fcc0306bb160[/SKETCHFAB]
[SKETCHFAB]1254fe7d84564c7db38ccfb35aaba677[/SKETCHFAB]
Wanted to push the limits of what real-time rendering can do. So I'm starting with the first challenge from 3drender.com , the bowl of fruit and doing it up in Unreal 4. Comments are very welcome
This is all just made with terrain layers/textures. Took me ages to get that terrain material where it is now but that was also because terrain shader compiling can easily take 15 minutes in UE4.
That waterfall doesn't run, it is a painted waterfall like everything else.
kick ass!
how does it look in motion? not just the waterfall, would love to see the whole scene in a video
I've been trying my hand at learning human anatomy and sculpting in ZBrush as of late. This is my first sculpting project; I'd like to sculpt the entire skull so that I will have a better understanding of the anatomy of the head. This is maybe ~4 hours worth of work (estimated).
how does it look in motion? not just the waterfall, would love to see the whole scene in a video
Well, the goal is that nothing has motion since you are in a painting. But there are some compromises with the heavy post processing effects. The distortion is not fully stable which is most visible on edges when you turn around something and things behind it change since it is world distortion information applied to screen. The scene is far from finished but I will make a video when I have it fleshed out.
Replies
Franklin
Marmoset Viewer Link
Concept by Jim Murray
18 years old and modelling and texturing for good 5 years now :poly136:
This is just a little Cyberpuppy I made today called tindog in about 7hrs.
Also used Substance painter for the first time and the texturemaps were completely made with it.
I enjoy the programm but I think it takes away the personal touch too much.
it is made of roughly 3900 tris and 4k textures.
Thinking about adding a Bone collar..
PS: sorry for my english in advance ;D
Nice work, look great to me and whatakow-inkie-dink I started with the same in mind as a fun little thing but i want to take it further.
Plan to make the entire scene and perhaps more on the same style if i am feeling up to the challenge.
Link:
Concept By : Javier Burgos
Nice work all as always, keep on trucking.
Shameless plug from my Improvement Thread. =]
How did you go about making the padding?
Here's where I am tonight
Here's the concept:
I still have some elements to add and changes to make - especially figuring out the folds on cushions. Any C&C or advice is welcome. Cheers!
been working on this with Jan Kaluza
Blood metal ! \m/ Interesting, are you guys working on a rpg ?
@zachstambaugh
Looking good, don't forget the torn fabric where the foam pops out.
Still working on this:
Drop by my thread !
Posted some early screenies of this guy here a while back, though I should post it again now when hes getting close to finished.
xpost from my anatomy thread
https://www.artstation.com/artwork/hk45c-pistol-hipoly
@lotet Thank you!!! :poly136:
First "Finished" Substance Designer texture. Learned a lot. Miles to go.
Really nice base, but i think the dark horizontal planks are too contrasting with the rest of the texture. I think you should adjust the lamination value, and try to get them not so close together.
Here's my little contribution. Quick test in World Machine.
Also a version in Marmoset Viewer here
That's gorgeous. Can we have a texture breakdown?
First time sculpting XD
Nah, just a tool to help those who are
Pixeladted(sp?) looks is some custom mats and the 3d posterize under render it is at 9 with some photoshoping, eyes especially. (Work at 40% brightness sry for the ugly render.)
Thanks, yea I worked on it since the last post to fix it up more, going to start the other guy and the backpack now to change it up some.
Also trying out a new method of sculpting with this so far so good.
This is all just made with terrain layers/textures. Took me ages to get that terrain material where it is now but that was also because terrain shader compiling can easily take 15 minutes in UE4.
That waterfall doesn't run, it is a painted waterfall like everything else.
I believe your lightmaps are broken.
Thanks man. It's a really simple setup. Take a look at a tutorial I followed.
[ame]https://www.youtube.com/watch?v=nlWssphJMkY[/ame]
First 4 minutes of the video cover it all
This is my last work for my current company!
[SKETCHFAB]befb73ccedec441db6a9fcc0306bb160[/SKETCHFAB]
[SKETCHFAB]1254fe7d84564c7db38ccfb35aaba677[/SKETCHFAB]
[ame]https://www.youtube.com/watch?v=mD2ueH5wilI[/ame]
https://orgazdesigns.wordpress.com/2015/06/25/orc-base-pack/
I hope you like it!!!
im on a finishing spree.
Today's work - part2 cleanup + textures, the Yoshi sculpt.
Hottie:
That is so cool reminds me of sword in the stone.
Edit:
Updated for anyone passing by.
Love this, man! Great job! The subtilties in the face are awesome.
[sketchfab]5d30e9e8d93640a8a6c378e5d846ff81[/sketchfab]
Wanted to push the limits of what real-time rendering can do. So I'm starting with the first challenge from 3drender.com , the bowl of fruit and doing it up in Unreal 4. Comments are very welcome
Modeled by Dan Wade
Texture/Materials & Lighting by me
Cheers!
kick ass!
how does it look in motion? not just the waterfall, would love to see the whole scene in a video
Any critiques or criticisms?
Well, the goal is that nothing has motion since you are in a painting. But there are some compromises with the heavy post processing effects. The distortion is not fully stable which is most visible on edges when you turn around something and things behind it change since it is world distortion information applied to screen. The scene is far from finished but I will make a video when I have it fleshed out.
Let me know what you think
http://www.polycount.com/forum/showthread.php?t=154937