So far for this one,I really enjoyed working on this piece & I just might make a few more to put them all together afterwards..
Comments & feedback are welcome. Here is the thread
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.
i meant it as in, how does it look when you move through the painting? on screens is usually doable but it can quickly fall apart in realtime
I've started a new series of creature sculpts from a recent client (Lucid Wizard gaming) This is 1 of 8. Crazy what one can do within 8 hrs, watch in the time-lapsed video available on Gumroad for free!
Cool work Bee, i guess a little more fold definitions otherwise pretty cool, i like it, but feels plain as far as details go. She's tough cause she's so skinny.
just model, model and model. the secret is repetition. you will find your own bottlenecks in time, which you have to rule out to get more efficient.
Thanks for reply, aye this recipe work for sure but I'm always thinking what to model one big object with lot of details or just some parts separately so it take less time. Guess result is the same but modeling separate parts is more effective
Working on a Battleship for my game. No effect maps yet, or for that matter any amount of detail beyond color distribution and most of the plate lines.
The weapons are separate assets, and nearly done though. Ingame picture:
Not too much time this week for play but here is a little update.
Placeholder hair, I think I am going to try and do the hair in yeti and render in vray so this is kind of just for the idea. I have played with the tail to make it look a little more functional...but perhaps people are right and a bit of free air might help readability. I might also re position the staff as most people seem to think the current angle looks a little strange.
Any criticism is welcome, I feel I'm improving but I need to work on my colouring/base colour work. Will probably go for a heavily colour based material for the next project.
Replies
[sketchfab]abc492e3d140491bae244cd169dab9d3[/sketchfab]
RL-TRR0095213 HP by Rezusen on Sketchfab
Ongoing thread of my texture painting progress at LINK.
Some anatomy - dynamesh from scratch
Comments & feedback are welcome. Here is the thread
i meant it as in, how does it look when you move through the painting? on screens is usually doable but it can quickly fall apart in realtime
Maya for modelling, MARI and Photoshop for textures and Vray for rendering. It's based on a real camera that I own.
Turtables: http://www.paulhpaulino.com/reel
More images: https://www.artstation.com/artwork/canon-zoom-8-2
Hope you like it!
Everyone is killing it! Great work everyone!
Still moving along with this!
Would love some feedback!
I've started a new series of creature sculpts from a recent client (Lucid Wizard gaming) This is 1 of 8. Crazy what one can do within 8 hrs, watch in the time-lapsed video available on Gumroad for free!
https://gumroad.com/l/tnaDh
And you can play around with the 3d viewer over @ ArtStation
https://www.artstation.com/artwork/juggernaut-contact-2320
Cool work Bee, i guess a little more fold definitions otherwise pretty cool, i like it, but feels plain as far as details go. She's tough cause she's so skinny.
Edit:
Updated Yoshi also page back or so.
just model, model and model. the secret is repetition. you will find your own bottlenecks in time, which you have to rule out to get more efficient.
[ame]https://www.youtube.com/watch?v=RYOj4MB6veI[/ame]
https://www.artstation.com/artist/BHosac
Thanks for reply, aye this recipe work for sure but I'm always thinking what to model one big object with lot of details or just some parts separately so it take less time. Guess result is the same but modeling separate parts is more effective
Textured in Substance Designer 5, rendered in Marmoset.
Big thanks to Iri Shinsoj for some great WM tutorials and breakdowns. If you're interested in WM at all, be sure to check them out! http://tutorials.cgrecord.net/2015/07/creating-basic-terrain-shapes-with.html
WoW this looks awesome!
Marvelous designer or hand sculpted for the padding/clothlike shields?
Looks great, Tobbo! Could we see your terrain materials too?
Oops forgot to mention. Unreal 4!
You've really caught his character in the eyes lol I think you need to give him more of a gullet though.
Final pass.
The weapons are separate assets, and nearly done though. Ingame picture:
Not too much time this week for play but here is a little update.
Placeholder hair, I think I am going to try and do the hair in yeti and render in vray so this is kind of just for the idea. I have played with the tail to make it look a little more functional...but perhaps people are right and a bit of free air might help readability. I might also re position the staff as most people seem to think the current angle looks a little strange.
more soon.
Here's a cinematic render test for Nelo
Check out our thread here: http://www.polycount.com/forum/showthread.php?t=137627
So bad... ass. :thumbup:
Thread
Nice textures AntonioNeves.
My second "complete" substance designer material.
Any criticism is welcome, I feel I'm improving but I need to work on my colouring/base colour work. Will probably go for a heavily colour based material for the next project.