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.
I really like the style of the hair.It's real-time, but I like it has a sense of texture to it, plus, the character is also great!
@Dave3d: Great lighting and material definition. I love this scene, good job it's really inspiring.
@josh_lynch: I already told you in another thread but I really like your substances and how your materials look subtle, realistic and appealing at the same time. I really need to take more time to practice SD.
Here is a lowpoly + normal map shot of an asset I'm working on for my Watchdogs inspired scene.
took me about two days and five headaches to get the hair physics to work - somewhat satisfactory
it's fine for now.. might loosen the hair up a bit later .......
gonna see if I can add some hit effects and land dust puffs or something... I dunno
What am I doing in this part of the forum... It''s been too long. >__>
Looking nice kaikaisush, I'd use more than one alpha strand for the hair tho for some variation, it's very artificial atm
Nice little gears scene Dave3d, looks like the grass in front is growing through the floor slabs tho?
cool buggy DevMatt
Sweet hair Ysalex, I may be nitpicking but what about a specific tipend alpha to blend out the square planar look? It's really nice as a whole tho.
Hehe I've been waiting for this pun, 'that's so nextgen' Adam... A whole Sword n Sworcery pixel style Startrek scene would be pretty sweet tho.
Hahaa Awesome Rory_M!
Pretty girl style Dan!
Fuawk DmitryGrebenkov your steampunk girl is lovely!!
I started a new selfportrait, I try to do one each year. altho staring at ref for ages has made me pretty blind, but I'm sure the cranium is fucked. I WOULD LOVE SOME CRITS! Especially on that part. Forget this is from reference and just say what looks weird, even my stupid jaw that is actually like that xD.
Straight reference stuff some times gets stuck in the uncanny valley so it's nice to try for a more aesthetic look after to try and even it out. I'm far from going into pore details or anything yet tho.
UE4 lighting tests (non PBR) featuring some lowpoly Dodge knockoffs
Wow these are killer- instantly sets a style.
What is your lighting/post-process/material setup for these?
Hey, thanks. I've edited the core deferred shaders to strip out the PBR and simplify lighting (e.g. there's really limited falloff, and diffuse light is based on a threshold). I can make a thread in tech talk if anyone's interested.
This means the materials are pretty simple - just flat colours for base color, and an emissive environment map for the chrome trim.
The lights are really simple single point lights in three of those shots and a directional sun in the bottom-left.
Post process is a tone mapper -- I've got an RGB texture made to colourise pure black shadows, so that's why in the night shot the shadows are brighter than some of the other stuff.
I made a Kukri Knife. Not too happy with the little detail on the handle, Might completely remove it.
This is like my first actual finished model. crits appreciated.
Mask_Salesman - Looks really good. I can't say as to the likeness of you (at first glance I thought it was peter serafinowicz) but it's really symmetrical in the large features. The eyelids are looking a little papery - more volume could help make them fleshier
Been a long time since I posted some work here lol been busy Heres an funky character I made this weekend to practice PBR texturing. I may pose him if I feel like it later.
Replies
I really like the style of the hair.It's real-time, but I like it has a sense of texture to it, plus, the character is also great!
thread: http://www.polycount.com/forum/showthread.php?t=146314
more soon.
need to fix a few textures still
Rendered in marmoset-
Concept by Leolas Fargue
Another head. A lady pirate this time.
Onwards to more adventure/practice!
@josh_lynch: I already told you in another thread but I really like your substances and how your materials look subtle, realistic and appealing at the same time. I really need to take more time to practice SD.
Here is a lowpoly + normal map shot of an asset I'm working on for my Watchdogs inspired scene.
I´ll get the stock and some details done and start a thread for it : )
Wow these are killer- instantly sets a style.
What is your lighting/post-process/material setup for these?
I'm trying to level my hardsurface skills!
Please message me if you can help me improve
BR
[IMG][/img]
took me about two days and five headaches to get the hair physics to work - somewhat satisfactory
it's fine for now.. might loosen the hair up a bit later .......
gonna see if I can add some hit effects and land dust puffs or something... I dunno
Made with 3DS Max, rendered with Unreal Engine 4.5.
The gun with scope is less then 8k polys.
I'd love to hear your thoughts on my portfolio! : http://www.polycount.com/forum/showthread.php?p=2230363#post2230363
Picture of the front page :
Whats up with the edges of the box? That looks odd. Like its sticking out.
Looking nice kaikaisush, I'd use more than one alpha strand for the hair tho for some variation, it's very artificial atm
Nice little gears scene Dave3d, looks like the grass in front is growing through the floor slabs tho?
cool buggy DevMatt
Sweet hair Ysalex, I may be nitpicking but what about a specific tipend alpha to blend out the square planar look? It's really nice as a whole tho.
Hehe I've been waiting for this pun, 'that's so nextgen' Adam... A whole Sword n Sworcery pixel style Startrek scene would be pretty sweet tho.
Hahaa Awesome Rory_M!
Pretty girl style Dan!
Fuawk DmitryGrebenkov your steampunk girl is lovely!!
I started a new selfportrait, I try to do one each year. altho staring at ref for ages has made me pretty blind, but I'm sure the cranium is fucked. I WOULD LOVE SOME CRITS! Especially on that part. Forget this is from reference and just say what looks weird, even my stupid jaw that is actually like that xD.
Straight reference stuff some times gets stuck in the uncanny valley so it's nice to try for a more aesthetic look after to try and even it out. I'm far from going into pore details or anything yet tho.
I started a thread for it here
Hey, thanks. I've edited the core deferred shaders to strip out the PBR and simplify lighting (e.g. there's really limited falloff, and diffuse light is based on a threshold). I can make a thread in tech talk if anyone's interested.
This means the materials are pretty simple - just flat colours for base color, and an emissive environment map for the chrome trim.
The lights are really simple single point lights in three of those shots and a directional sun in the bottom-left.
Post process is a tone mapper -- I've got an RGB texture made to colourise pure black shadows, so that's why in the night shot the shadows are brighter than some of the other stuff.
Thread here, if you have any feedback please feel free!
Wires Please
I made a Kukri Knife. Not too happy with the little detail on the handle, Might completely remove it.
This is like my first actual finished model. crits appreciated.
Can we see them UVs? I think it could be because smoothing groups and UVs aren't set up correctly, not because of the polies.