Made some minor tweaks (shape and silhouette adjustments, greatly reduced the polycount [yay for decimation master]) and made a proper render for putting it up on artstation. Because even demonpirate chests wanna look pretty!
Killer stuff lately in the WayWo. Started this as a quick fun project to break in my new 1tb Hard drive, thought I was finished. Took a second look at it and I'm glad I did.
Hey there guys! I'm a noob in 3D just learning now... I'm graphic / web designer so photoshop and illustrator is my home
I'm having some trouble here and would like your expert advice.
I have this extrude inner problem, I want it to be square, but if I create edge loops they go around all the cylinder and into the square on the bottom.. what can I do here?
got an idea for an environment and thought Id start learning substance designer. heres my first proper tiling texture, its supposed to look like ancient medieval floor tiles in a swampy old palace.
Hey there guys! I'm a noob in 3D just learning now... I'm graphic / web designer so photoshop and illustrator is my home
I'm having some trouble here and would like your expert advice.
I have this extrude inner problem, I want it to be square, but if I create edge loops they go around all the cylinder and into the square on the bottom.. what can I do here?
I attach 2 pics nurbs on and off...
Hey timetodoit! You will need some more supporting edgeloops to define those corners. Imagine the edges to push those polys into place. I recommend digging through the how u model dem shapes thread. You can find a lot a great tips and tricks on modeling tough shapes, cutouts etc.
I was heavily inspired by Ian McQue's work while doing this piece, this is my rendition of his awesome Remora concept, entirely textured in Substance Painter, rendered in Marmoset and composited in Photoshop.
Texturing close-ups
@JunkieKong>> Truly awesome character you have there, very imaginative, and great modelling btw.
So this is an Environment/Prop Art Test I did for Microsoft Studios recently and allowed to use for portfolio if I am accepted or not. They were looking for stylized with a poly limit of 3k tris. I came out with 2.8 tris. Modeled in Maya, Photoshop with texturing and rendered in Keyshot.
Here comes a runthrough on how im making assets for our game Acaratus! Its not much but i thought people would be interested in seeing how we are doing things. Im keeping the stuff simple because the ammount i need to do alone is huge so i steamlined the process quite a lot. Handpainted diffuse textures with a lot of light painted in. I later add effect texture where im using the RGB channels to give it a color mask, spec and glow mask.
Hey guys I finally got around to making a Marmoset Viewer for the Grass Mud and Puddles scene I made a while back Now with added grass cards for an extra realisticalizing effect
I hope you all like it!
I'm paid to work on a dodgeball game for some guys, there's a TON of animations needed (with 8 directional movement) so we decided instead of having me draw them for the wide variety of characters (multiple teams with unique characters) it would be better to model the character and render out sprites.
This is one of the first (mostly) completed characters. I've already done a bunch of animations i'll post those later.
This is in the view port but the rendered version has outlines.
This is some very old work, but I'd love to get some feedback on it nonetheless.
I realised I never got around to posting it on polycount - so better late than never
Cheers
@jacob07777: never thought mud could be so pretty... @Snefer: I hate making hard surface items and you are making me want to torture myself by doing something hard surface... @pior: more pior...
A bust I've been messing around with recently. Calling it done but very tempted to take this to low poly...
Pior! that Ken looks great
Slosh, that's pretty spot on. Mad work! (you should totally lowpo it!)
It's been super hot this summer, so I thought I'd sculpt a surfer gal before starting some freelance. I was hoping I'd figure out an interesting way to do watery things, but I ended up just using the lame-o typical ways like the noobface I am. I did get to test out a really rad hair brush that Makkon made, though. I'm sure he'll drop a link when he releases it!
Replies
Center piece. Im planning a lot of sculpting on it.
[SKETCHFAB]80b1b0e2a07e4e6e8e26377dcd3f7883[/SKETCHFAB]
my current project
looking forward to animate it today!
2008Mhttp://polygoblin.net/ArtBlog/?p=626
Marmoset viewer on artstation: https://www.artstation.com/artwork/sergeant-fluffy
Well realized from the concept.
My only comment is that I had a hard time seeing the cigar (aside from the end) but that's super minor.
Good
I'm having some trouble here and would like your expert advice.
I have this extrude inner problem, I want it to be square, but if I create edge loops they go around all the cylinder and into the square on the bottom.. what can I do here?
I attach 2 pics nurbs on and off...
Title: Sensei
3D view available via Marmoset Viewer on my Artstation:
https://www.artstation.com/artwork/sensei-d52bd244-89de-4962-b8b8-236588a24908
Hey timetodoit! You will need some more supporting edgeloops to define those corners. Imagine the edges to push those polys into place. I recommend digging through the how u model dem shapes thread. You can find a lot a great tips and tricks on modeling tough shapes, cutouts etc.
Cheers
Some practice resulting in a bust of no one in particular.
I've been doing some small 3D-models from concept to texture to see where I can improve by my own perspective
Hand painted exercise, far from complete ofcourse
T.
http://www.polycount.com/forum/showthread.php?t=155815
[ame]https://www.youtube.com/watch?v=LV0D_hUwpzw[/ame]
I was heavily inspired by Ian McQue's work while doing this piece, this is my rendition of his awesome Remora concept, entirely textured in Substance Painter, rendered in Marmoset and composited in Photoshop.
Texturing close-ups
@JunkieKong>> Truly awesome character you have there, very imaginative, and great modelling btw.
http://www.polycount.com/forum/showthread.php?t=155769
little more progress.
Xpost here.
you can follow the thread here
http://www.polycount.com/forum/showthread.php?t=154579
x-post http://www.polycount.com/forum/showthread.php?t=155585
Something I've been working on between projects. Its an emerson combat karambit. Let me know what you think
4K Tris, UE4 Render:
Another update, might make a thread soon
Character Design credit: Johannes Helgeson
[ame]www.youtube.com/watch?v=LGEx4iEGA5E[/ame]
I hope you all like it!
https://www.artstation.com/artwork/grass-mud-and-puddles-marmoset
Photogrammetry?
I'm paid to work on a dodgeball game for some guys, there's a TON of animations needed (with 8 directional movement) so we decided instead of having me draw them for the wide variety of characters (multiple teams with unique characters) it would be better to model the character and render out sprites.
This is one of the first (mostly) completed characters. I've already done a bunch of animations i'll post those later.
This is in the view port but the rendered version has outlines.
I realised I never got around to posting it on polycount - so better late than never
Cheers
I think it's hard as fuck. :thumbup:
@Snefer: I hate making hard surface items and you are making me want to torture myself by doing something hard surface...
@pior: more pior...
A bust I've been messing around with recently. Calling it done but very tempted to take this to low poly...
Cross post from my main thread, about done with this guy:
He-men!
Slosh, that's pretty spot on. Mad work! (you should totally lowpo it!)
It's been super hot this summer, so I thought I'd sculpt a surfer gal before starting some freelance. I was hoping I'd figure out an interesting way to do watery things, but I ended up just using the lame-o typical ways like the noobface I am. I did get to test out a really rad hair brush that Makkon made, though. I'm sure he'll drop a link when he releases it!
hope you dig it!
[ame]https://www.youtube.com/watch?v=uhsWKma1LSw[/ame]