Awesome work in here as always. Newest work from me for the ArmA 3 Imperial Assault mod. This is the SE-14r blaster pistol. Crosspost from my WIP Thread. Critiques would be appreciated =]
So was making a model for some friends working on a mod for arma 3, its quite a simple model of a shanty shed. I then decided to take the time to learn more about environment design in UE4 and I would like to get some crit and advise.
Thanks Martijn ! I thought the design in V was pretty cool but needed a bit of a push/fix so that was fun to do I am hoping to wrap it up next weekend, along with a Marmoset Viewer scene.
I am working on a asset that lets the user paint onto a object to add generated ivy on the surface. The asset works in Houdini and in Unity using the Houdini Engine. Futureplans are to include Unreal.
Hello guys! So, long time no see since last time I've posted here.
I'm coming back to showcase some personal project I've been working on for the last months and now I can share with you!
It is an 3:00 minute long CG animated short with a release schedule to be launched on November 23th.
Here you can follow the development blog: http://wipvault.tumblr.com/
I'm up to hear what you guys like and hopefully get some feedback apart from the technical stuff. I'm using Blender to modelling and Xnormal for baking maps.
I am working on a asset that lets the user paint onto a object to add generated ivy on the surface. The asset works in Houdini and in Unity using the Houdini Engine. Futureplans are to include Unreal.
[/QUOTE
Nice dude !:thumbup:
Any change for a UE4 version ?
Hi First Post ever on polycount - Im Trying to learn the site so bare with me
Im in the process of creating my own Plant that would fit into a particular world and eventually fit into my final scene (environments piece) - the purpose of this stage is to plan out different concept designs to working on at least 3 final paintings of 3 types of slag plants that would work and model at least one of the final 3 plants.
I would love some comments, preferred choices, crits, and pointers to enhancing my future process and to keep me going trying to make the best work i can show. If youd like to also, please provide a top 3 list of your preffered plants.
Thanks In Advance
Replies
Working on some SFV fanart myself ... and having a bit too much fun with the color variants
Gloves are still to be done from scratch.
It, needs some things... I'm not sure if my vertex shader 3D candle flames are awesome or over doing it...
Wip thread
I very much welcome opinions and help to improve.
Next EO Tech Texturing, then the Flashlight and then the Foregrip.
I deleted the Strap and the Laserblock.
I'm coming back to showcase some personal project I've been working on for the last months and now I can share with you!
It is an 3:00 minute long CG animated short with a release schedule to be launched on November 23th.
Here you can follow the development blog:
http://wipvault.tumblr.com/
I'm up to hear what you guys like and hopefully get some feedback apart from the technical stuff. I'm using Blender to modelling and Xnormal for baking maps.
https://gumroad.com/chungkan
[SKETCHFAB]fe85d934200d41b594269a1e9b9f8620[/SKETCHFAB]
more perspectives on my artstation if your interested
https://www.artstation.com/artwork/ap50-sniper-rifle
25 400 tris, PBR spec/gloss.
Render done in Marmoset Toolbag 2.
Progress can be found over here: http://www.polycount.com/forum/showthread.php?t=157317
Up next is retopping/baking/painting/etc..
[Click for Artstation Link]
Artstation link: https://www.artstation.com/artwork/sks-retextured
This is amazing.
-
http://steamcommunity.com/sharedfiles/filedetails/?id=519054132
Got my fifth industrial CS:GO workshop skin out, the M4A4.
Apologies for the low video quality, we got it fixed for next time.
[vv]139418898[/vv]
Feel free to give feedback
and the Marmoset Viewer link (no embed?):
http://www.environmentartist.com/boards_images/jeffparrott_deathsThrone001.html
Fun project to get into Substance Painter with.
Im in the process of creating my own Plant that would fit into a particular world and eventually fit into my final scene (environments piece) - the purpose of this stage is to plan out different concept designs to working on at least 3 final paintings of 3 types of slag plants that would work and model at least one of the final 3 plants.
I would love some comments, preferred choices, crits, and pointers to enhancing my future process and to keep me going trying to make the best work i can show. If youd like to also, please provide a top 3 list of your preffered plants.
Thanks In Advance
You can find it on my art station (im not sure how to add in pics right now, sorry >.<)
https://www.artstation.com/artwork/slag-plant-concept-designs-stage-2
More available on my website and artstation: www.clintoncrumpler.com
Cross posting from the wip thread. http://www.polycount.com/forum/showthread.php?t=157604
Working on a commando character. This is all rendered in Unity5.
[ame="https://www.youtube.com/watch?v=VhBhV9CkRc8"]https://www.youtube.com/watch?v=VhBhV9CkRc8[/ame]
Just wrapping up the HP