I wrote a FPS control script for Unity particles, since unity by defaults hard codes a smooth linear interpolation to all the particle effect stuff.
Easy to set the frame rate now... Works on any and all particle systems.
WHOO!
What's the benefit of this compared to slowing the particle system down yourself within the particle settings?
Got the lowpoly and textures done for this prop, going to post pics of the complete enviro once its a bit farther along. Started teaching myself substance designer/painter for this asset, although in hindsight I don't know if this type of prop is the best use case. Def gave me a good jump-start though.
My weekend and night project has been building a workflow for creating high quality car parts. I am using agisoft photoscan to get a dimensionally accurate reference model and then re-modelling the parts in max/zbrush. The idea here is that I can build a bunch of parts separately and then when I am ready to put them all together everything will line up. My plan is to build the whole car this way.
Small teaser of what I am working on. I will create a thread very soon with more images. And yes, it´s the awesome smg AmsterdamHiltonHotel modeled, too. Fell in love with the conept and just had to do my version of it.
This is pretty old by a couple weeks at least, taking the time to post it because I've been busy and will be busy in the future, so I dont know when I will get back to finishing it.
Hopefully colors and compression are okay, I was having some problems.
These are for my demo reel that are work in progress.
Hey, guys I'm a 3d modeling student and I'm in need of help at the moment I am 6 months away from graduating but my school has put a hold on my account and I have to pay it before I can enroll and finish my program. Please read my story at https://www.gofundme.com/chrisgoestoschool
Mosso: That looks freaking awesome! And congrats on working on one of the most interesting games I've ever seen.
Okay! So, I re-wrote the dithering to work on the material, not as an overlay. It works a TON better. It's now controlled via vertex colors, which means variable dithering is possible! It's pretty nice, and adds a huge amount of control to the visual result. I also set the shadow density to 50%, and toned the ambient values down as well.
Enjoy!
Mosso: That looks freaking awesome! And congrats on working on one of the most interesting games I've ever seen.
Okay! So, I re-wrote the dithering to work on the material, not as an overlay. It works a TON better. It's now controlled via vertex colors, which means variable dithering is possible! It's pretty nice, and adds a huge amount of control to the visual result. I also set the shadow density to 50%, and toned the ambient values down as well.
Enjoy!
O man I was missing this light coming from the explosion, now it looks badass!
Howard Day, this is the most impressive work I've seen in a while !
I've been revisiting an old piece (original here).
The ground is also made from photogrammetry. I was amazed by the mesh output given that I only shot 24 pictures.
I also changed the color from blue to red for composition's sake.
Rendered in Toolbag 2
Replies
moar here
Here's some starting assets from my ice level for an unannounced project!
http://www.polycount.com/forum/showthread.php?t=155344
OHH I see now, the movement of te particles rather than the frames of the spritesheet playing through. My bad. It does all look awesome though !
I lol'd.
Artstation: https://www.artstation.com/artwork/mad-max-sawed-off-shotgun
WIP Thread: http://www.polycount.com/forum/showthread.php?t=154100
More Screens in my thread:
http://www.polycount.com/forum/showthread.php?t=144106&page=4
Thanks Guys! :-)
Warcraft fan art Tirion Fordring (more http://hapzunglam.com/3d_1.htm)
Inspired by Glenn Rane's(http://arsenal21.deviantart.com/) Tirion Fordring illustration
Fully rendered by Maya viewport 2.0
Done with the Feisar!
I hopefully will soon have the time to start with the game model of it... and hopefully this is the last lamellar armor I had to do in a long time.
More pictures here: https://www.artstation.com/artwork/byzantine-mercenary
https://www.artstation.com/artwork/gnometower
Some images of the Fallen metal panels:
Get the Substance here.
Cheers!
Thread
Scan result:
Final model of a miata front upper control arm:
Loving the updates!
first try with maya [moving from 3ds to maya]
i really dig the flower design
Hopefully colors and compression are okay, I was having some problems.
Here is full size: http://postimg.org/image/c1trh0m2l/full/
c&c away, he could use a good beating anyways.
erm... that sounded a bit dark.
https://s3.amazonaws.com/viviornitier/vivi.html
I'm stuck in skydome painting hell for the foreseeable future.
These are for my demo reel that are work in progress.
Hey, guys I'm a 3d modeling student and I'm in need of help at the moment I am 6 months away from graduating but my school has put a hold on my account and I have to pay it before I can enroll and finish my program. Please read my story at https://www.gofundme.com/chrisgoestoschool
AWESOME TO THE MAX!
Okay! So, I re-wrote the dithering to work on the material, not as an overlay. It works a TON better. It's now controlled via vertex colors, which means variable dithering is possible! It's pretty nice, and adds a huge amount of control to the visual result. I also set the shadow density to 50%, and toned the ambient values down as well.
Enjoy!
O man I was missing this light coming from the explosion, now it looks badass!
I've been revisiting an old piece (original here).
The ground is also made from photogrammetry. I was amazed by the mesh output given that I only shot 24 pictures.
I also changed the color from blue to red for composition's sake.
Rendered in Toolbag 2
http://www.polycount.com/forum/showthread.php?t=157997
Marmoset Viewer: https://www.artstation.com/artwork/medieval-polehammer-marmoset-viewer
Click this picture for workshop link: