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.
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: