Rework of an older asset I had lying around. Detailed the highpoly, took it through NDO for further detailing and then I textured it with Quixel SUITE 2.0.
After this year THU I realized how bad I am right now, and how hard I need to work now to get better. Doing dota sets for last year or so really put me away from making actual anatomy stuff so I decided to focus on this now. Here is last head sculpt I did after following awesome Frank Tzeng Gumroad tutorial.
I found that after doing different sculpt each day I see so many mistakes next morning. This is really comforting. I hope however its possible to tell who I was aiming for. Oh well tomorrow I will hate it (Actually today as its 06:25 RIP X___X I am really abusing sleep)
Okay, I updated the dithering to be a different pattern, one with more complexity. I also am moving to only support the WebGL build - I've had too many troubles with the Webplayer version, and justabout everyone uses Chrome nowadays. That said, here's a new version. http://www.hedfiles.net/PixelShader/index.html
I added the Strife color palette, of which I'm a huge fan.
I've also adjusted the AA yet again, to be faster, reduced the rendering to a 16bit backbuffer for a speed increase. It's very hard to test mobile perf right now, because of a unity 5.2 perf bug that makes things way slower. But from the tests I've done, I should be pegging 60fps on almost all android platforms. with the bug it's between 45-50fps, and that number can vary widely with which settings are used. AA+2x+Shadows is always going to be more stressful on a GPU than NoAA+3X-Shadows.
I'm still working on a skybox - like everything else... you can't just drop straight, normal art in there - I need to write a shader that supports simple background objects.
Howie
HOWARD THIS IS FREAKING AWESOME! Please post more! Your shader just blow my mind, love it! xD
Finished yesterday for the character challenge you can see the WIP there ( Monthly Character Art Challenge - August + September 2015) and more imgs in my port...
More work on my Retrogasm entry. Got some great texture feedback from Swizzle las time. Just some some small things to fix and then I'll move on to posing him and hopefully have enough time to make a pedestal
Had a bit more fun with a "creature box" design, put a bit of effort into this one too
Spent 5 hours on the sculpt followed by about 30 minutes in photoshop to really polish the presentation, pretty happy with the final outcome but as always critique is much appreciated
final game topology
(I know it's dense.. game is a 3d fantasy JRPG for ps4, but I am still wondering about making due fewer loops where not as needed... should be fine for now)
low poly with only AO, Cav, and normals applied in blender GLSL
really proud of my UV space efficiency on this guy
in Unity5 with some base tones applied and bounce light pumped up super high.
unfortunately I don't get to texture this guy.. but luckily, our team has a really talented texture painter, so I can't wait to see how he turns out. For me, it's onto the next creature, our demon frog boss!!
Replies
Rework of an older asset I had lying around. Detailed the highpoly, took it through NDO for further detailing and then I textured it with Quixel SUITE 2.0.
Check out the thread here: http://www.polycount.com/forum/showthread.php?t=158470
Thanks!
[SKETCHFAB]fb6c3db8eda04c8184665dd6efa7c2f9[/SKETCHFAB]
The steps : http://yaxx.tumblr.com/post/130484026589/human-brute
I found that after doing different sculpt each day I see so many mistakes next morning. This is really comforting. I hope however its possible to tell who I was aiming for. Oh well tomorrow I will hate it (Actually today as its 06:25 RIP X___X I am really abusing sleep)
more to come in the future!
more can be found here
http://pierrebenjamin.com/
and there
https://www.artstation.com/artist/pierrebenjamin
Just something I've been working on for a personal project; some kind of Dwarven hip-fired blunderbuss
hi there, I'm really excited to announce that I'm working on a game project with my friend Koola !
Here's our first image
did a bizzarro-world fanart sculpt of a character from the game I'm working on (gogigantic.com)
any feedback you have is apprichiated
http://www.polycount.com/forum/showthread.php?t=158193
Time to make room in the old inspiration folder. I look forward to your stuff :P
[SKETCHFAB]167ecefd50b24dbdb25047907e4e2bd9[/SKETCHFAB]
some more models i made for that game in this thread
http://www.polycount.com/forum/showthread.php?t=158033
Wow! Amazing work, whats the game project?
HOWARD THIS IS FREAKING AWESOME! Please post more! Your shader just blow my mind, love it! xD
http://yaxx.tumblr.com/post/130484026589/human-brute
Also clicking the image tricks you to go to my portfolio. Sneaky.
http://www.polycount.com/forum/showthread.php?t=155327
Artstation: https://www.artstation.com/artwork/heroes-of-the-storm-tracer-updated
Thank you for the feedback fellow polycounters!
Quick sculpt done last night.
Here is a new material I'm working on
My material thread.
Been working on this for about a week or so, finally got all the clothing retopo'd and baked with some test materials thrown in.
These are looking awesome Clint, nice job.
Cheers!
Some animated Gifs of it swapping through the options.
And some of them tilted into an isometric perspective:
I still have a ways to go, but if you want to try it out, here's the link:
http://www.hedfiles.net/PixelShader/index.html
Enjoy!
More images in this thread http://www.polycount.com/forum/showthread.php?t=158535
My artstation https://www.artstation.com/artist/ostrikov
Worked a bit on texturing. Also up for sale if anyone needs it for a project or an animation.
https://www.cgtrader.com/Iggy-design
What do you think?
[SKETCHFAB]75d69be4ee884b0db53c9dc40bc57687[/SKETCHFAB]
[SKETCHFAB]531e6d2c02a645ddaf932642c4829beb[/SKETCHFAB]
[SKETCHFAB]1542d87c753a49e8b87fba8afb85e5dc[/SKETCHFAB]
"Moving Day"
More shots and info here:
https://www.artstation.com/artwork/moving-day-environment
Thanks!
Hey guys!
Had a bit more fun with a "creature box" design, put a bit of effort into this one too
Spent 5 hours on the sculpt followed by about 30 minutes in photoshop to really polish the presentation, pretty happy with the final outcome but as always critique is much appreciated
Ref: http://dkfwjh5a19cly.cloudfront.net/wp-content/uploads/images/monstervolume/creaturebox_mv_spread_04.jpg
Authors website: http://creaturebox.com/
6406 tris, 2k textures, PBR MetalRough.
Marmoset Viewer -> https://www.artstation.com/artwork/m96-mattock
More in the thread- http://www.polycount.com/forum/showthread.php?t=145608
http://www.polycount.com/forum/showthread.php?t=122622&page=6
Viewer + more shots: https://www.artstation.com/artwork/diablo-b2ee3f87-2908-4f35-a407-2824fa8cea68
[/IMG][IMG][/img][IMG][/img][IMG][/img][IMG][/img]
final game topology
(I know it's dense.. game is a 3d fantasy JRPG for ps4, but I am still wondering about making due fewer loops where not as needed... should be fine for now)
low poly with only AO, Cav, and normals applied in blender GLSL
really proud of my UV space efficiency on this guy
in Unity5 with some base tones applied and bounce light pumped up super high.
unfortunately I don't get to texture this guy.. but luckily, our team has a really talented texture painter, so I can't wait to see how he turns out. For me, it's onto the next creature, our demon frog boss!!