Posted first build of my game "Simulacra" today!
Need to start looping back through the art but the landscape textures and bush models are coming together.
I started to play with Substance Designer recently and I was blown away by its endless possibilities and flexibility so I decided to add that software to my pipeline for creating textures.
Those stone tiles are my first attempt to create textures that I will later use in my upcoming personal Unreal 4 project.
I wanted to create worn stone tiles that would look a little bit wet and mossy.
Texture was created from scratch in Substance Designer 5.
I'm pretty late to join the Retrogasm Competition. But I decide to go with Celes Chere from FF6. About 4-5 days in now and I think I'm close to wrapping up the sculpt, and get ready for lowpoly and texture.
Yaxx and Guybrush: such great pieces, booth look really great!
been working on my first selfportrait in over 10 years
still plenty to do, my gf is bitching about so many things haha
i dropped symmetry super early and only copied and redynamesh ears and parts of the eyes, rest is done from scratch, don't ask my why, so much more to do than usually :X
sadly zbrush crashed, so my recording is gone
Tell your girlfriend "are you sure you're not idealizing me?"
just finished the first weapon for our indie fantasy JRPG, Obelisk!
now the texture artist gets to paint on the albedo and gloss/metalness textures
Yes, I have an extra few verts evenly spaced along flat planes (side of the axehead for example). They're there to help protect the shading from weird normals artifacts and give a bit more res to things like SSAO. That's sorta industry standard, right? As a JRPG, we won't ever reach above 16 or so character models on screen at once, so I've been feeling free to leave things just a tiny bit heavy on tris. Let me know if I'm totally wrong about this, would be good to find this out sooner than later, lol.
comments on the tri count or any other c&c appreciated, of course!
just finished the first weapon for our indie fantasy JRPG, Obelisk!
now the texture artist gets to paint on the albedo and gloss/metalness textures
Yes, I have an extra few verts evenly spaced along flat planes (side of the axehead for example). They're there to help protect the shading from weird normals artifacts and give a bit more res to things like SSAO. That's sorta industry standard, right? As a JRPG, we won't ever reach above 16 or so character models on screen at once, so I've been feeling free to leave things just a tiny bit heavy on tris. Let me know if I'm totally wrong about this, would be good to find this out sooner than later, lol.
comments on the tri count or any other c&c appreciated, of course!
EDIT: Ignore me I just read your comment about your wireframe!
Here is an old character I figured I should show. Not sure if I'll be continuing on it though... Sometimes things take too long and you get sick of it
The idea behind it was to have a guy who's dressed with random looted stuff like you would in an RPG game. I still tried to keep it consistent to some degree though. Hope you like it!
The idea was to represent how sentient robots of the future will still celebrate the 80's Metal culture. My idea came from the quote The Metal will live on from a Tenacious D song.
@Marco Splash This kicked me out of my shoes right now, right here!! WOOOW!! @Farzin Are you aiming for specific actor or known figure? What references have you used for face? Without knowing this is hard to give advice.
I had found an unused shield concept for the dark souls 2 shield design contest and really really liked it, so I'm working on building it for a sculpting class.
Gravity Falls sculpt I did of Grunkle Stan. I'm going to be doing Mabel and Dipper from the show as well so I will fix up anything on Stan when I render out all 3.
I was wondering if anyone knows the best 3d printing company for this stuff last time I checked it was Ownage. Also does anyone know any good links or tips on a good form of cartoon style rendering, similar to what I've done except better hahaha.
Replies
Need to start looping back through the art but the landscape textures and bush models are coming together.
http://joscelinfrost.blogspot.com/
[ame]http://www.youtube.com/watch?v=0cXeBZUS4-E[/ame]
hair and dress frills are proving to be difficult
I started to play with Substance Designer recently and I was blown away by its endless possibilities and flexibility so I decided to add that software to my pipeline for creating textures.
Those stone tiles are my first attempt to create textures that I will later use in my upcoming personal Unreal 4 project.
I wanted to create worn stone tiles that would look a little bit wet and mossy.
Texture was created from scratch in Substance Designer 5.
http://www.polycount.com/forum/showpost.php?p=2367194&postcount=9
Tell your girlfriend "are you sure you're not idealizing me?"
just finished the first weapon for our indie fantasy JRPG, Obelisk!
now the texture artist gets to paint on the albedo and gloss/metalness textures
Yes, I have an extra few verts evenly spaced along flat planes (side of the axehead for example). They're there to help protect the shading from weird normals artifacts and give a bit more res to things like SSAO. That's sorta industry standard, right? As a JRPG, we won't ever reach above 16 or so character models on screen at once, so I've been feeling free to leave things just a tiny bit heavy on tris. Let me know if I'm totally wrong about this, would be good to find this out sooner than later, lol.
comments on the tri count or any other c&c appreciated, of course!
EDIT: Ignore me I just read your comment about your wireframe!
Awesome work!
The idea behind it was to have a guy who's dressed with random looted stuff like you would in an RPG game. I still tried to keep it consistent to some degree though. Hope you like it!
Turntable:
http://www.marcoplouffe.com/rockerbotturn.html
[IMG][/img]
HELL YEAH! Awesome work.
I am posting my anatomy study project here to get some good feedback to improve my work.
Hope you like it
Cheers
Here is a quick comparison
My work at the bottom, Frank Tzeng on top and middle-right and Adam Fisher middle-left.
Hair and fine detail in progress
a bit slow and late but
ty gav for the feedbacks and mentorship group
[sketchfab]834d1206fd234e41bdab73030121f543[/sketchfab]
Cargo Re 482 by thorstenfolkers on Sketchfab
[ame]https://www.youtube.com/watch?v=9uafNCm_vfM[/ame]
@Farzin Are you aiming for specific actor or known figure? What references have you used for face? Without knowing this is hard to give advice.
Some random colour tests
WIP Thread with more renders: http://www.polycount.com/forum/showthread.php?p=2366641#post2366641
Improvement Thread
Looking forward to posting some more.
Rendered in Keyshot
I was wondering if anyone knows the best 3d printing company for this stuff last time I checked it was Ownage. Also does anyone know any good links or tips on a good form of cartoon style rendering, similar to what I've done except better hahaha.
any feedback?
Link: http://www.polycount.com/forum/showthread.php?t=158034&highlight=skylarc
It´s called "Distortions"
If you want to see more you can check this link
http://www.polycount.com/forum/showthread.php?t=159074
more picutres on our fb page
https://www.facebook.com/distortions.game
Nearly finished, my fantasy entry for the Substance challenge.
A material inspired by the dwarves in the Elder Scrolls games.
Made with Substance Designer
That looks great! I love the surrealism, but also the lighting is superb. Ill be keeping my eye on this one .
https://www.artstation.com/artwork/lEl6k
link to my artstation and the Marmosetviewer of the fan