Still working on this bonehead(pun intendend), got a base for the texture down, now for the shield and sword, I went for the Spinal/rayharryhausen kinda skelly. bare boned (pun intended) but well armed.
This is our early WIP of our in engine character. There is still a lot missing like hair and snow.
We also have a unreal forum thread here
Real time in unreal engine 4
im starting to feel the sculpt is close to done (exept for front set of paws/feet)
any more advise that would improve it and take it one step higher? i would apprichiate it a lot
The goal of this prop is to achieve next gen quality with re-usable tileable texture and layered material workflow that trendy for most of PBR game studios. It is a hero prop of a room scene, which means will be really close to the player. Modeled in Maya and Zbrush, created textures in Substance Designer and textured in Substance Painter. Concept from Titus Lunter, but also with a lot reference detail searching by myself.
@cebola, i really like that
Here is my another sculpt made in browser, dont know how to setup vertex paint in sketchfab but ive made a screenshot from sculptgl. This is how it looks with polypaint.
that's awesome riceart! How do you get it to look so nice when there isn't any pressure-sensitivity? Unless that's something they've added recently to sculptgl?
I haven't posted anything over here in quite a while, but as I'm starting up a new portfolio project I figured I should probably crawl out from my cave and try to be a little more engaged.
I'm building a space "vista" in Unreal using a combination of planes and some 3D. I'm going to model a station to sit in the mid-ground with some nice reflective bits and some of it's own light sources and for the foreground I'm planning on building a sort of "observation deck" window and perhaps a console or something. I'm also going to replace the gun model in the FPS template with a little data readout pad. Currently all the nebula and atmospheric textures are greyscale and have colors assigned at the material instance level. I also built some UV offset controls into the material so I can put multiple things on one texture and reuse the same plane for different things. I was thinking about building in some vertex color controlled color variation as well. Anyway here's two shots, one with some blockout BSP geo to create some "grounding" and one with nothing in the foreground. Anyone know how to get rid of the reticle?
that's awesome riceart! How do you get it to look so nice when there isn't any pressure-sensitivity? Unless that's something they've added recently to sculptgl?
Hi, i thought the same at begging and made this with no pressure. It was a pain but i was happy about result.
[sketchfab]10d679bc76b0439985ed6918bc4ec0d2[/sketchfab] SculptGL Ogre by riceart on Sketchfab
After this ive wrote to creator of sculptgl and he most of my ideas were implemented so imo it gets better and better. Now you can set some settings here http://stephaneginier.com/settings
and after this just copy url and paste in your browser. I use firefox and wacom works fine.
Thought I'd drop this here, been working on it for quite some time now. It supposed to be a "plasticine clay" mental ray shader. I'm still not pleased with the result, needs a lot of improvement...
Hi, i thought the same at begging and made this with no pressure. It was a pain but i was happy about result.
[sketchfab]10d679bc76b0439985ed6918bc4ec0d2[/sketchfab] SculptGL Ogre by riceart on Sketchfab
After this ive wrote to creator of sculptgl and he most of my ideas were implemented so imo it gets better and better. Now you can set some settings here http://stephaneginier.com/settings
and after this just copy url and paste in your browser. I use firefox and wacom works fine.
Regards
Yes it's an interesting software. It would need some more features, like different symmetry axis and a layer management, but it's still really great for a free software.
Replies
Luger pistol by petrmaxa on Sketchfab
Marmoset Viewer scene here.
[sketchfab]18e407a35ef346b1a6d283f4d4d7df1d[/sketchfab]
SculptGL Orc by riceart on Sketchfab
regards
[SKETCHFAB]840365544cba49e18838c7c99bbcc0a5[/SKETCHFAB]
http://www.polycount.com/forum/showthread.php?t=159121
It's still kinda wip. I have some comp things I need to figure out. And some of the textures are pretty placeholder. I'll post more shortly
http://www.polycount.com/forum/showthread.php?t=158840
-made with love, it's lookin really nice, just thought I'd make myself giggle, I mean no disrespect.
https://www.artstation.com/artwork/413gl
few more picks and wire
Getting close to finished with the texture work on this now
http://fumioshodi.com/projects/5788065
This is our early WIP of our in engine character. There is still a lot missing like hair and snow.
We also have a unreal forum thread here
Real time in unreal engine 4
In engine video:
https://vimeo.com/143301230
Cheers!
Dark Flame, Satria Garuda Bima-X.
Nice house you got there foshidi! Style is super clean.
Im making a car, very much inspired by one of the submissions for the petrol/blood challenge a while back.
This is the highpoly, and I'm currently doing the lowpoly.
any more advise that would improve it and take it one step higher? i would apprichiate it a lot
http://www.polycount.com/forum/showthread.php?p=2367690#post2367690
This is a potential boss for the game Forced2
here are some ingame screenshoots http://eternalarenas.com/viewforced/
thank you for your time
[SKETCHFAB]9c73499d7ac14693a384bb7d6abc12b5[/SKETCHFAB]
No fancy renders etc. just a screenie until it's done.
Great work! This table is really beautiful!
Hope you like it!
Ignore the blocky scale mesh dude in the cockpit!
Here is my another sculpt made in browser, dont know how to setup vertex paint in sketchfab but ive made a screenshot from sculptgl. This is how it looks with polypaint.
[sketchfab]ebb006cdccbc4845b6d857cd072ad6d4[/sketchfab]
My model by riceart on Sketchfab
I'm building a space "vista" in Unreal using a combination of planes and some 3D. I'm going to model a station to sit in the mid-ground with some nice reflective bits and some of it's own light sources and for the foreground I'm planning on building a sort of "observation deck" window and perhaps a console or something. I'm also going to replace the gun model in the FPS template with a little data readout pad. Currently all the nebula and atmospheric textures are greyscale and have colors assigned at the material instance level. I also built some UV offset controls into the material so I can put multiple things on one texture and reuse the same plane for different things. I was thinking about building in some vertex color controlled color variation as well. Anyway here's two shots, one with some blockout BSP geo to create some "grounding" and one with nothing in the foreground. Anyone know how to get rid of the reticle?
Looks great. You've got a thread about this?
Crossposting! Some textures that I´ve been sculpting lately.
NNNGGGHHH!!
Hi, i thought the same at begging and made this with no pressure. It was a pain but i was happy about result.
[sketchfab]10d679bc76b0439985ed6918bc4ec0d2[/sketchfab]
SculptGL Ogre by riceart on Sketchfab
After this ive wrote to creator of sculptgl and he most of my ideas were implemented so imo it gets better and better. Now you can set some settings here
http://stephaneginier.com/settings
and after this just copy url and paste in your browser. I use firefox and wacom works fine.
Regards
Samus Aran in the style of Super Metroid
More images here
https://www.artstation.com/artwork/b0bDo
For marmoset viewer
https://dl.dropboxusercontent.com/u/5208693/Samus.html
Hi!
Thought I'd drop this here, been working on it for quite some time now. It supposed to be a "plasticine clay" mental ray shader. I'm still not pleased with the result, needs a lot of improvement...
ps.: the model used is from Gavin Goulden's (Beefheart)
Yes it's an interesting software. It would need some more features, like different symmetry axis and a layer management, but it's still really great for a free software.
Nice sculpt BTW .
this is really neat!