A pumpkin monster I'm hoping to finish by Halloween. Still needs its feet, tongue, and better leaves before texturing. Maybe even a spike or five randomly sticking out of the sides head.
Hey all! Here are some recent renders of Tuppence Cowley from Agatha Christie's "The Secret Adversary" in The World of Lexica by Schell Games. 2298 tris. Concept by Zach Coe. Rendered in Marmoset and Keyshot. More on my thread for the game's character art: http://polycount.com/discussion/146095/character-art-the-world-of-lexica#latest
Working on a character rig for my portfolio class. Going for a black and white 50s cartoon/modern punk fusion. My plan is to use toon shaders to give it a more inked look, and to rig it to have spaghetti arms and legs. Made in Maya 2016. Feedback more than welcome!
A zombie/mutant skin substance (full procedural) I did for our Monthly Drop at Allegorithmic. You can modify the skin peeling, damages, pustules amount, veins and some other things. Done in Substance Designer, rendered in Toolbag 2:
Cross from my thread Hey guys! I've finally got around to publishing my latest head study. Was experimenting with workflows and not being worried about optimizations constraints and what not this time. Cheers!
Hello again guys, this is a W.I.P of a character im doing for danilo athayde's workshop at melies school. the original concept is from the awesome Shuohan Zhou and now is time for some good old retopo =D hope you like it and until the next update.
Diving into Substance Painter a bit more and loving it! Also just overall practicing high poly-low poly hard surface baking. I'm done with this one for now.
Not entirely sure where I'm going with this, but one thing's for sure: UE4.9's ability to read the lightmass ambient occlusion in Materials is the best thing since fragment shaders.
A fairly new project here, I got in contact with the guys from Pulsar-Project who built this awesome custom motorcycle, just some WIP. Will try to finish it before Newyears. Webpage: http://www.pulsar-project.com/motorcycles/chimera
The shader network is pretty sloppy and doesn't work well for looking at the planet from all directions but it's enough to learn about the material expressions. If you've experience with that stuff, feel free to contact me. I could need some help with the atmosphere and light vector dependant fresnel.
Detail Shot:
You can paint water/landmasses via vertex color directly on the planet:
Replies
This is my final entry for Retrogasm Challenge ( Marco Rossi ):
Marmoset viewer link:
https://www.artstation.com/artwork/LavGA
Hope you like it!!
Zbrush and Substance. Marmoset Toolbag 2 shot.
Marmoset Viewer link:
https://www.artstation.com/artwork/yAyN8
more pictures here https://www.behance.net/wip/1448331
Sci-Fi Environment I've been slowly but surely working on. WIP Thread
My nature entry for the substance designer material challenge.
Trying out Quixel 2.0 and working on some stuff, I dont like the brown.
Working on a character rig for my portfolio class. Going for a black and white 50s cartoon/modern punk fusion. My plan is to use toon shaders to give it a more inked look, and to rig it to have spaghetti arms and legs. Made in Maya 2016.
Feedback more than welcome!
You can modify the skin peeling, damages, pustules amount, veins and some other things.
Done in Substance Designer, rendered in Toolbag 2:
Happy halloween (and bon appétit)!
Hey guys! I've finally got around to publishing my latest head study. Was experimenting with workflows and not being worried about optimizations constraints and what not this time.
Cheers!
I'm working on some fully procedural rocks tilable textures, with substance designer.
Super WIP
Thread if you want to comment
Commander keen for the retrogasm tourny. Wont finish on time, but getting there
the original concept is from the awesome Shuohan Zhou
and now is time for some good old retopo =D
hope you like it and until the next update.
x-post http://polycount.com/discussion/160267/andariel-diablo-2#latest
Sumo Mech Game Character
Check out the marmoset viewer
https://sketchfab.com/models/3b5729d76112449c955ae02931fa6198
Regards.
Not entirely sure where I'm going with this, but one thing's for sure: UE4.9's ability to read the lightmass ambient occlusion in Materials is the best thing since fragment shaders.
Webpage: http://www.pulsar-project.com/motorcycles/chimera
This is a Character I did awhile back, original concept by Andrew Domachowski.
Can't seem to embed the SketchFab module so here's a link.
Zbrush/Substance
Artstation project (Marmoset viewer)
Happy Halloween! Tried to go for a sorta pastel texture finish on this piece.
The shader network is pretty sloppy and doesn't work well for looking at the planet from all directions but it's enough to learn about the material expressions. If you've experience with that stuff, feel free to contact me. I could need some help with the atmosphere and light vector dependant fresnel.
Detail Shot:
You can paint water/landmasses via vertex color directly on the planet: