My submission for the 2015 Humster Car Render Challenge. Planning to add a little more as soon as I break away from this holiday but if you have any feedback beforehand, I'd love to hear it!
Hi guys, i did this for humster 3d car render competition. If you like my artwork please be kind to leave a comment on my artwork at below link. Thank you http://humster3d.com/2015/11/19/badass-bmw/
That scene looks good snefer! Here is something I made for my UE4 scene. It´s going to be abandoned diner scene. Textured 100% with Substance Designer. Marmoset viewer is here: https://www.artstation.com/artwork/ayvmz
Can't decide how I'm doing with her head/face. I'm not looking for feminine per se, but let me know if I have completely missed the mark (gender-wise).
It is a Personal project, the concept is my. I began to modeling this
girl in Zbrush (modeling, textures, pose and details) but background
was made in Blender. I use the Vray to make these imagines. I added some
details into por-production with help Photoshop.
working on my first asset. progress is good but results terrible, ha
Hey man, if you're in Maya it looks like your bump settings are set to "bump" when they should probably be "tangent space normals". If you're in Max, I suspect it's something along similar lines in your shader.
Heres a WIP of a bust Im working on. I have the base shirt at the moment. Gonna do a quick retopo and work on getting the details in and move to the jacket and finally the hair. Hope to have this guy on UE4 soon and play with some nice skin material.
working on my first humanoid lowpolyish model with a slight babystep into topology, i mostly did the face intuitive, its a project that i will want to rig and animate as a whole (facial, body)
lower body is still very roughly blocked out, hands nonexistant as of yet, working on it today, only modifier applied is x mirror on the bodymesh and eyes and eyebrows
if i could get some advice direct advice on the current wireframe (uv unwrap included aswell, if the current layout of hair is good or what could be made better/optimized) itd be very much appreciated :S (couldnt post in lowpoly sub 1k since it surpasses the count)
I've been working on a track piece for a kart racer I've been working on, this is in Unity and has a moving LED shader for the LED displays. Normal map was made manually by baking the details seperately as floaters and compiling them in the final texture.
A Mountain Stone , Quixel 2.0 Im actually working on a Quixel tutorial on how to sculpt and texture rocks with Zbrush and quixel 2.0 , hope you guys will like it .
So past two months I've been working on a low poly esque First person, Puzzle, Speed Runner. Been fun to work on texture wise, but it ended up being a Blueprint learning experience (Unreal Engine). I've learnt a lot from making it, and It would be great to continue development on it, but I do need some feedback. So if you have the time and are interested, give it a play!
working on my first asset. progress is good but results terrible, ha
Hey man, if you're in Maya it looks like your bump settings are set to "bump" when they should probably be "tangent space normals". If you're in Max, I suspect it's something along similar lines in your shader.
wow ok I'll check. thanks for response. really good work by the way. love your arma guns
Replies
https://www.artstation.com/artwork/316QJ
More pictures can be found on my artstation portfolio: https://dethling.artstation.com/
Eris from the Grim Adventures of Billy and Mandy.
http://polycount.com/discussion/160556/draenei-character-wip-process
Here's some of the stuff:
This is a slightly older version of her face, I've changed it a little since.
first attempt on this character - sort of just blocking things out.
anatomy study
more stuff on my thread: http://polycount.com/discussion/160726/snake-queens-palace-ue4
Thread here: http://polycount.com/discussion/160606/flintlock-hand-mortar#latest
lower body is still very roughly blocked out, hands nonexistant as of yet, working on it today, only modifier applied is x mirror on the bodymesh and eyes and eyebrows
if i could get some advice direct advice on the current wireframe (uv unwrap included aswell, if the current layout of hair is good or what could be made better/optimized) itd be very much appreciated :S (couldnt post in lowpoly sub 1k since it surpasses the count)
sketchfab link: https://skfb.ly/IOpv
Normal map was made manually by baking the details seperately as floaters and compiling them in the final texture.
all Movable light
realtime , no build
UnrealEngine 4
https://www.artstation.com/artist/ipos888
Heh, been working on that same concept on and off for a while now good start.
http://polycount.com/discussion/157781/fantasy-house
http://gfycat.com/MarriedSimilarHousefly
Textured in Substance Painter and renderd in Toolbag.
Im actually working on a Quixel tutorial on how to sculpt and texture rocks with Zbrush and quixel 2.0 , hope you guys will like it .
https://www.youtube.com/watch?v=JkIkF13jNBk
wow thats' some cool stuff! low polies i like. Is everything tris? Is that how it should be done?
working on... my uc dive knife project. Things are going badly but i think I'm learning from my mistakes
[img]https://us.v-cdn.net/5021068/uploads/editor/ts/6r837p51tjq2.jpg[/img]
http://defaultsound.itch.io/a-skip-and-a-hop-too-far-into-light-speed (Free!)
So past two months I've been working on a low poly esque First person, Puzzle, Speed Runner. Been fun to work on texture wise, but it ended up being a Blueprint learning experience (Unreal Engine). I've learnt a lot from making it, and It would be great to continue development on it, but I do need some feedback. So if you have the time and are interested, give it a play!
wow ok I'll check. thanks for response. really good work by the way. love your arma guns
https://www.artstation.com/artwork/6vm20
have a nice day everybody