Wow I was scrolling through and couldn't believe there was another power "gonk" droid! Oh well I guess the force is strong in that one! I'm creating a tutorial for how I created mine as well. I just finished up the base model, now onto uvw mapping and texutring!
Still adjusting proportions, but started a nasus sculpt/anatomy study, its a little bit chunky atm but i aim to get fairly realistic and PBR with it C&C welcome!
I would like to say that I am blown away by the art I've seen that has popped up in this thread. I used to think I've gotten myself way over my head by trying to get into this industry with the incredible art I continue to see within these forums and elsewhere. Now, I just look at it as a means for improving my own craft and continue to drive myself to do better. Now, I just gotta go through the 280+ pages and maybe find something to inspire my next personal project.
This stuff is looking incredible guys! I've decided to do a prop a day for a week or two, bolster my portfolio a bit. Here's the last two days of progress DDO was used for the base of the textures (Except the normals) and then I painted and edited on top of them.
Finished my Jet Engine. I don't know if it is possible to call such thing a "Low poly", but here it is, with 155 196 triangles on board. Textured with Suite 2.0 and Photoshop, rendered with Marmoset Toolbag.
And here is wireframe shot incase someone is interested.
Made the inside of a Rolex movement 3135. Taking it to Keyshot next. Made in 3Dsmax using non subd modeling
I love the function and detail to this. Great job!
Crossposting this from my thread. I'll be taking this to completion and I'm currently focusing on my weakest area, concepting. I'd appreciate any help I could get! Link to my thread is in my signature
Hey guys, first time poster. So much amazing work here! I've started to check this thread religiously! Here's a Tree Man that is the jumbled mess that resulted from me trying to learn ZBrush UVmapping and Substance Painter.
I can't seam to get the embedded sketchfab feature to work or delete my comment so here's the link: https://skfb.ly/JqxF
USR "Black Widow" for Fractured Space. Concept and all asset work by myself with help from ECG lead artist Alex Clarke on the design. Rendered in-game (Unreal Engine 4).
The Black Widow is a stealth ship equipped with three different missile systems to provide long-range fire support and damage to allies. It has no short-range attack capabilities, so keeping your distance to your enemies is crucial, which is where its cloaking systems come in handy to escape sticky situations.
Replies
finished up my Captain Fortune fan art a few days ago
concept by Paul Kwon
more shots on ArtStation and 3d on Sketchfab
https://www.youtube.com/watch?v=WKnHpGsobSw
https://youtu.be/csMFMsiyS8g
Feedback welcome
Companion thread
start adding small details in Zbrush
Small wip for RHS:AFRF
Marmoset viewer :
https://www.artstation.com/artwork/lrrlz
DDO quixel 2 for textures, zbrush was used for skin and cloth, 3dsmax for hard surface work and finally maya for retopo.
I've decided to do a prop a day for a week or two, bolster my portfolio a bit.
Here's the last two days of progress
DDO was used for the base of the textures (Except the normals) and then I painted and edited on top of them.
And here is wireframe shot incase someone is interested.
I will try to redesign snowtrooper
http://cgplus.com/…/star-wars-reimagined-snowtrooper-re…/679
https://skfb.ly/JpKw
Crossposting this from my thread. I'll be taking this to completion and I'm currently focusing on my weakest area, concepting. I'd appreciate any help I could get! Link to my thread is in my signature
Thanks
I just rebuild this and add some details.
My Polycount thread
More pictures in the thread:
http://polycount.com/discussion/162128/snowy-mountain-ue4-substance-designer
And a small video made from the scene:
https://www.youtube.com/watch?v=H67AA82g1KI&vq=hd1080
Here's a Tree Man that is the jumbled mess that resulted from me trying to learn ZBrush UVmapping and Substance Painter.
I can't seam to get the embedded sketchfab feature to work or delete my comment so here's the link:
https://skfb.ly/JqxF
Finished the HighPoly
USR "Black Widow" for Fractured Space. Concept and all asset work by myself with help from ECG lead artist Alex Clarke on the design. Rendered in-game (Unreal Engine 4).
The Black Widow is a stealth ship equipped with three different missile systems to provide long-range fire support and damage to allies. It has no short-range attack capabilities, so keeping your distance to your enemies is crucial, which is where its cloaking systems come in handy to escape sticky situations.