Experimenting with ways to create a more stylized PBR in painter for the polycount tower, i like the results so far , going to push it more on the next object.
Playing around in Marmoset Toolbag 2 for the first time. I never knew how much of a difference ambient occlusion made! Consider me a believer in AO from now on
I'm working on a Virtual Reality environment: the players will be on the middle of the platform and be shooting at targets swarming around them: A few renders out of C4d and Unity as I'm building it out:
Decently low poly count because this is going to run on samsung GearVR devices I also can't use any transparent FX like particles or additive blending shaders because it drops the frame rate a ton
Redid the rendering on an older work from this year.
Currently working on 2 other projects (Both still WIP)
A start view for a (fictional) game. Currently working on some crystal shaders inside Unreal and getting the scene more fleshed out.
And another project which is going to give me a Blueprint inside Unreal, generate a root/branch along a spline and also letting them animate over time. All done in Unreal engine 4.
Replies
http://polycount.com/discussion/152210/tower-japanese-arcade-shadowplay#latest
Kabapu from Excel Saga.
and now also in the right thread ¬.¬
Quick lighttests in Unreal Engine.
Topic: http://polycount.com/discussion/146780/mg-08-heavy-machine-gun
Testing out textures in Marmoset.
The valve gear does animate... You don't realise the pain I went through.
Cheers,
Mike
Currently I am working on this scene in UE4: Kelvingrove topic
(Feedback welcome )
I decided to practice my skin detailing/likeness work, and see how photo real I could get. Not done yet, but here's where I'm at so far.
I'm also having trouble finding some solid, detailed photo ref of skin details. Any resources I should know about?
Playing around in Marmoset Toolbag 2 for the first time. I never knew how much of a difference ambient occlusion made! Consider me a believer in AO from now on
Original concept by Chang Woo Lee - https://www.artstation.com/artist/changwoolee908
Wow Kazpertan, That train is awesome.
I've been working on a game model of Foggy from Netflix's Daredevil. It's been challenging, especially the hair. Ugly progress here.
Cheers
Alexander
Added a building an a cylindrical container.
A 3D modular building made for my 3d modeling & texturing class assignment. https://www.artstation.com/artwork/P4wrL
I'm on a bit of a Berserk kick lately.
https://www.artstation.com/artwork/4ay5k
Decently low poly count because this is going to run on samsung GearVR devices
I also can't use any transparent FX like particles or additive blending shaders because it drops the frame rate a ton
Currently working on 2 other projects (Both still WIP)
A start view for a (fictional) game. Currently working on some crystal shaders inside Unreal and getting the scene more fleshed out.
And another project which is going to give me a Blueprint inside Unreal, generate a root/branch along a spline and also letting them animate over time.
All done in Unreal engine 4.
This is a cross post from my robot
Critics and advices are welcome !
4.9k tris
https://skfb.ly/JpKw