I'm still at uni trying to build up a portfolio. This is my latest work, there still some things to be done but comments and criticisms are always welcome.
updated these all a little, and am getting much faster at blocking them out.
I thiiiiink I'm getting a tiny bit closer to the Michael Vicente /Fanny Vergne look, but still not sure I'm leaving the planes as clean and crisp as I need too.
I don't know if this is final or not but that hammer is reading to me like a leather bag with heavy stitching or something. It doesn't read like hard stone, you know? I get what you were going for but if the contest is still open you might take another swing (har!)...
Thanks for the feedback warren yes this image of the hammer was rendered with blender fast and a basic setup You may want to look at it over at sketchfab for what I had intended.(not everyone wants to link follow hence the basic image) https://sketchfab.com/models/7bf22794b5ce4fbeaaee045a73c5fa48
started working on a game... trying to get the workflow down on transfering weight maps from my nekkid guy to clothed versions... also got some enemies done using the same basic mesh, just gotta more weights over that way as well...
Start of my torso study. I'm following the advice of a fellow who posted on the February character voting thread and trying to learn the forms / muscles - fundamentals basically of character art.
This is awesome! Quick (perhaps stupid) question - how do I ensure that it tiles correctly? With basic tiling textures in Photoshop, I always do the thing where you offset it by 1/2 the size and then make it look okay.
I haven't tried the tutorial out yet, so there could very well be something in ZBrush that does that for you.
need to model carburetor, transmission (gearbox, kickstart), belt drive, clutch and put everywhere screws so i can finally start modeling the frame of bike)
Software used:
- Zbrush for concept, sculpt, UVs and base polypaint
- Quixel for texturing
- Keyshot for shaders and rendering
- Photoshop for composition
turning my head inside out trying to get this style right! UGH. I feel like I generally know the technique, but I still have a bad sense of rhythm with my placement of details. Once again, my hard edges don't really feel crisp enough (and I'm 90% sure I'm using the same brushes and tools as the artists whose work I'm trying to emulate....)
does anybody know what I'm doing wrong. just need to practice more, i guess?
Replies
Focusing mainly on the hair at the moment, so any feedback there would be great!
Pooped this out in like an hour
How?
This was done in UE4?
Amazing!
Nice to be here!
This guy is still in development. It's Zbrush sculpt, also rendered in ZBrush. A bit changed default skin and eyes materials and polypainted.
I would like to make him photo realistic. Comments & critique are welcome!
Thank you in advance!
Best to you all!
and with original front cannon
I thiiiiink I'm getting a tiny bit closer to the Michael Vicente /Fanny Vergne look, but still not sure I'm leaving the planes as clean and crisp as I need too.
would love any C&C!
Left the high poly sculpt and the print on the right, its about 8cm in height.
It was printed upside down on the back and took 5 hours to print.
Diorama Thread
https://sketchfab.com/models/7bf22794b5ce4fbeaaee045a73c5fa48
let me know if there are any errors or tweaks to make this easier to understand.
thanks!! :thumbup:
started working on a game... trying to get the workflow down on transfering weight maps from my nekkid guy to clothed versions... also got some enemies done using the same basic mesh, just gotta more weights over that way as well...
Start of my torso study. I'm following the advice of a fellow who posted on the February character voting thread and trying to learn the forms / muscles - fundamentals basically of character art.
This is very early on.
This is awesome! Quick (perhaps stupid) question - how do I ensure that it tiles correctly? With basic tiling textures in Photoshop, I always do the thing where you offset it by 1/2 the size and then make it look okay.
I haven't tried the tutorial out yet, so there could very well be something in ZBrush that does that for you.
I am still messing with it, experimenting. Working on it as I post this... lol
Hope you like!
need to model carburetor, transmission (gearbox, kickstart), belt drive, clutch and put everywhere screws so i can finally start modeling the frame of bike)
I updated and added some new patterns
See interactive turntables here:
http://www.marcoplouffe.com/sinner_turncolor_wrath.html
http://www.marcoplouffe.com/sinner_turnsculpt_wrath.html
Software used:
- Zbrush for concept, sculpt, UVs and base polypaint
- Quixel for texturing
- Keyshot for shaders and rendering
- Photoshop for composition
This thread doesn't have a month and it's already packed with awesome !
I'm back on this piece:
Please drop by my thread to crit and comment !
still doodling on old work
Nice work :):)
Cinematic Project Thread:
http://www.polycount.com/forum/showthread.php?t=145634
does anybody know what I'm doing wrong. just need to practice more, i guess?
here is something for 3d world, a smal tutorial from me will be in the next issue
lowely work as usual, but can you do me a for? use some less destructive compression please
maybe its the very subtle colorshifts? no clue, looks like it has been run through facebook