I wanted to work on something that I could really push the texturing and material definitions but that wouldn't take me a huge amount of time. Something to get back in the swing of things.Hand textured using photoshop brushes only and NDO for the normal map from greyscale conversion.
I decided to wrap up my TIE fighter scene the day before the new film as that was my deadline and also the day of my flights back home, here's a couple of shots and a lil video.
going to attempt to finish this up, hopefully it wont take the rest of the year. but so many damn smoothing errors, fixed a few of them today but they are everywhere
And i also decided to launch a patreon, i know my art is not much game art related like in the past, but hey, time changes for us all https://www.patreon.com/benrc
Been working on a personal project of a Greenhouse/Arboretum type build inspired by the Crystal Gardens in Madrid. Hoping to learn procedural texture creating in Substance Designer to continue this in 2016.
Hi everyone; lurker here. Any chance there'll be a consolidated ZIP for 2015's WAYWOs?
Wouldn't count on that.
If you want to know why then just right click save page 1 of this thread, it's 110 megs. A quarter of that is just one 30mb picture. Half the people here don't care about optimizing their images and just upload massive PNGs without a second thought.
WAYWO 2015 is 294 pages, even if we're generous and assume an average of ~60mb per page you're still looking at almost a 20gb download. Someone would have to batch convert all those stupid PNGs to JPEG but before that they'd have to figure out a way to scrape it all unless they wanted to go page by page downloading everything. It could happen, but like I said... I wouldn't count on it.
Also purely from an ethics standpoint unless you were going to embed usernames into the filename I don't think it's a good idea. Because bundling them all in an archive strips them of attribution/credit and since this is a thread of largely WIPs most of the artists aren't watermarking their work.
sith lightsaber from a concept by lee oliver. Few things changed here and there. Needs a detail pass as well as some general tightening up before baking.
I have been playing around with a more simple and exterior looking lighting for my pz 38 as i felt the other lighting kind of hid some of the details on the texture
This is a little 1-day rock project I was working on, one thing that I learned was that I should've used a reference instead of just sculpting away and hoping for the best. Anyways here she is. I'd like crit on it. Tri count: 2538
(Ooops, wrong thread - reposted this in the 2016 thread.) Dirty Harry's famous 44 magnum revolver, textured in substance painter. Model by the guys at Ironbelly studios.
Replies
ROBEOMEGA
Looking nice as a start, would ad a lot of differences in roughness and normal information.
Update on my cave that I am working on. Going to add more logic in the snow placement and such.
More to come!
Check out the thread over at:
http://polycount.com/discussion/161823/ue4-ice-cave#latest
Cheers guys!
ZBrush and Keyshot renders below
will get him 3D printed soon!
https://www.artstation.com/artist/pierrebenjamin
https://www.facebook.com/artofpierrebenjamin/
and some keyshot renders:https://www.artstation.com/artist/pierrebenjamin
thread: http://polycount.com/discussion/160726/snake-queens-palace-ue4#latest
NVM-14 nightvision monocular for RHS:AFRF
I wanted to work on something that I could really push the texturing and material definitions but that wouldn't take me a huge amount of time. Something to get back in the swing of things.Hand textured using photoshop brushes only and NDO for the normal map from greyscale conversion.
Marmoset viewer availiable on my Artstation - https://www.artstation.com/artwork/qo2V2
https://www.youtube.com/watch?v=wJvzy9PRhR4
More views on my artstation: https://www.artstation.com/artwork/XPEnY
https://sketchfab.com/models/58ebd754723c45fa9ce957602e9aa7dd
going to attempt to finish this up, hopefully it wont take the rest of the year. but so many damn smoothing errors, fixed a few of them today but they are everywhere
See you all in 2016~~
Happy New Year guyz! Have a good time in new year
Happy 2016 Polycounters!!
more at http://polycount.com/discussion/160760/pbr-incinerator#latest
You can see big ass image and some wires on my behance
https://www.behance.net/gallery/32433127/Zodiac-Part-1
And i also decided to launch a patreon, i know my art is not much game art related like in the past, but hey, time changes for us all
https://www.patreon.com/benrc
^_^
Here's some more progress on my Star Wars comp entry. Happy 2016 guys!
Been working on some Mr. Freeze fan art. Felt like it would be a good winter project.
More info here - thread.
Scientist Heavy
If you want to know why then just right click save page 1 of this thread, it's 110 megs. A quarter of that is just one 30mb picture. Half the people here don't care about optimizing their images and just upload massive PNGs without a second thought.
WAYWO 2015 is 294 pages, even if we're generous and assume an average of ~60mb per page you're still looking at almost a 20gb download. Someone would have to batch convert all those stupid PNGs to JPEG but before that they'd have to figure out a way to scrape it all unless they wanted to go page by page downloading everything. It could happen, but like I said... I wouldn't count on it.
Also purely from an ethics standpoint unless you were going to embed usernames into the filename I don't think it's a good idea. Because bundling them all in an archive strips them of attribution/credit and since this is a thread of largely WIPs most of the artists aren't watermarking their work.
More screens at https://www.artstation.com/artwork/bBPqm
Marmoset Viewer: https://www.artstation.com/artwork/v9Xo6
Animated GIF for maximum glory: http://puu.sh/mezWy/eb75baa32b.gif
Dirty Harry's famous 44 magnum revolver, textured in substance painter. Model by the guys at Ironbelly studios.