I'm new to the polycount community, and thought it would be cool to share. I plan on fixing a few up a few things on this and adding a piece that plugs into the side, where you hold down a button to talk.
Hello there, I'm new to this thread, but I have been around Polycount for a while now. here is what I'm currently working on for a portfolio piece. Let me know if you have any feedback.
Software used:
- Zbrush for concept, sculpt, UVs and base polypaint
- Quixel for texturing
- Keyshot for shaders and rendering
- Photoshop for composition
New one in the middle and reworking old one on the left and right. Stuck on the boot design of the chunky guy. I hate making boots. They look like clunky high hightops right now.
I'm so glad I'm over the effects of the concussion and can finally get back to this stuff.
heres my entry for the blizzard student art contest, a bit late to posting but yea here it is (and yes i turned it in on time XD)
this was an awesome learning experience handpainting for the first time @.@ crazy hard stuff...
hahah thanks Now I am done spamming these tank Iterations
Thats not spamming, thats making us envy Great job man. Your Tank looks fantastic and these details. Think you can watch that piece for a week and still find something new.
really impressive modeling and shitloads of detail. But think about what you are placing on those tanks.
From an aesthetic point of view I think your Models are far too busy but this doesn't count much when the goal is to create real tanks and try to match them as close as possible.
What really bothers me is that you tend to slap detail on those tanks where sometimes it really doesn't make sense. E.g.: Why have an open laptop on the back of the tank with no space to actually use it? One wouldn't even place a closed laptop there. Same goes for the electronic equipment on top of the tank. Whats it for? Any communication equipment would be better placed inside the vehicle and not exposed to rain, dirt and what not.
I think if someone takes a closer look to the models it will show pretty easy that a lot of stuff thats placed there is just for the sake of detail and "moar stuff" and this brings the models a bit down and doesn't give justice to tank itself, the base shapes and the sophisticated modeling you put into the vehicle. You are doing great stuff and you are really fast at it as well, but don't overdo the details, that such a vehicle wouldn't need just for having them.
Software used:
- Zbrush for concept, sculpt, UVs and base polypaint
- Quixel for texturing
- Keyshot for shaders and rendering
- Photoshop for composition
Really impressive. How long do these take you and what are they rendered in?
Pass 1, base pass will be moving onto painter/a little bit of ddo to add some wear. Looking for feedback on the base materials as they stand as I will be moving out of designer now
hey polycounter,
i'm currently working on my graduation work. these are two little screenshots of my current unreal scene. i'm happy about thoughts and helpful critique.
cheers
Been trying to perfect this procedural paint formula using Substance Designer. I've got a system now instead of just random nodes, but results still need some refinement:
Gonna work on retopology next. Could anyone give me some tips on what polycount to aim for. I see it being used on a next gen game console any advice on this would be great
hey larolaro don't give up on the sculpting. you have a lot of ability and at some point it will carry across. I still find sculpting hard coming from a 2d texttre artist background, but am finally getting the hang of it
hey thanks guys glad you liked it!!! ... i hope you can get something from the tutorial but i think it is more kind a breakdown and for beginner - it is very basic...
Turns out I suck at sculpting, gonna just have to accept that.
Ordinary modelling it is I guess!
Working on a character for a game, still blockin' it out.
HEY DUDE,
DONT GIVE UP - I SUCK TOO BUT I DONT STOP TILL I THINK IT LOOKS GOOD!!!
... i saw some of your stuff and it is good just need some polish here and there ...make a thread and post stuff we can give you tips how to polish and make it look good :thumbup: ... the thing is - don't stop!
oh and btw. lowpoly modeling is a very important skill and more difficult than sculpting ... and your model here is a great base for sculpting....
My first post at this awesome community! Recently been trying to get a hang of this stuff after lurking for some time. I'm working on this little dude for the moment.
Hey guys , here you go my actual personal work. Highpoly isn't even finished and gonna fix minor issues etc. Will start a thread soon with many types of textures and gonna share with you model and textures in psd.
Replies
I'm new to the polycount community, and thought it would be cool to share. I plan on fixing a few up a few things on this and adding a piece that plugs into the side, where you hold down a button to talk.
See interactive turntables here:
http://www.marcoplouffe.com/sinner_turncolor_sloth.html
http://www.marcoplouffe.com/sinner_turnsculpt_sloth.html
Software used:
- Zbrush for concept, sculpt, UVs and base polypaint
- Quixel for texturing
- Keyshot for shaders and rendering
- Photoshop for composition
I'm on this one right now for a bit.
Heavily inspired by Alien Isolation but mixed with own design. WIP.
I'm so glad I'm over the effects of the concussion and can finally get back to this stuff.
http://www.youtube.com/watch?v=ZS9vUNLiYAk
Just having a silly fun time using Toolbag 2's post effects
WIP
Created in Rhino
this was an awesome learning experience handpainting for the first time @.@ crazy hard stuff...
Vraiment excellent, un des meilleurs de la s
Thats not spamming, thats making us envy Great job man. Your Tank looks fantastic and these details. Think you can watch that piece for a week and still find something new.
really impressive modeling and shitloads of detail. But think about what you are placing on those tanks.
From an aesthetic point of view I think your Models are far too busy but this doesn't count much when the goal is to create real tanks and try to match them as close as possible.
What really bothers me is that you tend to slap detail on those tanks where sometimes it really doesn't make sense. E.g.: Why have an open laptop on the back of the tank with no space to actually use it? One wouldn't even place a closed laptop there. Same goes for the electronic equipment on top of the tank. Whats it for? Any communication equipment would be better placed inside the vehicle and not exposed to rain, dirt and what not.
I think if someone takes a closer look to the models it will show pretty easy that a lot of stuff thats placed there is just for the sake of detail and "moar stuff" and this brings the models a bit down and doesn't give justice to tank itself, the base shapes and the sophisticated modeling you put into the vehicle. You are doing great stuff and you are really fast at it as well, but don't overdo the details, that such a vehicle wouldn't need just for having them.
Just my 2 cents, even though no one asked for it.
remington acr...first attempt ....suggestion will be appreciated. also i would like to know how do i texture this?
ABSOLUTELY right - never really payed attention to those things
Thanks willl do that for my next vehicles
Really impressive. How long do these take you and what are they rendered in?
Thread:
http://www.polycount.com/forum/showthread.php?t=143455
i'm currently working on my graduation work. these are two little screenshots of my current unreal scene. i'm happy about thoughts and helpful critique.
cheers
Different angles of my current personnal project!
Thread
The look isn't as good as the initial cliff imo:
High Poly Anaconda Colt
Gonna work on retopology next. Could anyone give me some tips on what polycount to aim for. I see it being used on a next gen game console any advice on this would be great
Ordinary modelling it is I guess!
Working on a character for a game, still blockin' it out.
http://www.polycount.com/forum/showthread.php?t=146330
Practicing my likeness skillz! Lots to do still. Still very WIP.
I keep playing with the arm size, maybe it is too big.
HEY DUDE,
DONT GIVE UP - I SUCK TOO BUT I DONT STOP TILL I THINK IT LOOKS GOOD!!!
... i saw some of your stuff and it is good just need some polish here and there ...make a thread and post stuff we can give you tips how to polish and make it look good :thumbup: ... the thing is - don't stop!
oh and btw. lowpoly modeling is a very important skill and more difficult than sculpting ... and your model here is a great base for sculpting....
Cheers lads!
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