A personal UE4/Quixel Suite project that I just finished, learned a ton from this and will move on to the next environment.
I know you said you're moving on but if you wanted a few crits to move this a LITTLE further ... IMO, anyway:
- Your textures are all very uniform. At first glance, I didn't realize it was textured. Are there normal maps or roughness textures in here?
- You have some great looking architecture here that could really sing with a strong lighting composition. Light pouring in from the side windows would look great.
- Those banners on the arches are WAY too small. Scale those up and give the environment a nice pop of color and contrast.
- Your mid ground is empty and those little garden path lights aren't cutting it. Not sure what the solution is other than more, and larger, props. Pews or whatever.
Working on hardsurface in Zbrush. Took a Destiny helmet concept and made minor tweaks. Still texturing then I'm going to do the low poly and play with PBR.
Hi Guys, i have started this project for the Riot Games 2014 Art Contest, this is version of sejuani character, i mixed the barbarian main concept with the post apocalyptic outfits.
I used the zbrush to create the Hipoly, topogun to do the retopology, xnormal to bake the textures, DDO to texturing and Mamoset to render.
I know you said you're moving on but if you wanted a few crits to move this a LITTLE further ... IMO, anyway:
- Your textures are all very uniform. At first glance, I didn't realize it was textured. Are there normal maps or roughness textures in here?
- You have some great looking architecture here that could really sing with a strong lighting composition. Light pouring in from the side windows would look great.
- Those banners on the arches are WAY too small. Scale those up and give the environment a nice pop of color and contrast.
- Your mid ground is empty and those little garden path lights aren't cutting it. Not sure what the solution is other than more, and larger, props. Pews or whatever.
Anyway, congrats on finishing something!
Thanks for the crits Warren!
The lighting was the part I struggled with the most on this. I settled on using Distance Field Ambient Occlusion to get a part of the lighting the way I wished for it but in the end I should have stuck with traditional direction lights and global illumination for it.
The normals and roughness maps suffered with using DFAO. It is nice to have dynamic AO but at the cost of no global illumination and unique light setups.
The next project I'll be paying closer attention to lighting composition and keeping in mind what you said while working on it.
Making a dwarf blacksmith as my first fully realized 3D character, and I want to take this to the level of an usable asset. Give me some advice/critique from my progress so far!
Experimented with baking out the mia_roundcorners effect to a normal map in Maya. So this was generated without a highpoly, and pretty damn fast too! Pretty happy with the results, gonna take the time to give this a proper texture tonight.
I recently started my Patreon page! I will be doing tons of Fan-art, Indie games, and Mentorship! Please help support me at: https://www.patreon.com/sammustudios
Software used:
- Zbrush for concept, sculpt, UVs and base polypaint
- Quixel for texturing
- Keyshot for shaders and rendering
- Photoshop for composition
been messing around with dDo lately. trying to decide between it and substance designer/painter.
I started with Ddo a year ago, then switched to Substance tools, and I don´t regret it. The Allegorithmic community is awesome. The Allegorithmic staff is more than awesome - best support ever.
but of course there are features on the quixel side, that really stand out, like Ndo´s ability to create really beautiful normal maps
Replies
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concept by martydesign - http://www.deviantart.com/art/Rally-car-concept-452204604
rotation [ame]https://www.youtube.com/watch?v=CzouC_DWzAA[/ame]
[sketchfab]ef24d80142fd405195e762b028f33288[/sketchfab]
Rally Car Concept by derugin.s on Sketchfab
https://davidperezderojas.files.wordpress.com/2015/01/untitled-8.jpg
Some really cool stuff on here, keep it up guys.
I know you said you're moving on but if you wanted a few crits to move this a LITTLE further ... IMO, anyway:
- Your textures are all very uniform. At first glance, I didn't realize it was textured. Are there normal maps or roughness textures in here?
- You have some great looking architecture here that could really sing with a strong lighting composition. Light pouring in from the side windows would look great.
- Those banners on the arches are WAY too small. Scale those up and give the environment a nice pop of color and contrast.
- Your mid ground is empty and those little garden path lights aren't cutting it. Not sure what the solution is other than more, and larger, props. Pews or whatever.
Anyway, congrats on finishing something!
Laserguns and Rocket launchers for my indiegame project
i made a speed hatchet!
http://www.polycount.com/forum/showthread.php?p=2224410#post2224410
where is the thread? this is sooo cool!
x1 BILLION!
You can get it here:
http://substance.arvinmoses.com/product/sidewalk/
[ame]https://www.youtube.com/watch?v=ZL59Odk5ghk[/ame]
Please let me know if you end up using it.
I used the zbrush to create the Hipoly, topogun to do the retopology, xnormal to bake the textures, DDO to texturing and Mamoset to render.
I hope you like the job!!!
[SKETCHFAB]5f746e6b76254695bcbb9d9eb6e98a39[/SKETCHFAB]
1+
Loving this, great look! Are you using Unity Pro?
You can try it here: www.andreiichim.com/games/KeyboardDilemma/
Thanks for the crits Warren!
The lighting was the part I struggled with the most on this. I settled on using Distance Field Ambient Occlusion to get a part of the lighting the way I wished for it but in the end I should have stuck with traditional direction lights and global illumination for it.
The normals and roughness maps suffered with using DFAO. It is nice to have dynamic AO but at the cost of no global illumination and unique light setups.
The next project I'll be paying closer attention to lighting composition and keeping in mind what you said while working on it.
Also .wiki, I love those space props.
Hey guys, spent 6 hours from today in zbrush (started from a sphere with dynamesh and fibermesh)
any critique would be much appreciated
https://cdn.artstation.rocks/p/assets/images/images/000/375/643/large/abbey-miranda-highresscreenshot00008.jpg?1419767453
http://vimeo.com/118504096
Spent today messing around with Keyshot for Zbrush. Not sold on it just yet, but I don't exactly hate it either.
See interactive turntables here:
http://www.marcoplouffe.com/sinner_turncolor_lust.html
http://www.marcoplouffe.com/sinner_turnsculpt_lust.html
Software used:
- Zbrush for concept, sculpt, UVs and base polypaint
- Quixel for texturing
- Keyshot for shaders and rendering
- Photoshop for composition
Does she have to be black in terms of hue? I was associated red with lust.
This one was so much fun.
Sorry, not so much game, but a speed practice sculpt that I ended up having a lot of fun with.
then poly-texture < 700 @256
This is part of my uni work, so far all has been done in ZBrush.
I started with Ddo a year ago, then switched to Substance tools, and I don´t regret it. The Allegorithmic community is awesome. The Allegorithmic staff is more than awesome - best support ever.
but of course there are features on the quixel side, that really stand out, like Ndo´s ability to create really beautiful normal maps
Been working on this little guy; WW2 Crusader III.
I'm still learning the ins and outs of 3D,but this took me around 2-3 hours in Max.
@Ozzmosis I like her, not exaggerating the legs looks nice!
@Marco Looks super cool!
WIP Thread: http://www.polycount.com/forum/showthread.php?t=146916
could use a bit more definition of the medium level shapes - the detail is great, but it would benefit from a bit more underlying expression.
but... the model is amazing, and the rendering super cool