If you're going to GDC this year, stop by the Marmoset booth! I'm going to be giving a demo there and giving away all the materials associated with that demo including the models, textures, and Toolbag 2 scene, and they'll be free for both personal and commercial use!
If you're going to GDC this year, stop by the Marmoset booth! I'm going to be giving a demo there and giving away all the materials associated with that demo including the models, textures, and Toolbag 2 scene, and they'll be free for both personal and commercial use!
If you're going to GDC this year, stop by the Marmoset booth! I'm going to be giving a demo there and giving away all the materials associated with that demo including the models, textures, and Toolbag 2 scene, and they'll be free for both personal and commercial use!
Working on the Intro Menu right now, next the "game over / retry" menu, then back to tweaking how the game feels. I'm hoping by the end of this long weekend I'll be able to put it up on itch.io for some inital feedback.
Calling the game Roco-Ball for now... no idea if it'll stick though. RO (Rotate) CO (Colour)... Ball... I reaallly suck at names.
Been self teaching myself 3d art/design for almost 7 years now as a hobby, starting with AC3D before moving onto Maya. Mostly only ever done 'hard surface' models primarily based on agricultural subjects.
Below I'm showing a 'Terra Trac' from a combine harvester (used at the front instead of wheels). I'm keen to hear plus and negative points of anything spotted in the render, since I'm currently considering going a step further with 3d work.. Note: model isn't quite 100% complete, and also a real image with it for comparison.
Old prop reworked with substance painter for a UE4 scene I am working on.
@Popeye9 Really like this I am attempting to make vines for my pillar asset and was wondering how you went about making the vines. Im thinking of modelling the leaves in Maya/Z brush and using the insert multi mesh to place them on a vine. Any tips would be great . Great Work
@Popeye9 Really like this I am attempting to make vines for my pillar asset and was wondering how you went about making the vines. Im thinking of modelling the leaves in Maya/Z brush and using the insert multi mesh to place them on a vine. Any tips would be great . Great Work
Thanks for the comment!
For the ivy I modeled a leaf with 4 color variations and distributed on vines with particle flow in 3ds max. With pflow I could better create the variations for scale rotation and distribution.
From there I was able to create clusters and individual leafs for the low poly with the vines optimized. I am also able to create LOD's based from this.
I really like what you're doing with this. A few points of critique if I may. All of your texture color values are really similar. Consider adding some variation. In Venice, may buildings have plant boxes. A few of these that have become overgrown would be a good way to add a bit of color. Second, Venician buildings are all built on water, supported by pilings. You can really use this to your advantage for the destroyed look. One of the buidings half sunk or perilously leaning over would be a nice touch.
Reworked my old work. Triangles - 13048, Maps 2048x2048.
Based on concept art by AltoContrasteStudio.
Modeling - Maya, Texturing - Quixel Suite, Presented in Marmoset Toolbag.
Replies
testing out different lighting in Marmoset
[ame]https://www.youtube.com/watch?v=9yujRq8d5us[/ame]
Hey another progressiong , maybe last for my robot. Hope you like it.
Crosspost from: http://www.polycount.com/forum/showthread.php?t=148795
Struggled with every part of this apart from the gold and the cloth on the handle :S
[SKETCHFAB]0a1e52dc162a469a990f500c0732504e[/SKETCHFAB]
Little Girl Ghost WIP - still doin some tweeks
I shall be there
Calling the game Roco-Ball for now... no idea if it'll stick though. RO (Rotate) CO (Colour)... Ball... I reaallly suck at names.
Anyone have any critiques?
And a draft template for the beauty shot
based off a concept by Vlad Marica , gonna do another texture pass tomorrow
Below I'm showing a 'Terra Trac' from a combine harvester (used at the front instead of wheels). I'm keen to hear plus and negative points of anything spotted in the render, since I'm currently considering going a step further with 3d work.. Note: model isn't quite 100% complete, and also a real image with it for comparison.
Calling this DONE!
Thread:
http://www.polycount.com/forum/showthread.php?t=146228&page=4
@Popeye9 Really like this I am attempting to make vines for my pillar asset and was wondering how you went about making the vines. Im thinking of modelling the leaves in Maya/Z brush and using the insert multi mesh to place them on a vine. Any tips would be great . Great Work
We just submitted a Dota 2 set for Medusa, a hero we feel doesn't get as much love as she should, so go check it out on the Workshop!
If anyone is interested, there are also some documentation over our thread over here!
My thread here:
http://www.polycount.com/forum/showthread.php?t=148837
Thanks for the comment!
For the ivy I modeled a leaf with 4 color variations and distributed on vines with particle flow in 3ds max. With pflow I could better create the variations for scale rotation and distribution.
From there I was able to create clusters and individual leafs for the low poly with the vines optimized. I am also able to create LOD's based from this.
Thanks for that didnt really consider instansing them as particles, Thanks again for the tip. Great Work:)
More pictures in the thread:
http://www.polycount.com/forum/showthread.php?t=139224
I really like what you're doing with this. A few points of critique if I may. All of your texture color values are really similar. Consider adding some variation. In Venice, may buildings have plant boxes. A few of these that have become overgrown would be a good way to add a bit of color. Second, Venician buildings are all built on water, supported by pilings. You can really use this to your advantage for the destroyed look. One of the buidings half sunk or perilously leaning over would be a nice touch.
Keep it up. This is going to look great!
[ame]https://www.youtube.com/watch?v=Z_fA7YewJ00[/ame]
Cross posting from my thread :X
http://www.polycount.com/forum/showthread.php?p=2248454#post2248454
added some decals, fixed a few lighting issues with the rubber mats, tomorrow..ue4 time
That is some lasist stuff
You can see more pics/angles (+ a sketchfab viewer) here; https://www.artstation.com/artwork/flapter-air-skiff
Cheers!
sees Laputa
sees valkyrie head in avatar
yep, we gonna be friends
actually i just realized i already know of you from Macrossworld lol
Looking for feedback please, here's my thread:
[UE4] Recreating a scene from TES IV: Oblivion (WIP)
Based on concept art by AltoContrasteStudio.
Modeling - Maya, Texturing - Quixel Suite, Presented in Marmoset Toolbag.
Tried for a comic-booky style this time.
Not based on anything in particular, just comics in general.