Working away on my game environment having a blast here are some of the pieces I am finishing up for the room, only a million more pieces to go...but so much fun!
@Bolovorix: Thanks! @Joe: I'm digging the design. Especially the boots. @Brian: Sadly not this year. @daphz: Yup. I started to design my own shit and then got lazy and realized there are plenty of awesome metal bands that had already done the work for me.
While I'm waiting for things back from the printer I started working on a life-size forearm and hand anatomy study. Its still rough now but I'd figure I would give you guys a peek at what I am up to. More images in my digital sketchbook http://www.polycount.com/forum/showthread.php?p=2251567#post2251567
A quick video of a locked off location. Here, I test the atmosphere of OverDose, creating tense sound and effects in combination with particle effects, to give the illusion of an old, dilapidated world.
Everything in this video, textures, sound, models and mapping, was created by myself.
I'm pretty new to SketchFab; do they support metallic and roughness maps? Most of my assets are created for Unreal Engine so they use Diffuse, Metallic, Roughness, and Normal maps, but the Materials Settings on Sketchfab don't seem to have any options for Metallic and Roughness.
Finally managed to get this baby working at an acceptable frame rate... it's not the 18k instances of the grass mesh... it's the lighting...
edit: oops forgot the screenshot.
Doing a ninja turtle for fun. Just blocking in the big shapes for now. Trying to see where I can go with different mutations, what's more human, what isn't.
Hi-Poly Ballista based on the Warhammer Online concept by Daarken.
Tonnes of room for improvement but ZBrush is crashing on me 10x an hour, so fuck it, time to move on to Baking the lowpoly!
@RogerP
Looks good, but maybe the Wolverine part is a bit "light"... basically it's Spawn with claws and a large mask. Maybe try to change the body proportions with photoshop first, make him short and muscular ? In the comics Wolverine is supposed to be a short and thick piece of muscles.
While I'm waiting for things back from the printer I started working on a life-size forearm and hand anatomy study. Its still rough now but I'd figure I would give you guys a peek at what I am up to. More images in my digital sketchbook http://www.polycount.com/forum/showthread.php?p=2251567#post2251567
You paid so much attention to the little details. Love this!
This is great stuff! I'm playing Fallout 3 again and this is hitting me in a good place.
The only thing I don't love is the foliage. I don't know why. It feels flat or something. Maybe pump up the spec on it or ... can you give it some subsurface?
This is great stuff! I'm playing Fallout 3 again and this is hitting me in a good place.
The only thing I don't love is the foliage. I don't know why. It feels flat or something. Maybe pump up the spec on it or ... can you give it some subsurface?
You know I actually didn't think about giving it a SSS pass... That's something I wil certainly look into.
Replies
Too bad you didn't do a butt. I coulda been all like:
"That's not a moon, that's a space sta..." =P
Here are some WIPS of some stuff for my environment demo reel
[ame]https://www.youtube.com/watch?v=bXcYtL0dME4[/ame]
http://www.polycount.com/forum/showthread.php?t=144046
rock WIP
The best tiling substance output I've seen. The level of detail in the cracks and spots and stains is really lifelike. Wonderful work.
Trying to work on my anatomy skills a lil bit~
@Joe: I'm digging the design. Especially the boots.
@Brian: Sadly not this year.
@daphz: Yup. I started to design my own shit and then got lazy and realized there are plenty of awesome metal bands that had already done the work for me.
Here's the base sculpt in case anyone is interested:
Here's the base sculpt in case anyone is interested:
Thread
And sorry for the ugly background, my mistake.
Or if you wish a 3d view: https://goote.ch/53af108ce30840abb36164bf6d7f10bd.scene/
Everything in this video, textures, sound, models and mapping, was created by myself.
http://youtu.be/H9m1d9sJnA0
[SKETCHFAB]d29116afcc7d44e1ade26f4b5087ff80[/SKETCHFAB]
I'm pretty new to SketchFab; do they support metallic and roughness maps? Most of my assets are created for Unreal Engine so they use Diffuse, Metallic, Roughness, and Normal maps, but the Materials Settings on Sketchfab don't seem to have any options for Metallic and Roughness.
https://www.artstation.com/artwork/m320-highres
edit: oops forgot the screenshot.
Spawn/Wolverine
Hi-Poly Ballista based on the Warhammer Online concept by Daarken.
Tonnes of room for improvement but ZBrush is crashing on me 10x an hour, so fuck it, time to move on to Baking the lowpoly!
Movie, click below, because I totally forgot how to embed a YouTube link here
[ame="http://www.youtube.com/watch?v=H9m1d9sJnA0"]OverDose Atmosphere Test[/ame]
@RogerP
Looks good, but maybe the Wolverine part is a bit "light"... basically it's Spawn with claws and a large mask. Maybe try to change the body proportions with photoshop first, make him short and muscular ? In the comics Wolverine is supposed to be a short and thick piece of muscles.
Still grinding on this stuff, new wood handle...
Please crit here !
Got a bit inspired by "The Order 1886" and made a "steampunk gun"...still WIP!
You paid so much attention to the little details. Love this!
If you're going to GDC, come take a look and grab a download card for it at the Marmoset booth!
This is great stuff! I'm playing Fallout 3 again and this is hitting me in a good place.
The only thing I don't love is the foliage. I don't know why. It feels flat or something. Maybe pump up the spec on it or ... can you give it some subsurface?
You know I actually didn't think about giving it a SSS pass... That's something I wil certainly look into.
Blender,zbrush,substance painter.
Updated materials. Final pass.
more shots here https://www.artstation.com/artwork/bmw-envy