Looks ace! Is it relying on the UV unwrap for the anisotropic direction or can you paint a flow map for it to use? Flow map functionality for this would be great, as I hate having to map my UV's in a certain way for specific shading, its also more flexible.
Looks ace! Is it relying on the UV unwrap for the anisotropic direction or can you paint a flow map for it to use? Flow map functionality for this would be great, as I hate having to map my UV's in a certain way for specific shading, its also more flexible.
Actually hair must be in U or V direction, I will add flow maps compatibility in the future, flow maps rules
Asherleee, amazing job! i'd live there Perzik, great job! Fletcher, that sculpt @____@ so good! Ekhar, adorable! CougarJo, nice job on the materials! ^_^
anatomy practice, got inspired by Joe Mad's male from the Masters Of Anatomy book
+ spartan undies :v
My first sculpt where I tried to go for some realism. The bottom of my last version looked really sloppy, so I added this shirt with a collar and a tie. Calling the Harvey Dent version done now. On to Two Face!
Started out as a practice, creating a modular rock. Then it ended up like this in Unreal 4. Wasn't planning on making a level but after doing some testing, I liked how they were turning out.
Started out as a practice, creating a modular rock. Then it ended up like this in Unreal 4. Wasn't planning on making a level but after doing some testing, I liked how they were turning out.
-snip-
The rock overhang/arch bits don't feel right. Maybe it's because they're made of a bunch of smaller rocks, or because they look like the normal rock assets turned sideways. Either way, it doesn't feel like they should be able to stand up as they do now.
Also, the rock color and the sky don't quite seem to match up. Maybe saturate the sky more, or desaturate the rocks? It could also just be me trying too hard to find something to criticize, because it's an otherwise really nice scene.
Here's my take on a weapon from my favorite fantasy book Malazan: Book of the Fallen.It'll be a weapon for a Kalam Mekhar, the Bridgeburner assassin. I plan to make him into a full gameres character. Some parts are WIP as I'll be incorporating the grunge and weathering on the character itself so the weapon is kinda new.
The rock overhang/arch bits don't feel right. Maybe it's because they're made of a bunch of smaller rocks, or because they look like the normal rock assets turned sideways. Either way, it doesn't feel like they should be able to stand up as they do now.
Also, the rock color and the sky don't quite seem to match up. Maybe saturate the sky more, or desaturate the rocks? It could also just be me trying too hard to find something to criticize, because it's an otherwise really nice scene.
All the rocks were created with one singular modular rock but you make a good point about the arches, considering the modular rock asset is a vertical one, I could make a horizontal one for the arches.
I've been working on this on and off for a while now. Zbrush for sculpt, UVs, Normal and Polypaint, Manga Studio for Metalness, Roughness and touch ups, Sketchfab for render
@ThunderClouds: I purchased a license for your hair creator a while back and admittedly haven't played with it at all. Is this a newer version that can bake onto cards? That was my main gripe about the version I have. This would be AMAZING!!
Replies
The first from the left looks a little more like Hugo Weaving than Tony Abbott but this is amazing and I will always love it
For Throne room challenge
Just finished a new free substance, find it here.
Link to Polycount thread
Link to UE4 Forums thread
Looks ace! Is it relying on the UV unwrap for the anisotropic direction or can you paint a flow map for it to use? Flow map functionality for this would be great, as I hate having to map my UV's in a certain way for specific shading, its also more flexible.
Actually hair must be in U or V direction, I will add flow maps compatibility in the future, flow maps rules
And the Messer I've done, from this post
Just WOW! I'd love to see an entire MGS with this 3D style instead of the classic realistic look...
Sweet proportions!
Some well spent hours for me these days in marvelous designer
there's a lot of amazing stuff in this thread
anyway here's an update of this guy.
would love to hear what you think.
thread - http://www.polycount.com/forum/showthread.php?t=148671
Perzik, great job!
Fletcher, that sculpt @____@ so good!
Ekhar, adorable!
CougarJo, nice job on the materials! ^_^
anatomy practice, got inspired by Joe Mad's male from the Masters Of Anatomy book
+ spartan undies :v
In the process of making Carl Weathers from Predator! C&C much appreciated
looks great, indeed. I think you could push some skin tones a bit... feels very monochromatic
You're right. :poly141:
Been trying to make a muddy ground in the style of the awesome Jacob Norris texture. with puddles, and rocks, and grass.
The rock overhang/arch bits don't feel right. Maybe it's because they're made of a bunch of smaller rocks, or because they look like the normal rock assets turned sideways. Either way, it doesn't feel like they should be able to stand up as they do now.
Also, the rock color and the sky don't quite seem to match up. Maybe saturate the sky more, or desaturate the rocks? It could also just be me trying too hard to find something to criticize, because it's an otherwise really nice scene.
Here's my take on a weapon from my favorite fantasy book Malazan: Book of the Fallen.It'll be a weapon for a Kalam Mekhar, the Bridgeburner assassin. I plan to make him into a full gameres character. Some parts are WIP as I'll be incorporating the grunge and weathering on the character itself so the weapon is kinda new.
@giles: loving him, such a nice way to animate your character
okay i am working on a little something, first sketch and a good way to promote our Ori Artdump!
GO CHECK IT OUT
http://www.polycount.com/forum/showthread.php?t=150335
Is that tony abbot, current prime minister of Australia?
All the rocks were created with one singular modular rock but you make a good point about the arches, considering the modular rock asset is a vertical one, I could make a horizontal one for the arches.
A quick WIP for my new GMH2.6 hair script for Maya , testing polygon hair generating
aaaaah so cute! I love this.
Woah woah woah woah woooooah there buddy...
are you suggesting that you can now bake/render down awesome hair to alpha cards?
where do i throw my money?
ThunderClouds, that is pretty awesome!
Will post wireframes/sculpts/breakdowns on a thread once I get some sleep.
EDIT: Making it a crosspost.
http://www.polycount.com/forum/showthread.php?t=150473