Finished (mostly) the texturing for this personal project to create the motion tracker from "Alien". Planning on adding frayed alpha edges to the strap, and having a more grounded render of the tracker, but after texturing today I just needed some satisfying renders of it.
2 4K texture sets, optimized for UE4 (condensed metal/rough maps), and the model sits around the 5K poly range. Low poly modeled in Maya, textured entirely in Substance Painter. It's an amazing program.
The quality of the work in this thread is outstanding! Here's something I did the last couple days, the texturing is pretty rough but I'm considering it done.
The original concept is by nbekkaliev and can be found at his deviantart HERE
So this is my first time posting any work on Polycount. I'm a rookie student so be prepared for some 'not quite so mint' looking stuff. :poly124:
This one took me about four weeks.
Just uploaded my Invader Zim action figure to Thingiverse:
There are a lot of pieces with ball joints and I also made sure that I can print all the colors with just a single extruder. The eyes and antennas can easily be swapped to the human disguise with the human eyes and hair piece. More here: http://www.thingiverse.com/thing:734380
I love this game. We need Ori toys... my desk requires decoration. A big Kuro in mid flight or roosting as a statue would be a good addition as well...
Jaco - Love this! Really nice details and the overall silhouette is super interesting too. The suspenders are a great touch.
OrganizedChaos - Great work, the rock forms on the shoulders are ace.
Neox - Yes and yes, plese make Ori plushies be a thing.
Chris Kuhner - He turned out fantastic, those crystals look so real!
Here's a keyshot experiment, the game res version will have proper hair and skin, I swear.
Playing around with Substance Designer for the first time, creating this Herringbone Material. I must say I'm really enjoying it, its a very powerful tool.
Things are finally starting to come together with my little handpainted scene! Here's the part I'm most excited about!
Also, I made the skull yesterday, and I'm particularly happy that it only took a few hours to model, UV, and texture. A year ago, that would have taken me a day just to model it.
(edit: looking at this again, the pinkish point light might be a bit much - will probably be toning that down!)
I took a roughly sketched out torso from Friday lunchtime and decided to make a project out of it this weekend.. I really needed to get back into some anatomy as I haven't really done much lately and was quickly reminded how much it can surprise you and knock you on your feet. I'm definitely learning a lot and have adopted some new sculpting approaches.
This will still need some work though, there are some glaring issues and unfinished areas.. the legs, feet, hands and a considerable portion of the back need a major pass but im happy with the progress so far from. (also some scale issues with the forearm and the face is a whole other story)
More soon™ :P
Hey Carabiner, I'm returning the favor of C&C. I like your overall aesthetic style and color choice. The details are larger than life and exaggerated, which is cool, but maybe a bit too much? The seams between the floorboards look big enough for a chair leg to get stuck in. Same with the seams on the planks of the table - the candles could fall in there! Also I know this is a hard balance (and I've certainly done the same) but maybe check polygon distribution - the candles and little bowl are really rounded compared to the faceted animal horns.
Replies
Crossover Thread: http://www.polycount.com/forum/showthread.php?t=144952&page=3
In continuing with my weapon studies, I concepted and modeled a dagger inspired by the Ice Crown Citadel zone in World of Warcraft.
Finished (mostly) the texturing for this personal project to create the motion tracker from "Alien". Planning on adding frayed alpha edges to the strap, and having a more grounded render of the tracker, but after texturing today I just needed some satisfying renders of it.
2 4K texture sets, optimized for UE4 (condensed metal/rough maps), and the model sits around the 5K poly range. Low poly modeled in Maya, textured entirely in Substance Painter. It's an amazing program.
almost finished with the high poly more images on the thread
http://www.polycount.com/forum/showthread.php?t=150517
i think i'm done, will 3d printed this someday.
More progress on my bike:
The original concept is by nbekkaliev and can be found at his deviantart HERE
[sketchfab]3a09d93af8f541d5be8f883c5626c26c[/sketchfab]
Radioactive by drone2222 on Sketchfab
This one took me about four weeks.
Sorry for the bad texture quality, can't find a goof way to make good screens from substance painter.
Complete Scene at the moment (without textures, rendered in Max. Final Product should be done with UE4)
Unfortunately my graphic card signed off yesterday so I have to slow down a little (doing some pen&paper concepts in the meantime^^)
Looking super nice!
daphz, thank you! and that's an awesome print!
Jaco, really liking how she is coming out
Nakaroo, great job on the dagger!
OrganizedChaos, love him! can't wait to see him done!
https://dl.dropboxusercontent.com/s/v4wvfbdx8e4mkrn/Sidewalk_test.webm?dl=0
Main thread
meh.
There are a lot of pieces with ball joints and I also made sure that I can print all the colors with just a single extruder. The eyes and antennas can easily be swapped to the human disguise with the human eyes and hair piece. More here: http://www.thingiverse.com/thing:734380
OrganizedChaos Details are looking great, hope you get to finish
Started working on the texturing part of my comicon entry, laying down some basic colors.
http://www.polycount.com/forum/showthread.php?t=150473
OrganizedChaos - Great work, the rock forms on the shoulders are ace.
Neox - Yes and yes, plese make Ori plushies be a thing.
Chris Kuhner - He turned out fantastic, those crystals look so real!
Here's a keyshot experiment, the game res version will have proper hair and skin, I swear.
Didn't have any direction this week.
It resulted in Werewolf n Dude.
I'm convinced it a lost sitcom from the 80s.
His Page - https://www.facebook.com/glitchritual
You can find more stuff on my artstation: https://www.artstation.com/artist/joakimstigsson
Cheers!
Decided to do a Robin Wright sculpt after finishing house of cards.
Also, I made the skull yesterday, and I'm particularly happy that it only took a few hours to model, UV, and texture. A year ago, that would have taken me a day just to model it.
(edit: looking at this again, the pinkish point light might be a bit much - will probably be toning that down!)
Here is the thread: http://www.polycount.com/forum/showthread.php?t=148660
This will still need some work though, there are some glaring issues and unfinished areas.. the legs, feet, hands and a considerable portion of the back need a major pass but im happy with the progress so far from. (also some scale issues with the forearm and the face is a whole other story)
More soon™ :P
just a couple of nighttime lit versions and some destruction/debris and than i am gonna be done with this project:
http://www.moddb.com/mods/command-and-conquer-generals-evolution/news