@arvinmoses
I've actually been working on something very similar! A leather cushion material in substance designer:
Excellent work! How did u made this material? It looks like the one from the quixel megascans announcement material.. I'ld love to see a breakdown from you!
Here are some WIPs for my CE3 italian styled scene:
Amazing! This is going to my inspirations folder. The only thing that I might want to critique on is the obviousness of your tileable textures. on the walls and ceiling. Keep at it!
@ Duncan - great likeness! Very nice study my only critique would be to close the gap on the centre of the top lip, and to blend the eyebrows in; I know its part of another subtool but it looks like its just sitting ontop of the head.
Heres my latest substance WIP; using entirely in-box material. Will increase its roughness and remove some of the rust before calling it finished Crits always welcome ofc!
Starting to come to life. Its going to look cool with shovels, axes and pry bar attached. Might make a MG and PTRS variant. Options options, we all love customizing.
Hello! Polycount This is a character that I'm going to be taking on this month!
It's my own concept, originally used for a class project, in which I only modeled and textured the dragon, now I'm going to a=make the little knight a badass too.
[/IMG]
Model sheet
[IMG][/img]
Current stage of the model, nest step doing some weapons and shield, and paintovers of the model to figure out the texture since the original version is too plane, want the final result to be a low poly model that could be used in a mobile game or similar.
Trying to create a hand painted cliff inside Substance Designer. It's all procedural - no hand painting..
I think it's getting close but need some help. I want something that will have some roughness and will actually take light rather than a straight diffuse or diffuse/normal. Any ideas?
Giving it away the sbsar- will update with link later.
Starting the year off with a small personal challenge/learning exercise. I'm trying to automate my texturing a bit for a quicker workflow, so I'm gonna make a small diorama here.
My workflow for this is to start off with a sculpt, go on to a low poly and bake it, and then mash it all together in photoshop. Making use of different RGB channels for the bakes etc.
WIP naturally.
Heres an image and a link to a full 3d viewer as well:
EDIT: Oh, forgot to mention. The notes hanging off the ropes and the glow on the pillars are hand painted. Also the grass. Other than that, its all from the bakes!
Also I know about the alpha glitch on grass.
Maybe not the best first impression on a "What Are You Working On Thread," but, well here goes nothing!
So here's a character that's grown with me since I first drew him long ago, His head is still in the "Work in Progress" Stage, solely because of the hair:
My plan this year is to get better at the sculpting aspect of Blender, because I'm stuck tracing over my 'sculpts' in edit mode- vertex by vertex.
calling this pretty much done. If anyone has some tips to push it further it would be appreciated Not done much PBR before this...Was a good learning process to get myself into Substance... started some wood planks now
Hello! Polycount This is a character that I'm going to be taking on this month!
It's my own concept, originally used for a class project, in which I only modeled and textured the dragon, now I'm going to a=make the little knight a badass too.
[/IMG]
Model sheet
[IMG][/img]
Current stage of the model, nest step doing some weapons and shield, and paintovers of the model to figure out the texture since the original version is too plane, want the final result to be a low poly model that could be used in a mobile game or similar.
Great concept drawings looking forward to seeing the dinosaur modelled.
Replies
In motion:
https://www.youtube.com/watch?v=F3CJrD1Fk9Q
Calling the concept phase done, next will be bringing up the big details to complete the ingame model.
Original post: http://www.polycount.com/forum/showthread.php?t=145795
Excellent work! How did u made this material? It looks like the one from the quixel megascans announcement material.. I'ld love to see a breakdown from you!
Here are some WIPs for my CE3 italian styled scene:
and here dropped together:
Stuff I been working on.
Amazing! This is going to my inspirations folder. The only thing that I might want to critique on is the obviousness of your tileable textures. on the walls and ceiling. Keep at it!
@ Duncan - great likeness! Very nice study my only critique would be to close the gap on the centre of the top lip, and to blend the eyebrows in; I know its part of another subtool but it looks like its just sitting ontop of the head.
Heres my latest substance WIP; using entirely in-box material. Will increase its roughness and remove some of the rust before calling it finished Crits always welcome ofc!
Missing a shot of the bottom, otherwise you don't have enough images for proper critique.
timelapse's on my youtube account
https://www.youtube.com/channel/UCIF7BEVVnIIcHOQWsMe4H6w
Working on Smith & Wesson Victory.
This is my latest work, inspired by: http://drawcrowd.com/vadozzer/projects/0799b29fe80f2306bef3f5fde77519f1a295bddc?pos=10
Thinking of changing the colours up a bit
(ignore the seam where I've placed two planes together, Marmoset won't let me snap properly)
http://www.polycount.com/forum/showthread.php?t=143428
Old:
New:
It's my own concept, originally used for a class project, in which I only modeled and textured the dragon, now I'm going to a=make the little knight a badass too.
[/IMG]
Model sheet
[IMG][/img]
Current stage of the model, nest step doing some weapons and shield, and paintovers of the model to figure out the texture since the original version is too plane, want the final result to be a low poly model that could be used in a mobile game or similar.
I think it's getting close but need some help. I want something that will have some roughness and will actually take light rather than a straight diffuse or diffuse/normal. Any ideas?
Giving it away the sbsar- will update with link later.
A chest for my current personnal project !
Almost done ! Still some work to do on the highlights and ao!
Diorama Thread
I love it!
My workflow for this is to start off with a sculpt, go on to a low poly and bake it, and then mash it all together in photoshop. Making use of different RGB channels for the bakes etc.
WIP naturally.
Heres an image and a link to a full 3d viewer as well:
https://goote.ch/c59be26048b34b77ba0258a9975e6d7a.scene/
EDIT: Oh, forgot to mention. The notes hanging off the ropes and the glow on the pillars are hand painted. Also the grass. Other than that, its all from the bakes!
Also I know about the alpha glitch on grass.
amazing. I need to see more of this style.
Very nice too! Love the shapes.
Man, there's some great stylized art in here!
Be sure to add some varying thickness in the hair to make it more interesting. Perhaps thicker in the middle.
did a fireball for kat.. gonna have her shoot one upwards as well as anti-air
started a bit on lee's anims
meh
Getting there,don't mind the placeholder hair.
Process video:
https://vimeo.com/116496021
Great concept drawings looking forward to seeing the dinosaur modelled.
[sketchfab]50f1816ec30a487797edaab248e884ea[/sketchfab]
Annie the Pooh and Tibbers Too - Annie Skin by etotheric on Sketchfab
5type tropical plants & moss rock on UE4
If you've any tips or whatnot, I've a thread right here.
Wow. A quad-arm character that actually looks plausible. Nicely done!
http://n-oodle.deviantart.com/art/Kwinzilla-ref-504925891
Hi Paul,
is the cloth at the bottom sculpted?