I was tinkering with writing a quick tutorial on considering layers of wear when texturing with Substance Designer. The left is simply a generator defining scratches while on the right I approached the wear as first rubbing off some of the clear coat, then exposing primer and finally bare metal.
Hi. Made Thranduil bust for practice a few days ago. I'm looking to work on my speed as beginner. Would anyone please give me some pointers on how long it is supposed to take to create this kind of bust sculpt in proffesional setting? Thanks! and critiques are very appreciated
Kumator very cool walker - like the contrast between metal and the other materials.
not sure about the smoke, looks too solid for my taste. a more blueish darker tone with some strong fire sparks in it and some kind of opacity would fit better i think.
long time no post ;o the work around here is astounding as always.
duncan: so, so rad!
been in love with this lost Ark character for a while now, gotta make one o.o
*Picture snip*
This is some slick sculpting Scythe, but have you thought about how she's going to bend her arms? I think those blade-like protrusions at the midway point would potentially cut into her arm. That, or they might jam against each other, since the blades of her upper arm and forearm interlock.
Pay more attention to the chamfers on your car. Pretty much all of them are now way too soft. It kills the model's posture.
There's some bumpy areas on the model as well, especially on the corners of the bumpers. The surface on the front bumper between the large air vent and the wheel arch isn't smooth but instead it looks like there's a soft corner in there. The area between the exhaust and the rear wheel arch also struck my eye by not being smoothly convex like it should.
Pay more attention to the chamfers on your car. Pretty much all of them are now way too soft. It kills the model's posture.
There's some bumpy areas on the model as well, especially on the corners of the bumpers. The surface on the front bumper between the large air vent and the wheel arch isn't smooth but instead it looks like there's a soft corner in there. The area between the exhaust and the rear wheel arch also struck my eye by not being smoothly convex like it should.
Replies
Original concept HERE.
Makin' an enemy for Ethios:
Hated those creepy shits as well. This looks amazing mate!
Took a little brake from major project and did this over the weekend (speed enviros thread):
Reworking some female anatomy, wip:
[ame]https://www.youtube.com/watch?v=82g7dKATjDM[/ame]
I hope you will be able to finish! Looks mighty interesting
i prefer this one i love this one ... really cool work dude
..and this one ...great stuff!!!
[sketchfab]4fb6bdca0d544b8faef2c4941f52e64f[/sketchfab]
La Maison Ambulante by LaryKummer on Sketchfab
[sketchfab]29334af75eab41caaba8791df91e1812[/sketchfab]
Low Poly Battle Axe by Gary McAllister on Sketchfab
Diffuse texture is 512 x 512.
The poly count is 1.8k tris.
thread: http://www.polycount.com/forum/showthread.php?t=151255
[SKETCHFAB]6cfd417294aa490a83be88eedb43e861[/SKETCHFAB]
[SKETCHFAB]c899adbc5b0f440088e6311d486613c4[/SKETCHFAB]
Hand Cart - Fan Art The Order 1886
Game asset - 3ds Max, Zbrush, Photoshop and Marmoset Toolbag 2
love it!
very cool walker - like the contrast between metal and the other materials.
not sure about the smoke, looks too solid for my taste. a more blueish darker tone with some strong fire sparks in it and some kind of opacity would fit better i think.
Just finished mine as well, though. So I am quite happy ^^
Next MegaMan X module. Reference: http://www.mobygames.com/images/shot...storm-owls.jpg
duncan: so, so rad!
been in love with this lost Ark character for a while now, gotta make one o.o
https://www.artstation.com/artwork/halo-door-study
First personal project in a while. Feels good man.
[SKETCHFAB]e34a1f0bbd97443a913d988517e88826[/SKETCHFAB]
This is some slick sculpting Scythe, but have you thought about how she's going to bend her arms? I think those blade-like protrusions at the midway point would potentially cut into her arm. That, or they might jam against each other, since the blades of her upper arm and forearm interlock.
Pay more attention to the chamfers on your car. Pretty much all of them are now way too soft. It kills the model's posture.
There's some bumpy areas on the model as well, especially on the corners of the bumpers. The surface on the front bumper between the large air vent and the wheel arch isn't smooth but instead it looks like there's a soft corner in there. The area between the exhaust and the rear wheel arch also struck my eye by not being smoothly convex like it should.
- Based on a James Castillo concept
Okay thanks!
artstation link with the rest of the model
https://www.artstation.com/artwork/throne-bcc09fca-711b-4b7e-aaaf-5b5e43bee928
BEHANCE WIP
(wasn't modeled by me, just did the textures)
As always, the final result can be checked out at www.artstation.com/artist/NicolasPirot !
Awesome stuff as always!
This is a Intervention sniper I did a couple of weeks ago just to practice my high-poly skills.
Tell me what you think!
Tried to keep him similar to the original art by Greg Call, though I didn't mind making a few changes.