Hey guys!
Here's a character I made for a upcoming game I've been working called BitUp.
Feel free to check our website and devblog! http://www.bitupgame.com/
did a few renders of some models from a few months ago. Revisting them I see that I could, If I ever redid them I would do so with better topology and keeping a lower polycount
If thats ok with you i let myself to overpain your texture, im not the pro or anything, but here w go. ]
This time I was going for a stylized wood. There's lots of information for doing stylized wood, not so much for realistic. But I like the idea of adding more colors. Thanks for the tip.:thumbup:
did a few renders of some models from a few months ago. Revisting them I see that I could If I ever redid them with id do so with better topology and keeping a lower polycount
Really good but I think you could make the material more realistic
still pretty new to the 3d game, as well as this site but heres what im working on. A somewhat more classic styled Scorpion from MK. Still working on a lot of stuff, especially lighting and textures
This forum is the best! Super cool work guys! Here's a WIP based on a sweeeet concept by Alina Ivanchenko that I really wish I could run around and smash bad guys with
need to finish deciding how to handle details, then retopo > bake > paint
this is practice trying to sculpt like Blizzard, specifically Orb and Faf
Yeah there is no roughness map, what you do is you use roughness slider instead, it controls overall roughness of your entire shared. Its like having solid color roughness map in a game engine. Everything else is pretty typical you have your Albedo and spec maps.
been working really hard on cloth stuff but still not that happy, only thinking I am doing ok.
I think my zbrushing overall is coming along nicely, but I am a bit stuck in a rut, thinking which direction should I go.
vest is marvelous d, trousers are totslly hand made and not finished
maybe I should just do it all in Marvelous Designer with zbrush retouching, buit it kind of feel a bit non artistic, and I wish I was good enough to do comparable stuff by hand
Just finished my first art test for a 3D character artist position at Strength In Numbers Studios to help work on their upcoming game Tuebor. It was an incredible experience and I really learned a lot.
My challenge was to create a 3D character based on an illustration by Christof Grobelski which can be found on the project website www.TueborGame.com
Changed the pattern generator and transformed it a bit to push the chips to the corners to get a more realistic result. Planning on doing a few more of these as I'm really enjoying playing about in Designer.
Replies
It's all looking great, would be nice to add a few more sides to the paper cup though, it really sticks out.
Here's a character I made for a upcoming game I've been working called BitUp.
Feel free to check our website and devblog!
http://www.bitupgame.com/
We are still making some updates to the website
Turntable gif:
Started to work on wasp thingy.
I'm makin' a mech and Blender keeps surprising me by not crashing with all the booleans I use :poly142:
I'm having lot of fun with this project.
Really good but I think you could make the material more realistic
[SKETCHFAB]c99587896d4b48febf68adc98d4364bb[/SKETCHFAB]
Design inspiration and surfaces reference comes from f-35 lightning helmet as well as some older soviet helmets.
It was modeled entirely in Zbrush R6.
Rendering and material set up in KeyShot 5, textures come from dDo2.
[SKETCHFAB]888cb879964e4b248f83a42624c0f973[/SKETCHFAB]
Behance project
need to finish deciding how to handle details, then retopo > bake > paint
this is practice trying to sculpt like Blizzard, specifically Orb and Faf
crit plzzzz
I think my zbrushing overall is coming along nicely, but I am a bit stuck in a rut, thinking which direction should I go.
vest is marvelous d, trousers are totslly hand made and not finished
maybe I should just do it all in Marvelous Designer with zbrush retouching, buit it kind of feel a bit non artistic, and I wish I was good enough to do comparable stuff by hand
My challenge was to create a 3D character based on an illustration by Christof Grobelski which can be found on the project website www.TueborGame.com
Still working on my material definition on this thread:
http://www.polycount.com/forum/showthread.php?t=151031
give him a top knot
thread
What do you think?
Crosspost
"Calvin And Hobbes" Tribute sculpt!
It's been a year to the day since I got into sculpting, so here's to that,
Keep on keeping on! ^_^
-Sudhan
A tribute to one of the greatest sculptor, Michelangelo.
Changed the pattern generator and transformed it a bit to push the chips to the corners to get a more realistic result. Planning on doing a few more of these as I'm really enjoying playing about in Designer.
SD5 project file available for download on my ArtStation:
https://www.artstation.com/artwork/substance-designer-material-study-tiled-floor
Are you using reference?
Also I started a devlog here at Polycount a few min ago if people wnat to se more!