First off, I just want to thank everyone for the incredible support and feedback with my latest tutorial! You guys are the best and make me even more motivated to make more, and I have many ideas for tutorials in the future. Again, I just love the community of artist that we are apart of!
And secondly, this is the last reminder that the sale for Advanced ZBrush and Character Design with the free mini tutorial with the Keyshot Bridge ends in just over 3 hours! (sale/ contest ends at Midnight April 18th MST)
Plus by getting the tutorial you enter to win the 3D print of the character signed by yours truly!
Here is the link, so act quickly! https://gumroad.com/l/redbeard2
Some more iterations on my hand painted wood. First one, just added a little more color variation. Second one, I increased the density of the wood grain, used a bristle brush to create a rough wood look, and added tonal and color variation. Both are tileable.
Some raw Zbrush sceenshots. About 90% done with the HP on this. Have to clean up the positioning on the quiver and detail a few more areas before moving on.
And some basic Keyshot renders. Keyshot bridge out of Zbrush is awesome.
Modeled and textured 2 of the swords from this concept piece of art I found on Pinterest. Here is the link to original source, took me awhile to track it down, but got to give credit to the sweet original design from BobJimArt
Crossposting from my thread. Starting to do texture tests. This one is made with 3DS Max, Substance Designer and Photoshop. Just trying to learn different workflows to do things and also having fun with nodes in SD
Ive been getting to grips with Modo over the past few weeks and decided to knock this little prop up in the process. The design is taken from the Halo 4 art book. Rendered in Marmoset.
So I decided to finally start making a scene from those Organic Textures that I had created a while back, but decided to use some recent tech that maybe some of you saw with my spline generated ropes and cables?
In any case here is a little preview of what I will be doing with the scene. It's very Work in progress in the early stages. I hope you all enjoy!
[ame]https://www.youtube.com/watch?v=FfahXmHF4V8[/ame]
Jacob you need to relax with all of this spline nonsense.
Kidding, pretty awesome
Haha thanks beefaroni. It's getting pretty bad even when I squeeze ketchup out i see splines, I need to take a break and maybe i'll feel spline, dangit fine** feel fine!
Btw your Substance Designer gun is looking really cool! I'm definitely impressed with all of the cool substance stuff people are doing these days. It would be nice to get some more contrast in your renders and really show off the nice roughness you got going on
Working on a new Archer Set for the Chivalry workshop store, finished up the initial bakes for the Helmet (and alt) and now going on to the longbow before cleaning up the bakes and starting textures.
Crossposting from my thread. Starting to do texture tests. This one is made with 3DS Max, Substance Designer and Photoshop. Just trying to learn different workflows to do things and also having fun with nodes in SD
Those look great! A bit warped though, but that does give me that good blade-runner vibe
Here is an architectural virtual tour realised in Unreal Engine 4.
This project was made to promote the skatepark and find sponsors.
C&C are welcome!
Enjoy !
Making some fan art for my favorite upcoming game Overwatch! (Add HOTS to that list as well.) Hopefully will have him done in the next few days.Still need to add the staff, hands, detail with the hieroglyphics, and the outer area.
Making this as a variant to the Main sarcophagus at the start of the level. The main idea is to liven up a capture point area in he map with this sarcophagus. The team that captures the point will get a shield for a short period of time from the sarcophagus. Can't wait to post some more updates soon on this fan sculpt!
Replies
Again, the low-poly and UV's were done by Chris Bruin. Cant give him enough credit for helping me out.
And secondly, this is the last reminder that the sale for Advanced ZBrush and Character Design with the free mini tutorial with the Keyshot Bridge ends in just over 3 hours! (sale/ contest ends at Midnight April 18th MST)
Plus by getting the tutorial you enter to win the 3D print of the character signed by yours truly!
Here is the link, so act quickly!
https://gumroad.com/l/redbeard2
Crits and Comments welcome.
listening to Snarky Puppy and looking at this = yes
Some raw Zbrush sceenshots. About 90% done with the HP on this. Have to clean up the positioning on the quiver and detail a few more areas before moving on.
And some basic Keyshot renders. Keyshot bridge out of Zbrush is awesome.
The MegaMan X capsule!
3ds Max and Substance Painter.
http://www.polycount.com/forum/showthread.php?p=2284618#post2284618
thread: http://www.polycount.com/forum/showthread.php?t=151416&highlight=master+chief
Something without much forethought.
SATAN
100% Substance Designer, no external bitmaps
In any case here is a little preview of what I will be doing with the scene. It's very Work in progress in the early stages. I hope you all enjoy!
[ame]https://www.youtube.com/watch?v=FfahXmHF4V8[/ame]
Kidding, pretty awesome
Haha thanks beefaroni. It's getting pretty bad even when I squeeze ketchup out i see splines, I need to take a break and maybe i'll feel spline, dangit fine** feel fine!
Btw your Substance Designer gun is looking really cool! I'm definitely impressed with all of the cool substance stuff people are doing these days. It would be nice to get some more contrast in your renders and really show off the nice roughness you got going on
Here is a GAME character based on my friendโs concept Michel Saito !
http://michelsaito.com/wp-content/uploads/2014/04/maenatureza_pintura_6-e1406839485674.png
Done in Maya , Zbrush , Photoshop , Knald
Rendered in Marmoset Toolbag
Cross posting - http://www.polycount.com/forum/showthread.php?p=2284904#post2284904
Working on a new Archer Set for the Chivalry workshop store, finished up the initial bakes for the Helmet (and alt) and now going on to the longbow before cleaning up the bakes and starting textures.
Here are my 2 last work, i don't want to ear the word " gobelin " anymore, and for the next year to come.
More shots in the thread:
DDO prac been doing at lunchtimes, rendered in marmoset.
thread if you have any crits.
LOVE everything about this... except the eyebrows.
This project was made to promote the skatepark and find sponsors.
C&C are welcome!
Enjoy !
For my massive mod project, Fallout: Project Brazil. Some extra assets in the scene by Tau34RUS and Boris Verontsov.
You can follow the workflow here: http://www.polycount.com/forum/showthread.php?p=2285400#post2285400
[IMG][/img]
Wow Paul looks great!
What a fantastic breakdown, it's always great to read about other artists thought process while working on something.:)
Making some fan art for my favorite upcoming game Overwatch! (Add HOTS to that list as well.) Hopefully will have him done in the next few days.Still need to add the staff, hands, detail with the hieroglyphics, and the outer area.
Making this as a variant to the Main sarcophagus at the start of the level. The main idea is to liven up a capture point area in he map with this sarcophagus. The team that captures the point will get a shield for a short period of time from the sarcophagus. Can't wait to post some more updates soon on this fan sculpt!