Hey, I'm currently working on a muddy shader in unreal 4. This is still WIP (the train tracks aren't finished at all and are still using starter content materials from unreal 4).
working on pilot characters in zbrush for our game brigador. my goal here was to make it as purely zbrush driven with a minimum of futzing with rendering.
so nothing fancy, just matcaps and screencapping the preview render. then i pull it into photoshop and put on roughly 4 adjustment layers, and that's it, no other work. so this is without posing, or expression, or the stuff that generally makes characters memorable, i just wanted to see how far i could get on a fairly neutral head sculpt right out zbrush with no touch-ups, just color grading. each head sculpt is now in the 4-6 hour range for this level of quality, so i'm happy.
i know the cap and uniform quality arent up to the same level as the head, but in game with cropping and vignetting they're not going to be seen all that much. again, trying to get done what i can while still doing all the rest of the production art.
Hey Everyone,
Here is a new project I am working on. I really wanted to get back into some toon sculpting and I really like the look of these guys. I am a really big fan of Creature Box art; its a style I am comfortable with, but can have its challenges as well. There is still plenty to do and tweak on this. I am wanting to rig this so I didn't want to push the smile too much. I have also added some modifications to areas like the eyes, etc. so its a little more suitable for rigging. If you have any feed back please feel free to comment and critique! Thanks!
Here are the buildings all baked for my Polycount tower floor. The low poly and UVs were easy, but the bakes took me a lot longer than expected. There are 9 variations all on a single 2048 sheet.I still don't know what I will do style-wise.
This one I made for unity challenge (april 2015). I saw the post about the challenge a bit late. I liked the final result, although I had not so much time to work on it as I would like.
Here is the human female sculpt I did for H1Z1. I will update with the textured low poly versions at some point. The rest of the renders for her and the male are on my artstation:
I'm excited to be posting for the first time: this is an asset (the HOBO Shopping Cart) that I worked on which is a byproduct of a bigger dark alley scene done with 9 other Artists this year. I'm still relatively inexperienced but look forward to posting more work as I hammer them out:
Antonio: That came out great! I love the subtle warmer shading around the treasure chest.
Slosh: Both models are looking great! Those cloth folds are delicious!
Dan: Nice practice
Alemja: Thats looking great so far! I really like the clothing. I would take another look at her mouth, it looks....odd but I can't put my finger on it
Here's an update on my Viking guy, getting close to finishing him up!
This mornin' I was pleased to see that the guys from Marmoset managed to integrate the Viewer with Artstation so I've uploaded 2 of my models I've played with during the beta testing.
For those of you not familiar with Marmoset software: shift+drag rotates the sky and also don't forget to check the top right buttons. The one in the left will give you access to maps and topology. The one in the right will make the viewer full screen.
Yay! I have finally some more stuff to release about the work I'm doing in my free time for the tabletop strategy game Black Rain with the guys from Shockwork Studios.
Original concept by Michał Bernat.
This is the first completed set of the standard unit from the Unas faction.
And we're starting with the prototyping! So a lot of fixing and scaling of the little details will come
For more infos about who this bad dudes are, the tabletop game,more images and the progress check out the blog : blackrainthegame.blogspot.de/
Final image layout by Michał Bernat.
Hope you like them!
Adding more detail into a fictional car I've been working on.
neat design I really like the back, you know you could do a really cool cut out panel in the front and the panel could be chrome for the mat which would really get across how sleek it is something that would really get across how sleek the car is.
Example:
if you were going to pull it off you also need to remember not to make it even, as it would look clunky compared to sleek similar to how I have drawn the line as part of its shape varies in width and length. they aren't evenly drawn.
Alemja: Thats looking great so far! I really like the clothing. I would take another look at her mouth, it looks....odd but I can't put my finger on it
Thanks! I'll take another look at the proportions and shape, see if I can figure it out.
Replies
started a scene based on a Ralph Mcquarrie painting. It's just polypaint and marmoset materials at the mo
Here's a video demo of the shader so far :
[ame]https://www.youtube.com/watch?v=gbLeAAU1C1E[/ame]
so nothing fancy, just matcaps and screencapping the preview render. then i pull it into photoshop and put on roughly 4 adjustment layers, and that's it, no other work. so this is without posing, or expression, or the stuff that generally makes characters memorable, i just wanted to see how far i could get on a fairly neutral head sculpt right out zbrush with no touch-ups, just color grading. each head sculpt is now in the 4-6 hour range for this level of quality, so i'm happy.
i know the cap and uniform quality arent up to the same level as the head, but in game with cropping and vignetting they're not going to be seen all that much. again, trying to get done what i can while still doing all the rest of the production art.
Here is a new project I am working on. I really wanted to get back into some toon sculpting and I really like the look of these guys. I am a really big fan of Creature Box art; its a style I am comfortable with, but can have its challenges as well. There is still plenty to do and tweak on this. I am wanting to rig this so I didn't want to push the smile too much. I have also added some modifications to areas like the eyes, etc. so its a little more suitable for rigging. If you have any feed back please feel free to comment and critique! Thanks!
Turnaround photo is on my thread: http://www.polycount.com/forum/showthread.php?t=152157
Programs Used: Zbrush, Maya
Reference Shot
Just want to say that my location is now available for download absolutely free.
I hope you like it.
download link: http://silvertm.ru/Market2.html
questions and suggestions, you can write here http://www.polycount.com/forum/showthread.php?p=2289050#post2289050
Looking good!
Some Marmoset goodness with my wood board substance. balancing the height map is tricky, but the results are sweet!
Just working on this pillar, what do you think ?
[SKETCHFAB]072b72774ea542088a1596fbb8551651[/SKETCHFAB]
Here are the buildings all baked for my Polycount tower floor. The low poly and UVs were easy, but the bakes took me a lot longer than expected. There are 9 variations all on a single 2048 sheet.I still don't know what I will do style-wise.
http://www.polycount.com/forum/showthread.php?t=148507
Yes, just another set of tiles... will try something more unique in the near future
i tried to make some noir mood from old movies
A "well-endowed" cat girl. Of course, what else could it be ?
For example:
This one I made for unity challenge (april 2015). I saw the post about the challenge a bit late. I liked the final result, although I had not so much time to work on it as I would like.
But anyway, I hope you guys like it too!
https://www.artstation.com/artwork/h1z1-human-female-sculpt
https://www.artstation.com/artwork/h1z1-human-male-sculpt
*W.I.P stuff*
Preview in Marmoset
Extremely WIP
To check our overall progress you´re all welcome to say hi in our devblog http://blog.meltinglogic.com
I started doing some dailies.
Here are a few I've done the past few days.
front end could come back quite a bit. good work.
A lot of fixes, polish and detail work on the clothes since my last update
As always if anyone has any feedback, I'd be happy to hear it.
Thanks for the feedback! It was a quick fix so I figured I would fix it before jumping on to today's daily
Slosh: Both models are looking great! Those cloth folds are delicious!
Dan: Nice practice
Alemja: Thats looking great so far! I really like the clothing. I would take another look at her mouth, it looks....odd but I can't put my finger on it
Here's an update on my Viking guy, getting close to finishing him up!
just textures from me
[SKETCHFAB]b15d6377610842f6b95e91f8a5e88411[/SKETCHFAB]
[ame]http://www.youtube.com/watch?v=YDthRDKFIMQ[/ame]
Looks great - has a very Valkyria Chronicles look about it
The Archangel I've made for Comicon 2014
https://www.artstation.com/artwork/archangel-marmoset-viewer
And the Orc I've made for the tutorial that I will soon finish(I say that since a month ago...)
https://www.artstation.com/artwork/orc-marmoset-viewer
For those of you not familiar with Marmoset software: shift+drag rotates the sky and also don't forget to check the top right buttons. The one in the left will give you access to maps and topology. The one in the right will make the viewer full screen.
Enjoy!
but i've *just* finished up this, so hope its ok to post it up here!
Enchanted Cauldron Courier by Pixelherder and bamber wolf
bit last minute on the presentation due to deadlines, so will hopefully polish those up a bit in the coming days
Original concept by Michał Bernat.
This is the first completed set of the standard unit from the Unas faction.
And we're starting with the prototyping! So a lot of fixing and scaling of the little details will come
For more infos about who this bad dudes are, the tabletop game,more images and the progress check out the blog : blackrainthegame.blogspot.de/
Final image layout by Michał Bernat.
Hope you like them!
Uhhm.. Liuetenant Hawkeye ?
neat design I really like the back, you know you could do a really cool cut out panel in the front and the panel could be chrome for the mat which would really get across how sleek it is something that would really get across how sleek the car is.
Example:
if you were going to pull it off you also need to remember not to make it even, as it would look clunky compared to sleek similar to how I have drawn the line as part of its shape varies in width and length. they aren't evenly drawn.
Thanks. It is a character from Fullmetal Alchemist.
But yeah, the militaristic look of it could fit nicely in Valkyria's universe.
@TAN
Yes. Recently started watching Fullmetal Alchemist Brotherhood.
Loved that gal, so i'm doing a bust of her.
Anyway, still trying to finish this one despite my lack of interest.
Such a shame to throw away something that so close to be done.
Crosspost
[ame]https://www.youtube.com/watch?v=5vIPwzG8wc8[/ame]
[ame]https://www.youtube.com/watch?v=HEAmjA5K4LQ[/ame]
[ame]https://www.youtube.com/watch?v=aixsbR7qxW0[/ame]
and a dragon knight.
Thanks! I'll take another look at the proportions and shape, see if I can figure it out.
I DID A THING!!