Well I spent too much time thinking about this and not enough time doing it, so I guess I am a bit worn out, I think for the time being this is where I am going to stop. Maybe one day I will comeback and finish her off.
Well I spent too much time thinking about this and not enough time doing it, so I guess I am a bit worn out, I think for the time being this is where I am going to stop. Maybe one day I will comeback and finish her off.
Trying out variations on my tiling texture for more dirty pieces of machinery.. I may end up really pushing the damp moss and tarnish into it, However i am trying to make these textures multidirectional so i can use them everywhere.
For our recently release iOS title (A Day in the Woods), we decided to go with a wood-cut art feel to add to the fairy-tale and "toy" feel of the puzzle game. Here are some of the "pieces" from the game set.
finally feeling somewhat confident to show this, taking longer then planned as I have had some wrist problems, but back at it.
Quick render in Vray with some slight comp just to try some stuff out.
Hey! I've been working on this project for a little while now, it is a self-portrait and it is still a wip, but here it is. I think i am very close, but I know there is still something wrong, but I can not put my finger on it! Would definitely love some critics and advice! thanks
Zbrush; Photoshop; Keyshot
sorry i am not home, so I only have my dropbox links ^^
The cannon was fired only once with a charge of 100 kg of gunpowder and when fired covered a distance of about 35 km.
I am working on environment will update soon. Please welcome C & C .
Work in progress of a Grommash Hellscream sculpt I'm working on.
Finished the blockout a few weeks ago and didn't have much time until now.
Just started on the details. Let me know what you think! (Forum with more wips: http://www.polycount.com/forum/showthread.php?t=151297 )
Doing a little fixing on my character, going to try and wrap it up soon. I want to add this to my portfolio so I'd love to know what you think! C&C please
Hi Guys, I'm trying to get better at making modular buildings. Below is using a tiling texture for the brick and 2 separate atlases for the windows etc. Using PBR and rendering in Marmoset. Any feedback on what you guys think and how this could be improved would be greatly appreciated!
Started working on this yesterday. My first time really using zbrush for detailing. I tried something similar with mudbox quite a while ago and it didn't go too well. I 'm fairly happy with the results this time. I'd point out that only the blade has been detailed at the moment. The handle and hilt only have a tiled detail normal map applied. This is the high poly.
My reference
EDIT: Also, this sword is very similar to the broadsword in Dark Souls and Dark Souls II, although the handle is longer in DS/DSII. I assume that that is so because it had to accommodate wielding with two hands.
Hi Guys, I'm trying to get better at making modular buildings. Below is using a tiling texture for the brick and 2 separate atlases for the windows etc. Using PBR and rendering in Marmoset. Any feedback on what you guys think and how this could be improved would be greatly appreciated!
i think you could improve your model by doing the following:
-the bricks are too large scale them smaller
-add some sort of "dirt transition at the bottom and under the roof bits and windows the walls look very flat and repetitive
-put everything onto 1 atlas for maximum performance benefits.
the windows and doors have a BULGY normal gradient across them make that stuff look flat
-the roof pieces ( wooden ?!) have some strange shading either make them all hard-edges(every polygon its own smoothing group) or put some support loops in there so that you dont get those large shading gradients all over it.
-all the alpha masked stuff ... just model that stuff geometry is virtually free transparency is not it will lead to overdraw in what will probably already be a fill-rate bound scene/game (they all are ^^) ... also sorting issues !!!
i think you could improve your model by doing the following:
-the bricks are too large scale them smaller
-add some sort of "dirt transition at the bottom and under the roof bits and windows the walls look very flat and repetitive
-put everything onto 1 atlas for maximum performance benefits.
the windows and doors have a BULGY normal gradient across them make that stuff look flat
-the roof pieces ( wooden ?!) have some strange shading either make them all hard-edges(every polygon its own smoothing group) or put some support loops in there so that you dont get those large shading gradients all over it.
-all the alpha masked stuff ... just model that stuff geometry is virtually free transparency is not it will lead to overdraw in what will probably already be a fill-rate bound scene/game (they all are ^^) ... also sorting issues !!!
Thanks for the detailed feedback - I think this will help a lot!
This is how I imagined a Russian tank in the Wolfenstein Universe
The "Pyotr Ivanovich Bagration"
The rate at which you put out high quality vehicle models is insane.
Really interesting tank design. It reminds me of a Halo scorpion tank smashed together with a Chinook helicopter. My only complaint is that the background is a little too visually distracting.
Hi guys wanted to practise my anatomy so put together this small scene form God of War Concept, Would love to know your thoughts and of course if you like then please like on sketchfab Cheers
Damm some amazing stuff here. IDK if this is too rough to be posted here, but im redoing the ghost in the shell intro as an animated VFX heavy sequence (for my vfx demo reel) buttttt I gotta model the environments so hence, environment. Girl and some parts are still placeholders
Replies
Tried to focus on mood and lighting.
SO RAD!!!!:poly142:
SO RAD!!!!:poly142:
GIF comparison:
Please vote for it here - http://steamcommunity.com/sharedfiles/filedetails/?id=434511499
These are amazing! They are so full of character!
file:///E:/2.Year%202%20(ga)/Visual%20Design/7.Character%20Project-%20Re%20submition/P13214286_Denzil_Forde/Renders/Final%20Renders/asdas.jpg
file:///E:/2.Year%202%20(ga)/Visual%20Design/7.Character%20Project-%20Re%20submition/P13214286_Denzil_Forde/Renders/Final%20Renders/fas.jpg
file:///E:/2.Year%202%20(ga)/Visual%20Design/7.Character%20Project-%20Re%20submition/P13214286_Denzil_Forde/Renders/Final%20Renders/7.JPG##
Buying the game just to support you guys based from these
Quick render in Vray with some slight comp just to try some stuff out.
Zbrush; Photoshop; Keyshot
sorry i am not home, so I only have my dropbox links ^^
https://www.dropbox.com/s/kydiw2ddhcgb3zs/bty_portrait3.jpg?dl=0 and for the ref:
https://www.dropbox.com/s/udnfwlteldzrw5p/turntableRef.jpg?dl=0
more images: http://www.polycount.com/forum/showthread.php?t=152282
Thanks!
Inspired from Bloodborne
I am working on environment will update soon. Please welcome C & C .
More angle views here is my artstaion community profile :-
https://www.artstation.com/artist/rahulgarg
Finished the blockout a few weeks ago and didn't have much time until now.
Just started on the details. Let me know what you think! (Forum with more wips: http://www.polycount.com/forum/showthread.php?t=151297 )
Crosspost
Feel like they're both too noisy, and need to figure out how to make them really feel "right"
Working on material definition. Please help me become a better artist:
http://www.polycount.com/forum/showthread.php?t=152195
My reference
EDIT: Also, this sword is very similar to the broadsword in Dark Souls and Dark Souls II, although the handle is longer in DS/DSII. I assume that that is so because it had to accommodate wielding with two hands.
i think you could improve your model by doing the following:
-the bricks are too large scale them smaller
-add some sort of "dirt transition at the bottom and under the roof bits and windows the walls look very flat and repetitive
-put everything onto 1 atlas for maximum performance benefits.
the windows and doors have a BULGY normal gradient across them make that stuff look flat
-the roof pieces ( wooden ?!) have some strange shading either make them all hard-edges(every polygon its own smoothing group) or put some support loops in there so that you dont get those large shading gradients all over it.
-all the alpha masked stuff ... just model that stuff geometry is virtually free transparency is not it will lead to overdraw in what will probably already be a fill-rate bound scene/game (they all are ^^) ... also sorting issues !!!
The "Pyotr Ivanovich Bagration"
There is a video of the body here: [ame]https://www.youtube.com/watch?v=BK7xL-iF_-Y[/ame]. I'll uplaod the basic of the clothes soon.Now i'm going for the game res
Thanks for the detailed feedback - I think this will help a lot!
The rate at which you put out high quality vehicle models is insane.
Really interesting tank design. It reminds me of a Halo scorpion tank smashed together with a Chinook helicopter. My only complaint is that the background is a little too visually distracting.
http://steamcommunity.com/sharedfiles/filedetails/?id=434820412
Please vote if you like it!
<p style="font-size: 13px; font-weight: normal; margin: 5px; color: #4A4A4A;">
<a href="https://sketchfab.com/models/0874211ee1c04d84a178b104d1a125a4?utm_source=oembed&utm_medium=embed&utm_campaign=0874211ee1c04d84a178b104d1a125a4" target="_blank" style="font-weight: bold; color: #1CAAD9;">UCAC8 - God of War - Chest of wonders</a>
by <a href="https://sketchfab.com/avenger84?utm_source=oembed&utm_medium=embed&utm_campaign=0874211ee1c04d84a178b104d1a125a4" target="_blank" style="font-weight: bold; color: #1CAAD9;">avenger84</a>
on <a href="https://sketchfab.com?utm_source=oembed&utm_medium=embed&utm_campaign=0874211ee1c04d84a178b104d1a125a4" target="_blank" style="font-weight: bold; color: #1CAAD9;">Sketchfab</a>
</p>
Hi guys wanted to practice some anatomy any feedback on this would be great and of course if you like it please like on Sketchfab. Cheers
UCAC8 - God of War - Chest of wonders by avenger84 on Sketchfab
Hi guys wanted to practise my anatomy so put together this small scene form God of War Concept, Would love to know your thoughts and of course if you like then please like on sketchfab Cheers
3D by me, and 2D by Mango
[sketchfab]f276fb2c8fd441509200f43a2cef6616[/sketchfab]
Haindpainted character by mrflopsie on Sketchfab
A xpost from my thread