I haven't done any modeling in a month or two, been busy learning to code and making games so I thought it best to put some practice in so drew a crappy axe, base meshed it in max and started the detail sculpt so heres a render from within zbrush.
Also my crappy concept, I am fortunate to own a hand forged battle axe though, quite different but still its a help, tried to think logically about the design, the protrusion is to hook a shield, then get them with the spike spear in a sort of crowbar action, could also be used to trap a sword and twist.
I can't seem to find the "how you make them shapes" thread any more, or maybe I don't remember the name of it exactly. and at that point, it might be a dead thread? If this is the wrong place to ask please say so. but technically this is something I am working on? :v
so I'm having the toughest time trying to create this shape
if you guys got any tips, i'd love to hear them! I tried to just create it straight on in zBrush, but that's not turning out too great. Tried doing most of it in max with Sub-d techniques but that's not really getting me any where either.
I can't seem to find the "how you make them shapes" thread any more, or maybe I don't remember the name of it exactly. and at that point, it might be a dead thread? If this is the wrong place to ask please say so. but technically this is something I am working on? :v
This is the part of an R&D project I am doing to learn dDo and Unity 5. I've used 3Ds max for the modeling, dDo and Ps for textures. The scene is created in Unity 5 with some image effects.
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:
Hey, I think this is neat but I would revisit the boom box. It's pretty obviously a cube with a texture slapped on it. Give it some polygons and a normal map.
I thought some people might find this useful. I broke down some of the baking process for handling micro texture heavy props. There is a writeup in description on artstation:
Browning P35 mostly intended for Fallout: New Vegas as a 9mm pistol replacer. Model by MrRifleman, holosight model by RedRogueXIII, mount model and all textures by myself.
Ingame without attachments (no gloss, no RGB specularity, no env mapping - super outdated shaders ):
My new character in zbrush 4r7
whole character modeling was done in zbrush 4r7.
and renderd in keyshot
used some new features from 4r7 they were really nice
gun and some other props was done with zmodeler
nanomesh was used for scattering bullets and stones
fibremesh was used in modeling hairs and grass.
and finally rendered with keyshot using zbrush and keyshot bridge.
Still working on this. Hopefully I'll have the textures finished up soon. Mostly procedural in Substance Designer. The idea is that all the materials created for this can be plugged into another gun mesh (or prop) and have the texturing 90% done.
Trying to learn zBrush, so I decided to make an orcish pitcher, very much in the same style as the items from Middle Earth: Shadow of Mordor.
I am still very new to sculpting, and used a base mesh I made in Maya to sculpt from. I just started with the wooden part, but I think I need to check out some tutorials on how to sculpt wood before I move on!
I tried making friends with zbrush with this model. I mainly used noise maker, trim dynamic, and quite a few layers. Low poly and base high poly were made in 3ds max. Maps were baked in xNormal. Textures were created in Photoshop.
EDIT: uploaded it to sketchfab
[SKETCHFAB]8e607c4189f44b3f9e5701562dbcbe1c[/SKETCHFAB]
This is freaking awesome. I do have one suggestion though. Your materials all look like plastic/rubber to me. It would be nice to get some more variation in there. It should be really easy with Keyshot.
We posted a blog on PS Blogs about Death design for our upcoming independent game LOST ORBIT. It has some shots of the more family friendly deaths in the game, along with a breakdown on our implementation of death in the game.
We're planning on doing a bit of a breakdown of the art of death here on Polycount in the near future, but for now I thought I would post this and see what you guys thought. Cheers!
Replies
Also my crappy concept, I am fortunate to own a hand forged battle axe though, quite different but still its a help, tried to think logically about the design, the protrusion is to hook a shield, then get them with the spike spear in a sort of crowbar action, could also be used to trap a sword and twist.
Check out the progress on this thread: http://www.polycount.com/forum/showthread.php?t=149880
http://www.polycount.com/forum/showthread.php?p=2291275#post2291275
I can't seem to find the "how you make them shapes" thread any more, or maybe I don't remember the name of it exactly. and at that point, it might be a dead thread? If this is the wrong place to ask please say so. but technically this is something I am working on? :v
so I'm having the toughest time trying to create this shape
if you guys got any tips, i'd love to hear them! I tried to just create it straight on in zBrush, but that's not turning out too great. Tried doing most of it in max with Sub-d techniques but that's not really getting me any where either.
That thread is in the Technical Talk forum now: http://www.polycount.com/forum/showthread.php?t=56014
This is the part of an R&D project I am doing to learn dDo and Unity 5. I've used 3Ds max for the modeling, dDo and Ps for textures. The scene is created in Unity 5 with some image effects.
Hey, I think this is neat but I would revisit the boom box. It's pretty obviously a cube with a texture slapped on it. Give it some polygons and a normal map.
(Thread: http://www.polycount.com/forum/showthread.php?t=151297 )
Thread is over here
Rigging Reel for my recent graduation.
the models are not mine, but the rigging and animation are my own work.
Rigging Reel for my recent graduation.
the models are not mine, but the rigging and animation are my own work.
[sketchfab]a67d7b7ba4a8446f886f17790c07a020[/sketchfab]
Based on these concepts by Gray Shuko:
http://gray-shuko.net/pes17.jpg
http://gray-shuko.net/pes18.jpg
http://gray-shuko.net/pes19.jpg
more here
http://www.polycount.com/forum/showthread.php?t=151877
ramond.torres: That natalie is so much fun. Love it
A crosspost from my thread!!
What manner of wizard are you?
https://www.artstation.com/artwork/the-order-1886-grenade-baking-breakdown-micro-texture-handling
Ingame without attachments (no gloss, no RGB specularity, no env mapping - super outdated shaders ):
Making changes to the enemy ship design for my tower entry.
http://www.polycount.com/forum/showthread.php?t=148507
Nice
Nice Works, like ever here
Looks great and reminds me a lot of Unfinished Swan!
whole character modeling was done in zbrush 4r7.
and renderd in keyshot
used some new features from 4r7 they were really nice
gun and some other props was done with zmodeler
nanomesh was used for scattering bullets and stones
fibremesh was used in modeling hairs and grass.
and finally rendered with keyshot using zbrush and keyshot bridge.
ajay.ravi143@gmail.com
[URL="[url=https://flic.kr/p/rsQvBs][img]https://farm8.staticflickr.com/7715/16712613084_e93b757ef9_o.png[/img][/url][url=https://flic.kr/p/rsQvBs]Grassy Hill[/url] by [url=https://www.flickr.com/people/131339295@N04/]EoinOBroin[/url], on Flickr"][/url]Grassy Hill by EoinOBroin, on Flickr
X-post from my sketchbook.
Some head practice. Calling it 3 sisters.
Edit: Marmo viewer goodness
http://chrisstone3d.com/web/marmoset_viewer/MP34.html
I am still very new to sculpting, and used a base mesh I made in Maya to sculpt from. I just started with the wooden part, but I think I need to check out some tutorials on how to sculpt wood before I move on!
Feedback greatly appreciated!
small video from my project LIN survival horror game, watch in HD please!
[ame]http://www.youtube.com/watch?v=ZCld8geATGo[/ame]
WIP here
Here's the finished high poly enemy ship for my tower floor scene.
http://www.polycount.com/forum/showthread.php?t=148507
I tried making friends with zbrush with this model. I mainly used noise maker, trim dynamic, and quite a few layers. Low poly and base high poly were made in 3ds max. Maps were baked in xNormal. Textures were created in Photoshop.
EDIT: uploaded it to sketchfab
[SKETCHFAB]8e607c4189f44b3f9e5701562dbcbe1c[/SKETCHFAB]
Here's Kirenna, monarch of the kingdom of Veruna:
The complete set can be found here: https://www.flickr.com/photos/edurmoreira/sets/72157640574519105/
Low poly hand painted character.
This is freaking awesome. I do have one suggestion though. Your materials all look like plastic/rubber to me. It would be nice to get some more variation in there. It should be really easy with Keyshot.
Thats where im gonna leave this waraxe for now I think, and back to coding study lol
We're planning on doing a bit of a breakdown of the art of death here on Polycount in the near future, but for now I thought I would post this and see what you guys thought. Cheers!
http://blog.us.playstation.com/2015/05/04/lost-orbit-hits-ps4-on-may-12th-re-designs-game-death/