This rusty robot is coming from an old adventure game entitled "Nikopol- Secrets of the immortals" released in 2008. This Game was inspired by a novel created by Enki Bilal and designed by Florent Bory.
Few adventure gamers have seen it before. Probably because It measured no more than 8 pixel in game ! ^^
I just wanted to show it as it deserved and despite his old age.
This rusty robot is coming from an old adventure game entitled "Nikopol- Secrets of the immortals" released in 2008. This Game was inspired by a novel created by Enki Bilal and designed by Florent Bory.
Few adventure gamers have seen it before. Probably because It measured no more than 8 pixel in game ! ^^
I just wanted to show it as it deserved and despite his old age.[SKETCHFAB]6a62a7d0d3804e288778d346cfa04a1b[/SKETCHFAB]
For Full images + Creation Process + Indie game Updates + Posters + Mentorship - please support me on http://patreon.com/sammustudios
Thank you all so much!
This started out as a bit of practice modelling something completely in Zbrush - learnt a lot and also used it as an opportunity to play around with Ddo. Decided to develop it into a little diorama type thing.
A couple of the textures I made for it. Zbrush & Photoshop:
Too bad there's no more weekly hard-surface challenge this year. Ah well, there's lots of reference pics there I haven't tried to model, so I guess it's time to start modelling them!
Done this one previously, but just had a time to do a Marmoset render of it.
It's 17k Tris, Sculpted in ZBrush then retopped in 3DsMax. The albedo and specular were painted between ZBrush and Photoshop. It's presented within Unreal 4.
Any critiques and improvements would be greatly appreciated!
Heya, haven't been here in a while. crushed out some proxy modeling this weekend. This is Mocemedes. The original concept was done by Steve Prescott for his game: Soul Spark.
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Soon he'll be in the unreal4 engine, yay ^^
Never done a pig head before, turned out it was quite different from human head topology <.<
Few adventure gamers have seen it before. Probably because It measured no more than 8 pixel in game ! ^^
I just wanted to show it as it deserved and despite his old age.
[SKETCHFAB]6a62a7d0d3804e288778d346cfa04a1b[/SKETCHFAB]
Few adventure gamers have seen it before. Probably because It measured no more than 8 pixel in game ! ^^
I just wanted to show it as it deserved and despite his old age.[SKETCHFAB]6a62a7d0d3804e288778d346cfa04a1b[/SKETCHFAB]
Hi guys!
Which colour scheme works best in y'all opinions?
For Full images + Creation Process + Indie game Updates + Posters + Mentorship - please support me on http://patreon.com/sammustudios
Thank you all so much!
I just submitted my Polycount Tower Floor
supercool concept and sculpting!
Thanks dude!
Actually updated it based on critique I got.
A couple of the textures I made for it. Zbrush & Photoshop:
All rendered in Marmoset!
Concept I have drawn for it:
I made the high poly for this a while ago, aand now it's in UE4! Textured using Substance Designer/Painter.
Here is a new enemy for the game. Its called Carrier and spawns smaller minions
Also a little walkcycle directly from the viewport
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Marmoset Toolbag Viewer!
More images on my site: http://chrisstone3d.com/mp34.html
Spirit Circle
Entropy
Haven't posted in a while, lovely stuff as always.
Messing around in Unity. First Pass Material.
[SKETCHFAB]af13b5a6e86a4e54a30c339bcd7142a3[/SKETCHFAB]
Done this one previously, but just had a time to do a Marmoset render of it.
I haven't worked on any of maps on the low poly yet to work in Unity or Toolbag, but here's a basic render with wireframe:
https://www.artstation.com/artwork/dark-rocks-marmosetviewer
Some more anatomy practice.
@Smeggar That is fantastic!
It's 17k Tris, Sculpted in ZBrush then retopped in 3DsMax. The albedo and specular were painted between ZBrush and Photoshop. It's presented within Unreal 4.
Any critiques and improvements would be greatly appreciated!
may the 4 be with you !
[SKETCHFAB]50d0430d02434057aa8575da81092326[/SKETCHFAB]
OMG the way he moves is marvelous! Fantastic secondary motion.
Tileable Bark Texture with Normal, AO, Displacement, Cavity, Specular and Diffuse @ 2K
http://www.polycount.com/forum/showthread.php?t=152423
But in a real Game Engine, like Unreal, its more work to get a good Look
BTW: Congratz to your first Tileable zBrush Texture :-)
Good Start!