Hi everyone, it's been a while. Been doing too much lurking and not enough work. Awesome work here as usual, just thought I'd post a Khaleesi caricature sculpt I finally found time to make. Based on s Jeff Stahl sketch I found online.
I now have paint strokes in my shader working. I also improved ramp mapping and outlines.
Using a simple painted strokes flow map:
With some slight texture shading for the strokes:
This are just random strokes while the outlines hide the randomness a bit. If UE4 would allow for custom passes I could make strokes flow maps in the actual materials so the directions could make sense and I could even let them guide by UVW.
In your post processing material you need to map that texture in the world. This can be done by taking the logic of the WorldCoordinate3Way function and redoing it inside the post material but replacing the Normal part with SceneTexture:World Normal.
Then you have the distort information mapped to the world, now you need to take that and add it to your rendering screen UV. So you want to distort the UV input of SceneTexture:PostProcessing a little bit.
Since this is world information used in screen the distortion will always be unstable when moving/rotating and can look funky on the edges. Multiplying the distortion amount with depth can make it more stable and outlines can hide most of the funkiness.
Overall there is lots more complex stuff going on in my post processing material, I'm probably now over 100 parameters.
capable wizzard i love her! If <ou want to improve her i would say you should work on the materials, and their structures, the cloth kinda feels the same as the skin.
okay here is something i worked on and off during the past few trainrides on my surface and i call it done now, despite being rough it is not really a speedmodel anymore
Wanted to start on a new character on sunday, however when I opened an old basemesh I realized it was an abomination of proportion, so instead I spent the better part of sunday night reworking it...
It's really refreshing to see this level of realism in Female warrior characters, this and with the other renders. Bonus points for historically correct arrow carrying too! Would be nice to see other poses.
Working on a modular destructible fire hydrant, the chain is going to react to physics (already got it working in UE4). The whole thing is going to be destructible with effects.
Neox : That's looking nice man, i really like your constructive approach with the torso muscles, it seems a lot better than pulling around the mesh as i usually do.
Went back and revisited my Riot Art Contest entry from 5 months ago! Revamped textures and added geometry. Tri-count went down as I fixed flaws here and there.
CapableWizard: she looks great!
Sir-Lucius: Really love the material reads on this. My only crit would be the hair and the hair line. Outstanding work nonetheless!
Working on a premium skin for my USR Brawler in Fractured Space. Regular skins are just material changes, premium ones have heavy model/shape changes, too. Still needs a fair bit of polish & work.
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Check it out at www.gumroad.com/turpedo for further information!
A flying whale beast that drops down to the surface of the ocean to scoop up water to filter plankton.
Study
I might still tweak it but I'll let it rest for a couple of days ^^
https://www.artstation.com/artwork/stonefloor_02-marmoset-viewer
Looks very nice! Would love to know how you handled the placement of the feathers.
Using a simple painted strokes flow map:
With some slight texture shading for the strokes:
This are just random strokes while the outlines hide the randomness a bit. If UE4 would allow for custom passes I could make strokes flow maps in the actual materials so the directions could make sense and I could even let them guide by UVW.
Color palette tests:
pimping out and crossposting,
I really wanted to share this in 3d and now it is all possible thanks to the new marmoset viewer!
https://www.artstation.com/artwork/herod-marmoset-viewer
Started with the awesome Kronk today, still an early wip :
You need a flowmap texture that distorts your rendering, like this:
I made it by following this tutorial by Swizzle and Ben Mathis: http://www.polycount.com/forum/showthread.php?t=98983
In your post processing material you need to map that texture in the world. This can be done by taking the logic of the WorldCoordinate3Way function and redoing it inside the post material but replacing the Normal part with SceneTexture:World Normal.
Then you have the distort information mapped to the world, now you need to take that and add it to your rendering screen UV. So you want to distort the UV input of SceneTexture:PostProcessing a little bit.
Since this is world information used in screen the distortion will always be unstable when moving/rotating and can look funky on the edges. Multiplying the distortion amount with depth can make it more stable and outlines can hide most of the funkiness.
Overall there is lots more complex stuff going on in my post processing material, I'm probably now over 100 parameters.
I used the same flow map distortion on the outlines, just with a bigger size. Because of how outlines work distortion looks different there though.
More experiments:
more on twitter: https://twitter.com/TocoGamescom
Here is our facebook is you want to follow us :Revenge of Trishna
Comment and critiques are welcome !
See you soon !
Here's my latest work, based on a sketch by the awesome Sam Nielson. It was a lot of fun and I learnt a lot!
Cheers!
okay here is something i worked on and off during the past few trainrides on my surface and i call it done now, despite being rough it is not really a speedmodel anymore
[ame]http://www.youtube.com/watch?v=L6kYhShKXKY[/ame]
thread
It's really refreshing to see this level of realism in Female warrior characters, this and with the other renders. Bonus points for historically correct arrow carrying too! Would be nice to see other poses.
I'm working on the ball droid from the trailer for the new Star Wars film.
thread here
Working on a modular destructible fire hydrant, the chain is going to react to physics (already got it working in UE4). The whole thing is going to be destructible with effects.
Awesome work!
Hope you like it!:)
Digging that art style (stylized with a lot of AO which brings out the Tim Burton feeling). Really cool !
[SKETCHFAB]9e0dd6d214df47fd8ada2aa9f4739e5f[/SKETCHFAB]
[sketchfab]87bf0efbe02c4ef2a3b98fcb9139a2c0[/sketchfab]
Void Hunter Vi by Tommy Gunardi Teguh on Sketchfab
You can see it in Marmoset Viewer on my Artstation page: https://www.artstation.com/artwork/herringbone-wood-floor-fully-procedural
Sir-Lucius: Really love the material reads on this. My only crit would be the hair and the hair line. Outstanding work nonetheless!
Here is another armor I did for EQN/Landmark for Sony Online Entertainment, now Daybreak Games. The rest can be found on my artstation: https://www.artstation.com/artwork/human-female-darkelf-medium-armor
More here
It has been a long time since I posted... I have been very busy.
Here is what I have been working on during my lunches.
Thanks tach
I used a chunk of feathers and placed my 2d planes by hand to get this result.