Hello all!
As always, I love coming on here. The talent on here is amazing! Good community.
So, this character is like 2 years old. Shes from the 8-bit game Superbrothers: Sword & Sworcery EP
These shots are from Toolbag2.
And I still am just not feeling it. There's something off with her. Im not sure what it is, so any advice. PLEASE! i want her to look amazing.
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.
Hi! I've been working on a Fallout-inspired gun to help me get better at texturing!
Here's the final model:
I'm a new artist and currently working off of trials and outdated software. If you'd like to support me in time for University visit this link! Many thanks.
I felt like my designing/concepting skills are my weak point at the moment so to improve it I decided to create quick random environments. Textures added in post.
1080p A turn around and a bit of deformation from the lead character of the Teddy Hunters. A game where the Anti Xmas has sent forth legions of deranged toys to conquer the universe. The worst of which are naturally the voracious and cunning Teddy s. Tedi and her team must slice and dice, hammer and blast their way through multifarious possessed playthings, but instead of blood n' guts there is stuffing n' stitches.
ArcanHell
Thanks indeed fellow, here is what I did.
1.I used the tangent space normals' green channel with a multiplied a ao at 45% as the base
2. Did lines over the base in paint tool sai and set that layer to soft light.
3.I duplicated the base layer, shaded it red at vivid light at 45%
4. Made a duplicate of that layer and set to screen
5. Made a new layer based on the gradient map and adjusted the hue to blue and set it to overlay at 39%
6. Afterward I used substance painter to get the metals just right.
I hope this one helps, I am really not the best at explaining my process in words, perhaps if you come to the chat I could show you.
Hey guys, this is my first project with the Unreal 4, it's an awesome soft ! ( pretty hard at first ... ) Here's the final render of my Hanamura Fan Art from Overwatch.
Replies
Just a little sketch done in Zbrush and Keyshot
As always, I love coming on here. The talent on here is amazing! Good community.
So, this character is like 2 years old. Shes from the 8-bit game Superbrothers: Sword & Sworcery EP
These shots are from Toolbag2.
And I still am just not feeling it. There's something off with her. Im not sure what it is, so any advice. PLEASE! i want her to look amazing.
A little speed i did weeks ago, based on a concept by Gray Shuko.
We had quite a bit of interest in how we did our modelling for this game, so Hannes (our resident modeller) put together a tutorial if anyone is interested http://www.retroepic.com/a-day-in-the-woods-character-design-tutorial/
Here's the final model:
I'm a new artist and currently working off of trials and outdated software. If you'd like to support me in time for University visit this link! Many thanks.
http://www.turbosquid.com/3d-models/3ds-max-gun-games/936759
Little japanese sword.
https://www.artstation.com/embed/855701
Here are the last two:
Ref: http://images6.fanpop.com/image/photos/35300000/Rapunzel-flynn-and-rapunzel-35302531-672-934.jpg
https://www.artstation.com/artwork/rapunzel-76a127cf-4fb7-4596-9049-2991f71c69e4
1080p A turn around and a bit of deformation from the lead character of the Teddy Hunters. A game where the Anti Xmas has sent forth legions of deranged toys to conquer the universe. The worst of which are naturally the voracious and cunning Teddy s. Tedi and her team must slice and dice, hammer and blast their way through multifarious possessed playthings, but instead of blood n' guts there is stuffing n' stitches.
Hey Kelvin, just curious but what is your turnaround time on something like this? It looks awesome.
Such amazing... How do you get that cartoon style?
Hi, how many polygons??
So beautiful.
I like this piece a lot, excellent work.
Meanwhile I am still working on this wasp thing, started texturing:
Marmoset viewer: https://www.artstation.com/artwork/medieval-helmet-marmoset-viewer
ArcanHell
Thanks indeed fellow, here is what I did.
1.I used the tangent space normals' green channel with a multiplied a ao at 45% as the base
2. Did lines over the base in paint tool sai and set that layer to soft light.
3.I duplicated the base layer, shaded it red at vivid light at 45%
4. Made a duplicate of that layer and set to screen
5. Made a new layer based on the gradient map and adjusted the hue to blue and set it to overlay at 39%
6. Afterward I used substance painter to get the metals just right.
I hope this one helps, I am really not the best at explaining my process in words, perhaps if you come to the chat I could show you.
Here's the final thing. Next up, is probably Valeera Sanguinar.
2D Image Ⓒ of David Boudreau
More to come ! http://davidboudreau.weebly.com/portraits--caricatures.html
https://www.artstation.com/artwork/speed-sculpt-zbrush-wip-based-on-2d-concept-by-david-boudreau
gimme feedbacks here pls... http://www.polycount.com/forum/showthread.php?t=154221
https://www.artstation.com/artist/pierrebenjamin
http://pierrebenjamin.com/woman-sculpt/
http://pierrebenjamin.com/portfolio/woman-speed-sculpt-zbrush/
I finished this up recently.
codyaq2 your expressions look very realistic, great job.
Here is a bust of the Sasquatch it is based on the Sasquatch done by Marc Silvestri for Marvel comics. It was rendered in maya using VRay.
prop creation now beginning
Anyway,
I made the female for Flotsam, could use some crits.
This was the concept art:
Made a turntable of the Male as well
Chest I'm working on for a small scene.