Since I saw a lot of Orc sculpts around here I thought why not make a Goblin and practice my sculpting skills. Actually This is my first sculpt I'm somewhat happy about and I'm willing to show. It is still an early WIP but C&C would be awesome!
CharlieD, the background doesn't really work in these renders, it looks like the background images were shot with a fisheye lens, which gives that heavily distorted look, but the renders of the car do not have the same distortion. Note how the road curves with in the first shot while the car's lines are straight.
Hey guys,
Haven't posted much in a while, lately I've been trying to make a little demo and get caught up with udk 4. Where I'm at right now is trying to figure out how to place a level on a web browser as a playable demo. Everything was built from scratch in a very quick and dirty fashion but comments and critiques are still very much appreciated.
Awesome work as always guys, Love the textures on your space guy there Joymepls.
Fledgling modeler here. I'm working on this mouse warrior thing for one of my classes. I'm learning zBrush and trying to become faster. Any feedback on how it is so far would be helpful.
It's been quite a while since I posted on polycount, but I felt the need to pound the 3D pavement. Fallout 4 inspired me to start working on a new weapon, a rail rifle. When I discovered Bethesda's new weapon customization system I flipped out in joy. What was first going to be one static weapon now became a weapon platform with a few variants. This is a WIP of course and only of the high poly so far. Any C&C is appreciated!
Working on this guy over at the Monthly character challenge thread. based on a concept by Gnashed. Also my first time working with substance painter, loving it so far.
I don't post much, but planning to change that. Here is something I recently finished, it is a 2012 Subaru WRX (this model is based off my car actually :-)).
It’s been a long process but I’ve enjoyed it and I’ve detailed and textured this beast. I’m planning to pose it next but I’m not sure whether to make it game ready or leave it as a concept piece.
Nice character Jamie! The golden surface under his skin looks really interesting.
Thanks, the original concept is by a friend of mine who's been doing some world building. The way he explained it to me is that the gold coming from underneath is how scar tissue works for this guy.
I'm in the process of soliciting feedback for this piece to make it better, if you have suggestions please let me know! I've gotton alot of helpful feedback and critiques in the past, so I really value the opinions you guys have on this forum.
taking a break from a Velociraptor rig to model a villager from Bionicle, re-interpretation of the design from 2001 to something that'll be easier to rig, using diffuse materials as a nod to the flat colourful look of the flash game. also designed so that it can be re-used as characters from the different tribes, only needing the colours and the mask changed.
Zbrush Practice Sculpt. Woke up at 3am and wanted to see how face I could push out a stylized face. Still some work to go but not bad for 3 hours before work.
Obscura thank you!! nice to see others too St4lis hey! unfortunately not. it's only made for the shop, but i'd love to see them in one! AntonioNeves thx Antoino! glad, you like it!
I'm in the process of soliciting feedback for this piece to make it better, if you have suggestions please let me know!
something is weird with the lighting, I think that is the main thing to focus on (I'd say get that figured out first before doing any other improvements)
I'm not familiar with UE4 but it looks like lightmap issues, maybe overlapping lightmap UV's, maybe too low texel resolution, not sure..
for example, the dark band/shadow on the counter, the black doorway curtain, the dark refrigerator handles, one shelf to the left is much darker, etc.
The items on the wall behind the bar/counter seem too shadowed for how bright the lanterns appear; look at how the walls meet in corners and with the ceiling or floor, the lighting is harsh and disconnected in those areas.
If you can get the lighting stuff fixed up I believe the scene will look more cohesive and solid!
Thanks for pointing out the inconsistencies in the lighting. One of the things I'm havving difficulty with is figuring out the attenuation radius of the 3 lamps above the bar. Currently it is set to cover a relatively small area, which might explain the dark shadows on the counter and the fridge etc. I'm wondering if there's a good resource for calculating the correct radius for different sizes of lights?
The lightmaps are not overlapping in this scene as I generated unique UVs in map channel 1. There is also a directional light coming in from the back (assuming there is a window on the rear wall, behind the counter wall).
something is weird with the lighting, I think that is the main thing to focus on (I'd say get that figured out first before doing any other improvements)
I'm not familiar with UE4 but it looks like lightmap issues, maybe overlapping lightmap UV's, maybe too low texel resolution, not sure..
for example, the dark band/shadow on the counter, the black doorway curtain, the dark refrigerator handles, one shelf to the left is much darker, etc.
The items on the wall behind the bar/counter seem too shadowed for how bright the lanterns appear; look at how the walls meet in corners and with the ceiling or floor, the lighting is harsh and disconnected in those areas.
If you can get the lighting stuff fixed up I believe the scene will look more cohesive and solid!
I'm in the process of soliciting feedback for this piece to make it better, if you have suggestions please let me know! I've gotton alot of helpful feedback and critiques in the past, so I really value the opinions you guys have on this forum.
@tnozaki It looks like you're rushing your scene. It is very noticeable the lack of references and definition. A common pipeline is to test your scene without materials and see how the lights and the shapes are coming together.
There is too much light coming from both the back and the front. Try to design a top view of the place you're trying to do and see where the light might come from.
That concrete wall in the middle make little sense due all the other walls are made of bamboo.
You should work in your texturing. Tiling is very noticeable, and the bamboo one looks like it has its own light baked.
Try to add some more assets. You don't need to saturate with details but a few extra assets in the rigth place can bring your scene to life.
I've been working on custom lighting and mobile shaders in Unity5 - These images have no lighting in them at all, but use perspective-corrected Matcap textures and simple shadow masks for lighting - the lighting images are 128x64, and the shadow maps are 1024s. The shadowed side of the surfaces use a separate ambient matcap multiplied by simple vertex AO. I also have a method to add directional, image-based fog.
I'm seeing excellent perf on just about every device I try on...but I've still got to add other perf tuning, like LODs and shader complexity options.
This is just technical screwing around, no real game planned.
Enjoy!
Replies
Since I saw a lot of Orc sculpts around here I thought why not make a Goblin and practice my sculpting skills. Actually This is my first sculpt I'm somewhat happy about and I'm willing to show. It is still an early WIP but C&C would be awesome!
Check out my portfolio:
https://www.artstation.com/artist/maartenhof
Thanks for the feedback! I'll get on that.
https://www.youtube.com/watch?v=felwYDiXXbs
Hey guys,
Haven't posted much in a while, lately I've been trying to make a little demo and get caught up with udk 4. Where I'm at right now is trying to figure out how to place a level on a web browser as a playable demo. Everything was built from scratch in a very quick and dirty fashion but comments and critiques are still very much appreciated.
Awesome work as always guys, Love the textures on your space guy there Joymepls.
Fledgling modeler here. I'm working on this mouse warrior thing for one of my classes. I'm learning zBrush and trying to become faster. Any feedback on how it is so far would be helpful.
Thanks!
Stephen
[SKETCHFAB]c4ff3f319976482cb4eca0c1a6965c51[/SKETCHFAB]
We just announced an upcoming revamp of the Vanguard class for Chivalry, so I thought I'd post my work on that, it was fun trying to capture the original look and feel of the character, while adding more fidelity and deetz.
https://www.artstation.com/artwork/chivalry-medieval-warfare-vanguard-update
I'm resurrecting an older project- inspired by tomb raider/uncharted etc.
Thread: http://www.polycount.com/forum/showthread.php?t=145608&page=4
Praetus - Thanks! Maybe a week or two? I don't remember
Here is a gameplay video.
[ame]http://www.youtube.com/watch?v=VWvYqO-IWRI[/ame]
You can play the game for free, download link is on this Facebook page
It is also fully oculus compatible.
10k tris, 2k texture (n, d, s, g)
thanks for Matthias Andre for the artistic guidance!!
a loot set:
[SKETCHFAB]0aad0b69ac9649c1a4951342c8db85f8[/SKETCHFAB]
[SKETCHFAB]37bcbf7fc3dd4711883d43d430ca8f5c[/SKETCHFAB]
and a railway set:
Project done to study.
Based on the concept art of Nathan Gordon.
+ More info and images here
[SKETCHFAB]37c4bd6735b541de939931c82af079b3[/SKETCHFAB]
Can see more renders here: http://www.bun3d.com/Subie_WRX.html
My first post here and i want to show of a scene where i am working on.
Haha. Reminds me something:
Good luck, dude!
Thanks, the original concept is by a friend of mine who's been doing some world building. The way he explained it to me is that the gold coming from underneath is how scar tissue works for this guy.
www.glitchritual.com
[sketchfab]97bfb335f9eb4eeca5c214bd7091bbd5[/sketchfab]
Realistic rock by petemc on Sketchfab
Tomo Nozaki -3D Environment Artist
https://tomonozaki.wordpress.com/
[IMG][/IMG]
St4lis hey! unfortunately not. it's only made for the shop, but i'd love to see them in one!
AntonioNeves thx Antoino! glad, you like it!
something is weird with the lighting, I think that is the main thing to focus on (I'd say get that figured out first before doing any other improvements)
I'm not familiar with UE4 but it looks like lightmap issues, maybe overlapping lightmap UV's, maybe too low texel resolution, not sure..
for example, the dark band/shadow on the counter, the black doorway curtain, the dark refrigerator handles, one shelf to the left is much darker, etc.
The items on the wall behind the bar/counter seem too shadowed for how bright the lanterns appear; look at how the walls meet in corners and with the ceiling or floor, the lighting is harsh and disconnected in those areas.
If you can get the lighting stuff fixed up I believe the scene will look more cohesive and solid!
The lightmaps are not overlapping in this scene as I generated unique UVs in map channel 1. There is also a directional light coming in from the back (assuming there is a window on the rear wall, behind the counter wall).
Tomo Nozaki -3D Environment Artist
https://tomonozaki.wordpress.com/
Thanks
I use UE4, the Trees comes with SpeedTree (are used as Placeholder) and the Grass i made with simple Planes.
@tnozaki It looks like you're rushing your scene. It is very noticeable the lack of references and definition. A common pipeline is to test your scene without materials and see how the lights and the shapes are coming together.
There is too much light coming from both the back and the front. Try to design a top view of the place you're trying to do and see where the light might come from.
That concrete wall in the middle make little sense due all the other walls are made of bamboo.
You should work in your texturing. Tiling is very noticeable, and the bamboo one looks like it has its own light baked.
Try to add some more assets. You don't need to saturate with details but a few extra assets in the rigth place can bring your scene to life.
I'm leaving this here hopping you find it useful.
Check out my portfolio:
https://maartenhof.artstation.com/
You can check out model in marmoset viewer at my artstation page.
https://www.artstation.com/artwork/grill
https://www.artstation.com/artist/deoce
Full thread here
I'm seeing excellent perf on just about every device I try on...but I've still got to add other perf tuning, like LODs and shader complexity options.
This is just technical screwing around, no real game planned.
Enjoy!