Hi polycount!
I'm Nils, a Swedish 3D artist. Thought I'd share some work of mine.
First, a word. Most of my things will have a link attached to them. This link will lead to a webgl scene where you can see the models in 3D (kind of like sketchfab I guess, but - dare I say it - a bit more advanced.) No plugins needed, and it'd be fun if you wanted to see it in realtime as well.
Enough about that, lets start off and set the bar high:
This is from Trif, a project me and a friend/colleague are working on from time to time. Its a game! WASD controls the ship, and right now the only gameplay is "collecting" the glowing circles to get some beams of light to gather at the floating monolith in the middle. We have a thread here on polycount somewhere about it.
http://www.trifgame.com is where its at!
Oh and all C&C is super welcome for every post. Just thought I'd mention it.
Replies
https://goote.ch/45ffa280dc31421c86ac3b68b8f5533e.scene/ for the 3d thing.
Check it
https://goote.ch/10c728f25efd4056bb63afa0e6e87cb3.scene/
Also, the ill fitted skycube was also made by me. Thats the next post.
Acutally not even different renders, just differently composed in PS
This is a link to the whole scene in 3D. Neat!
Click this green text to see it live with real time shadorws too. Note though that the shadows are a bit iffy. But hey. You know. Right?
C&C appreciated.
WebGL scene for full 3d preview is here.
Aaand some pictures. Here's the leaves in their current state:
And here are a better view of the rocks (with their hue pushed a bit in comparison to the previous image...)
As usual, link to an in-browser 3D view (no plugins) here. (It has clouds and spinny things and some stars if you are lucky)
So far I've done modeling and UV-mapping, and have started on the texturing. Planning on keeping tru to the hand painted look that it has, and hope to finish within the week. We'll see, hand painting takes time.
Here's picture and link to 3D view of the model in its current state:
https://c1.goote.ch/6a02d3b0edfa9b7ac8aced2bbb76673a83b4319a/
And here is a close up on the wood texture. On the third plank from the left, there are some black lines that I played around with. I'm not sure about them though, any suggestions?
Made this thing. It's a concept for a sci fi medical device (a syringe of sorts) that I decided to have a bit of fun with. Went crazy with colors and overall style.
Some wip images follow:
This is the original sketch, made with adobe sketch on my ipad
This was step one: Drawing out the shapes in photoshop and blocking out the colours
Some detailing, shadows etc.
After that I was pretty much done. I also made this version as a header for facebook haha.
Triscount is about 3600, with a 2k texture set.
This is the beauty shot, tried to get the camera angle and fov somewhat similar to the concept.
First lighting render test done in maya, making sure I got the shapes right.
Texture test in unreal engine, blocking in the colours and making sure they correspond somewhat to the concept.
Alternate angle 01
Alternate angle 02
Alternative angle 03
Albedo texture.
Here's a first shape draft, blocking in general shapes, adding some more details to a few places.
And then a quick texture test, testing out some hues, trying to get a feel for the scene. Super basic material with only a diffuse in a standard unreal shader for now.
Thoughts and feedback is always welcome, especially since im in the early stages of the project.