First week of the year is already over and you guys are killing it!
I am working on my anatomy and face skills, so today I made a Caucasian male bust. Feedback would be greatly appreciated, as I want to improve as much as I can. Thread here.
Just finished the Monthly Challenge. I just want to see how fast I can get a good looking result while using Max & painter and completed it in ~2,5 hours 1 k texture, 1828 verts, rendered in substance painter.
Hey everyone, here is my grenade asset made in part for the monthly environment prop challenge thread. Asset textured in Substance Painter and modeled in Modo. Thanks !
Old 80's Arcade Machine. This project was a bit time consuming, the side panel artwork I had found was to low resolution to use as a texture so I had to recreate all of the characters and patterns shown on this cabinet. Despite all the hair pulling I do like how the project turned out and I plan on doing a couple more texture variants.
Happy new year everyone! I have been working on a fan art piece of Elphelt from GuiltyGearXrd! Only another few days left of making the renders and poses look pretty then i'm done.
Here is my latest 3d sculpt the spanish merman Conquistado C&C are welcome. It's based on a concept of aquaman from Kenneth Rocafort. I am planning to do a texturing pass up next in substance then try out the sss of marmoset toolbag 3.
Complied together my Substance Doodles I did this week. Most likely going to be the last one for a while as want to spend more time on other stuff. https://www.artstation.com/artwork/1WPN8
This Reference is from a tutorial on 3D-motive that i'm going through in order to learn methods to creating assets for games.
The work-flow uses 3dsmax where the lowpoly is modeled and then the highpoly details are added though another edit poly modifier with a turbo smooth with either 1 or 2 iterations. It can be annoying because if you find you made a mistake in the low poly modelling after giving it high poly details you have to delete that modifier to edit the original model and then re-apply the high poly modifier.
After modelling it's the usual Uv mapping and setting up smoothing groups, baking, and then to substance for texturing.
Let me introduce you to Timmy, the Swamp king! This was such an interesting project to make, while fun, it also had its hardships. You can check many more higher quality renders, wireframes and videos on Artstation: https://www.artstation.com/artwork/3BqxB
Replies
Ares, the God of War.
I'll be using it in an environment I'm currently revisiting as a whole. The thread is here but hasn't been updated in a while.
http://polycount.com/discussion/170889/ue4-cemetery-at-sea-concept-by-graven-tung#latest
More on my Artstation
https://www.artstation.com/artist/artbykidd
I am working on my anatomy and face skills, so today I made a Caucasian male bust. Feedback would be greatly appreciated, as I want to improve as much as I can. Thread here.
model
worked on this model of the predator around Christmas calling it finished after getting a rig finalised on it.
https://www.artstation.com/artwork/Be066
https://www.artstation.com/artwork/Vkw1n
1 k texture, 1828 verts, rendered in substance painter.
ä
And now back to my Gundam (http://polycount.com/discussion/181032/)
You can find more images here:
https://www.artstation.com/artwork/d3v33
Artstation link for more: https://www.artstation.com/artwork/D34AO
model
(they are renamed to furyGreen, flashBlue and spicyRed now thou, because ART)
ArtStation: https://www.artstation.com/artwork/qP8gz
PolyCount Thread : http://http//polycount.com/discussion/179551/village-houses-environment-art#latest
Wrapping this up. (shameless crosspost) You can see higher res images in my sketchbook thread, or on my artstation
Polycount thread http://polycount.com/discussion/181655/art-war-opal-eater#latest
https://youtu.be/o5j6ZpCLgSI
Link to PC thread: http://polycount.com/discussion/181010/alien-lab-facility#latest
ArtStation: https://www.artstation.com/artwork/JJagA
Old 80's Arcade Machine. This project was a bit time consuming, the side panel artwork I had found was to low resolution to use as a texture so I had to recreate all of the characters and patterns shown on this cabinet. Despite all the hair pulling I do like how the project turned out and I plan on doing a couple more texture variants.
Textures: 4096x4096 - Albedo, Gloss, Specular, Normal, Ambient Occlusion
Polys: 1,664
Tris: 3,086
More images and the 3D Viewer on my artstation: https://www.artstation.com/artwork/rBRQa
More details on my artstation:
https://www.artstation.com/artwork/z9OD2
Animated on sketchfab:
https://sketchfab.com/models/89f868a637684060af1ec58999c2754f
Design:
https://www.artstation.com/artwork/xvPoW
here is my start of 2017.
I have been working on a fan art piece of Elphelt from GuiltyGearXrd!
Only another few days left of making the renders and poses look pretty then i'm done.
See the full thread here! http://polycount.com/discussion/164694/guilty-gear-fan-art-development#latest
Here is my latest 3d sculpt the spanish merman Conquistado C&C are welcome. It's based on a concept of aquaman from Kenneth Rocafort. I am planning to do a texturing pass up next in substance then try out the sss of marmoset toolbag 3.
more here : http://polycount.com/discussion/182090/sebastien-giroux-sketchbook/p1
Leander a lot about not only stylized but also texturing in 3D coat. Here is the link to the MarmoSet Viewer
Concept by drawmaevedraw
This Reference is from a tutorial on 3D-motive that i'm going through in order to learn methods to creating assets for games.
The work-flow uses 3dsmax where the lowpoly is modeled and then the highpoly details are added though another edit poly modifier with a turbo smooth with either 1 or 2 iterations. It can be annoying because if you find you made a mistake in the low poly modelling after giving it high poly details you have to delete that modifier to edit the original model and then re-apply the high poly modifier.
After modelling it's the usual Uv mapping and setting up smoothing groups, baking, and then to substance for texturing.
Progress So far.
Some Marmoset shots of a concept by Evan Monteiro
Let me introduce you to Timmy, the Swamp king!
This was such an interesting project to make, while fun, it also had its hardships.
You can check many more higher quality renders, wireframes and videos on Artstation: https://www.artstation.com/artwork/3BqxB
loved every polygon...
Finished this guy the other day checkout my artstaion for more images or my thread for the process
gonna keep playing with lighting
zbrush/polypaint -> marmoset3
Rendered in Marmoset 3