I'd first like to say that I love seeing all the amazing work here. Keep up the great work, guys! I've been trying to make good looking rocks lately for and animation I'm working on.
Looks awesome man! What resolution is the volume texture? And nice subtle shadowing as well. Is it raymarched?
1. 1 2k ( 6 x 6 frames ) for main cloud 1 ( 6 x 6 frames ) 1024 for detail cloud , ( probably could be lower ) - overall can be reduced since all texture is tiling.
each smaller and high freq texture is subtracting larger / low frequency texture , creating impression of high resolution texture.
I put the density and height mask in the channel of one of these texture channels.
I still scratching my head with light sampling, yes it raymarched , but not so cheap, ( ) ,so I cheated the horizon shadow with 2d gradient blend.
Looks awesome man! What resolution is the volume texture? And nice subtle shadowing as well. Is it raymarched?
1. 1 2k ( 6 x 6 frames ) for main cloud 1 ( 6 x 6 frames ) 1024 for detail cloud , ( probably could be lower ) - overall can be reduced since all texture is tiling.
each smaller and high freq texture is subtracting larger / low frequency texture , creating impression of high resolution texture.
I put the density and height mask in the channel of one of these texture channels.
I still scratching my head with light sampling, yes it raymarched , but not so cheap, ( ) ,so I cheated the horizon shadow with 2d gradient blend.
I've been on a bit of a still-life kick lately, made this up this week.
Modeled in 3DSMax, the base was Sculpted in ZBrush. Baked and Textured
in Substance Painter. Rendered in Marmoset 3.
Finally got my One Punch Man Crablante tribute to a good place. Animation/Rig from Mixamo. Word of warning, if you ever make something that looks weirdly creepy, don't put realistic textures on it at 3 in the morning haha. The Tri count came in kind of high as I didn't want to sacrifice silhouette for poly count.
Replies
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Link to Artstation post, with Marmoset viewer.
Made in Substance Designer 5,
Rendered in Marmoset Toolbag 3.
I've been trying to make good looking rocks lately for and animation I'm working on.
Link to the project page: http://polycount.com/discussion/187295/wip-junktech-cliff-scene#latest
Here's some stylized boulders/rocks I'm making for Flotsam (they're only for underwater)
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If youre interested check out more pictures at https://www.artstation.com/artist/guillaumedube
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*update - changed uploaded picture to link because it was way too large!, hope it's okay now*[3.05 mb image downsized by moderator]
Sons of harpy - WIP, I'm still trying to figure out how the harpy mask opens up.
What resolution is the volume texture?
And nice subtle shadowing as well. Is it raymarched?
http://polycount.com/discussion/172657/alien-critter-study-02/p4
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https://www.artstation.com/artwork/52naz
1 ( 6 x 6 frames ) 1024 for detail cloud , ( probably could be lower ) - overall can be reduced since all texture is tiling.
each smaller and high freq texture is subtracting larger / low frequency texture , creating impression of high resolution texture.
I put the density and height mask in the channel of one of these texture channels.
I still scratching my head with light sampling, yes it raymarched , but not so cheap, ( ) ,so I cheated the horizon shadow with 2d gradient blend.
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Almost done with my new material for my UE4 photogrammetry rocks. More on my thread
http://shaderbits.com/blog/creating-volumetric-ray-marcher
Awesome art here as always, i came back to finish my drone, here is a wip for the engine part.
Here you can check my thread for some more wip`s -> http://polycount.com/discussion/167458/sci-fi-interceptor-p9000-drone#latest
@last That weapon looks realy sick man, great job.
MAde for Project Battlespace... concept,model,texture,rig and animation sets. Still wip but i can show it off a bit..
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https://www.artstation.com/artwork/ww8dX
model
Looking for feedback on this Guy I recently sculpt in zbrush / maya and composited in Photoshop , thanks in advance guys!!!!!
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Check out my Artstation or my Sketchbook for more images!
https://www.artstation.com/artwork/52XL8
realtime game character I did as part of my final semester project.
screens taken in UE4 here:
https://www.artstation.com/artwork/mLDy1
More at my artstation.
https://www.artstation.com/artwork/WQy1y
Porject Thread: http://polycount.com/discussion/186640/ue4-project-our-heritage
More @ Artstation: https://www.artstation.com/artwork/9gmmQ
.
Working on this bad boy solely on my dinner breaks, but it's starting to get somewhere now!
Wireframe and Highpoly : https://www.artstation.com/artwork/2zqky
https://www.artstation.com/artwork/nlELE
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Another wip, I've added the harpy mask, going to work on the textures soon.
model
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More images over in my thread:
http://polycount.com/discussion/187416/ue4-swedish-countryside/p1#latest
*sorry about the intial large size*
http://polycount.com/discussion/184167/development-log-building-a-complete-car-from-scans-vr-game-dev/p2
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https://www.artstation.com/artwork/qdQ1R
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http://polycount.com/discussion/181580/high-speed-mech-combat-sports-action-artwar-entry#latest
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Just finished this bad boy, my thread for this guy can be found here: http://polycount.com/discussion/183004/wip-stgw-57-sig-510#latest
Artstation link as well: https://www.artstation.com/artwork/52eBE