Just getting this hp ceiling light done for a sci fi hydroponics lab it has about 4 points of movement not including rotation and the light pannels I suppose I could consider jointed if rigged lol, I loosely based it on an octopus and a machine arms lol
Hi guys, here is the last character that i worked on in my free time. It is not real time - it was rendered in vray. I wanted to make a character that could fit into a game cinematic. If you are interested in more pictures and some wip's chceck out my artstation - https://www.artstation.com/artwork/NPRwD
Will be teaching an Organic World Building class with CGMA. Going to be teaching students how to build an environment in UE4 and how to create large cliffs like this that incorporate slope shaders, vertex height blending, detail normal maps, world offset position as well as other features using tiling textures
Hello People! Did this piece for my intro to maya final at Gnomon. Modelled in Maya, textured in Photoshop and Substance Painter and rendered with Vray. It was done in 3 weeks and it is based on the concept by Szymon Biernacki. https://www.artstation.com/artwork/498rq
Finishing off the quick little 'Last gen' to PBR project I was working on with this last piece. My goal, first of all, was to update the textures for PBR. Secondly to practice posing, as I feel this aspect has been pretty weak in my previous work. And with that came basic rigging and skinweighting. (QuickRig in this case and manual Skinning with interative skin weight tool and manual skin weight painting.)
Finished my Strip Club little scene What do you think?! I censored the thumbnails, Feel free to give me your opinions ! https://www.artstation.com/artwork/n5mOX
Work in progress low poly Corgi Traveler Based on a concept by the talented Lynn Chen. Just started painting it in 3DCoat, laying down the base, plenty to do This is going to be loads of fun to paint
Something I'm working on for the last days - high poly of a Star Citizen defense turret concept. Lower part is already high poly. The top part is still low poly and I'm still not sure about the drum part.
Hi all! As soon as Corona 1.7 was released - I was interested in a new Shader for the hair and skin. First I created the Forester and you saw that I had with it. But then I wanted to try to do a real person. Sculpting from scratch would take a very long time, because you need to work out every little detail. And impatience to try the new shaders have led to the fact that I downloaded all known Emily from the WikiHuman for my experiments. Since it was set up under Vray, I immediately converted it to Corona. Then created from scratch the Shader of the skin, added a few missing textures and during the experiments got what I wanted. But it wasn't enough for me and in the end I created a full hair and the new lighting, had added the small hairs on the skin, eyebrows and modified eyelashes. So - I got what you can see in this renders. Rendered on the Forrender.com with 6*Dual Xeon E5 2670 - 192 Threads - 2.60Ghz. Time - 10min. Noise - 3%
Working on this zombie for my college's conclusion assignment (model done by a friend and UV mapping/ texture by yours truly) Due time tomorrow and still not fully finished. Wish me luck, friends.
I am working on a little christmas scene for the holidays. It is for a handpainting challenge on sketchfab. I am only doing textures on the given model. I always like christmas themes:D
Something I've been working on as a way to get back on track with personal work : ) Also have a few more screenshots and details on: https://www.artstation.com/artwork/wwXv5
Hi guys, here is the last character that i worked on in my free time. It is not real time - it was rendered in vray. I wanted to make a character that could fit into a game cinematic. If you are interested in more pictures and some wip's chceck out my artstation - https://www.artstation.com/artwork/NPRwD
[This post has been moderated. Please read the first post, top of each page]
Just finished making revisions to this scene, hope you like it! Based on concept art from The Last of Us. Modeled in Maya, textured and post-processed in Photoshop, and rendered in V-Ray
[This post has been moderated. Please read the first post, top of each page]
This is SUPPOSE to be a quick warm-up asymmetry sculpt. . . aaaand I ended up finishing the whole piece, surprisingly just less than a day. its based on the legendary Renamon of Karabiner's illustration.
Replies
My first character modeling. I'm actualy working on an environnement for this character.
https://us.v-cdn.net/5021068/uploads/editor/kg/88xux0od1wkx.png">
Just getting this hp ceiling light done for a sci fi hydroponics lab it has about 4 points of movement not including rotation and the light pannels I suppose I could consider jointed if rigged lol, I loosely based it on an octopus and a machine arms lol
I'm working on a cyberpunk bar. Its incomplete but I would love some feedback on how to improve what is already there? Thankshttps://us.v-cdn.net/5021068/uploads/editor/85/dwhat809va9u.png">
I did this piece for my Intro to Maya class at Gnomon.
Modelled in Maya, Zbrush was used to create displacement maps for the couch, Textured in Photoshop and rendered with Vray.
More and High res renders: https://www.artstation.com/artwork/oGndO
Reference Image : https://www.flickr.com/photos/juhell/13306311565/in/faves-155690044@N07/
https://us.v-cdn.net/5021068/uploads/editor/d1/lt0m56gs84s0.jpg
Did this piece for my intro to maya final at Gnomon.
Modelled in Maya, textured in Photoshop and Substance Painter and rendered with Vray.
It was done in 3 weeks and it is based on the concept by Szymon Biernacki.
https://www.artstation.com/artwork/498rq
More renders on
https://www.artstation.com/artwork/LdPRP
My goal, first of all, was to update the textures for PBR.
Secondly to practice posing, as I feel this aspect has been pretty weak in my previous work.
And with that came basic rigging and skinweighting.
(QuickRig in this case and manual Skinning with interative skin weight tool and manual skin weight painting.)
Breakdowns can be found on my artstation.
More high-res pics and a Marmoset Viewer at my Artstation: https://www.artstation.com/artwork/owE44
King (キング)
S Class Rank 7 Hero
One Punch Man Fan Art
Different renders and model shots at https://www.artstation.com/artwork/45KJ4
Also Higher Res images here: https://www.artstation.com/artwork/x9Gqr
What do you think?!
I censored the thumbnails, Feel free to give me your opinions !
https://www.artstation.com/artwork/n5mOX
[ADMIN: unfortunately censoring the thumbnails doesn't prevent Google from flagging this as Sexual Content]
https://www.youtube.com/watch?v=UERKgVdYNb4
http://polycount.com/discussion/195223/0022-weaponparts#latest
I made a little workflow tutorial with Marvelous Designer. It shows a quick workflow for game assets.
Artstation link: https://www.artstation.com/artwork/0bGJ8
https://us.v-cdn.net/5021068/uploads/editor/or/ytjfeqx82ybs.jpg">
[beware 3300 x 14126 pixels]
Just a gun.
More https://www.artstation.com/artwork/X6Zxn
https://cdna.artstation.com/p/assets/images/images/008/542/722/large/amor-kh-6.jpg?1513437369">
https://cdnb.artstation.com/p/assets/images/images/008/543/281/large/amor-kh-hellokitty.jpg?1513441394">
https://cdna.artstation.com/p/assets/images/images/008/541/728/large/amor-kh-bullets.jpg">
Sculpt based on ilustration by Ray Chan
www.behance.net/gallery/128322…
Lower part is already high poly. The top part is still low poly and I'm still not sure about the drum part.
You can find more here: https://www.artstation.com/artwork/PRlaB
I finished a Batman Fanart based on Adrian Wilkins Concept
Link to my artstation post : https://www.artstation.com/artwork/1PJ8K
Link to the original concept : https://www.artstation.com/artwork/3VyOA
As soon as Corona 1.7 was released - I was interested in a new Shader for the hair and skin. First I created the Forester and you saw that I had with it. But then I wanted to try to do a real person. Sculpting from scratch would take a very long time, because you need to work out every little detail. And impatience to try the new shaders have led to the fact that I downloaded all known Emily from the WikiHuman for my experiments. Since it was set up under Vray, I immediately converted it to Corona. Then created from scratch the Shader of the skin, added a few missing textures and during the experiments got what I wanted. But it wasn't enough for me and in the end I created a full hair and the new lighting, had added the small hairs on the skin, eyebrows and modified eyelashes. So - I got what you can see in this renders.
Rendered on the Forrender.com with 6*Dual Xeon E5 2670 - 192 Threads - 2.60Ghz. Time - 10min. Noise - 3%
More renders, gif and etc in the my Polycount Topic
This was a ten week project I worked on over the course of this past semester. The goal I wanted to achieve was to create an urban environment, while earning a better understanding of Substance Designer and Painter.
More Images on my Artstation:
https://www.artstation.com/artwork/n5rmX
https://us.v-cdn.net/5021068/uploads/editor/bu/uq2oqut9jw7r.jpg">
https://www.artstation.com/artwork/X6Zxn
https://cdna.artstation.com/p/assets/images/images/008/542/722/large/amor-kh-6.jpg?1513437369">
https://gumroad.com/l/VaNvP
A scene I've been workin on for the past couple of months. Last of Us inspired building/street: https://www.artstation.com/artwork/dndaQhttps://us.v-cdn.net/5021068/uploads/editor/ta/ja0brlu9ff79.png">
I made this in my free time
https://us.v-cdn.net/5021068/uploads/editor/jk/kkj6kba8w816.jpg">
check out my artstation https://www.artstation.com/jader_hr
Due time tomorrow and still not fully finished. Wish me luck, friends.
model
Realtime - UE4: Roman Courtyard, WIP
More Images: https://www.artstation.com/artwork/ARgqN
Portfolio: https://www.artstation.com/tyleranlauf
model
Something I've been working on as a way to get back on track with personal work : )
Also have a few more screenshots and details on: https://www.artstation.com/artwork/wwXv5
Portfolio for more images: https://www.artstation.com/artwork/WDNBv
https://cdna.artstation.com/p/assets/images/images/008/580/892/large/ezra-lau-female-03.jpg?1513706135
Did a PG female anatomy study sculpture. A few more shots on the Artstation:
https://www.artstation.com/artwork/Oe8Nw
Comments/critiques always more than welcome! Happy holiday season you beautiful Polycounters
finishing up an environment:
https://www.artstation.com/artwork/Ldqvr
with breakdowns here:
http://polycount.com/discussion/151877/sketchbook-neko-zero#latest
https://cdna.artstation.com/p/assets/images/images/008/560/790/large/william-l-neko-eoa2.jpg?1513571518">
https://cdna.artstation.com/p/assets/images/images/008/560/788/large/william-l-neko-eoa4.jpg?1513571514">
Hey guys!
I rendered the block-out of a sci-fi shotgun I'm working on. Trying to study the art style from the game 'Destiny'.
https://us.v-cdn.net/5021068/uploads/editor/a0/9mqswgpiv5b8.png">
Just finished making revisions to this scene, hope you like it! Based on concept art from The Last of Us. Modeled in Maya, textured and post-processed in Photoshop, and rendered in V-Ray
https://us.v-cdn.net/5021068/uploads/editor/4a/0nbj7ujsaxv6.jpg">
http://polycount.com/discussion/180343/sketchbook-manuel-de-jorge#latest
https://us.v-cdn.net/5021068/uploads/editor/44/csilg6q6a1zi.jpg">
Having some variation to your edge width can really help sell the smoother areas.
Great start though, keep it up!