Started a 3D modeling course in February and now I'm picking up ZBrush tutorials! Got the Nexttut course on Udemy and this is how one of the projects looks so far.
Trying to recreate Adam Adamowicz's Fallout 3 dart gun based on his concept art for that weapon. Currently on retopology, will sculpt in some metal damages/scratches on Zbrush before texturing in substance.
I started working on a project a year ago, at the very beginning I wanted to make a web version of an escape game in a haunted house.
As I developed I added websockets to make the game multiplayer.
And finally my initial project turned into a multiplayer virtual art gallery.
I am currently working on the VR mode.
Hey everyone, I'm working on this pistol the Luger P08. This is my current high res and I'm just looking to get some feedback as I'm not entirely confident on all the modeling and am looking for some advice.
The Mauser Karabiner 98k rifle was widely used by all branches of the armed forces of Germany during World War II. It saw action in every theatre of war involving German forces, including occupied Europe, North Africa, the Soviet Union, Finland, and Norway.
this model was created in blender textured in substance 3d painter and rendered in marmoset.
I'll just make a blockout without any detail. Just to animate a dummy for a pixel art top down 2D game.
Needs no clothing or anything just a few color blocks maybe not even a texture for now, just 1 hour tops….. aaaand I've done a low poly model. Okay then.
It's from "The Last Of Us" series ,
The character itself is a fungus based creature, work is still in progess, currently working on body details
Do give me critique , reviews and What sort of things i might improve in my sculpt (note that this is my 2nd sculpt and it's been only a week since I started using Zbrush)
I've been really busy with life and work the last 1-2 years so haven't had time to work on any art sadly. Finally got back on track and am working on a new character called Valkyrie. This is the finalized high poly model which Im currently working on retopology.
I've been working on doing a color/polish pass on my environment textures lately, while also playing around with some vertex blending and lighting. More progress in my THREAD.
improving my rendering slowly but surely. this is the raw render, got some env couds, mist etc in comp. need to break up the floor a bit too, with shadows or different bricks/some overgrown plants maybe. will change the heineken sign to blineken or something:) and make the main sign text in to 3d
so these are actually VR , just posted a shot of the left eye so i can show it on the forum better, but the fog works great in VR, could never quite figure out how to render nice fog, but I have kind of cracked it now Not sure what to put in the foregorund., maybe some kind of creature crossing the road or maybe break it up with puddles render time was 13 minutes total 4096 samples at 0.0070 noise threshold with openimage denoiser( not in post)
spent a lot of time messing with volume fog, got it working in VR ie steroscopic fog which is cool The problem with fog in cycles is that it appears in the mist pass whether you like it or not, so you could have invisible fog in the raw render and bring it back in in the composite by bringing in the mist pass, then add a denoise to the mist pass. renders very clean too This took about 12 mins to render, this is the cropped version of the left eye, but in order to make it VR you cannot crop the image, have to leave a big black border, so its stays at 4096x2048
Click this for all your H.S. designing needs, i've tried to do highpoly stuff in zbrush it takes a lot of getting used to so i do subd modeling which helps achieve the looks i am after perhaps look into it, he also does the handle you have here.
@Ruz cool stuff, i am never in fog so i wouldn't know how it actually looks like, other than that i have to say for me the V.R. imgs do not make me happy lol its just a bit odd for me to look at trying to "correct it" upon viewing. (never v.r.'d, do not plan to, i think it will destroy my eye sight, just me though i am sure, just outsiders opinion, and we all got da bungholes... ya know, it is a saying.)
well that's why i made VR fog, for those who never experienced that, but then how would they know if it looks wrong or right anyway I love VR personally, but each to his own. some VR makes yuo feel a bit sick, but I try to go for VR comfort look I think your gun needs better bevels, just hard edged would be tough when trying to bake normals. Handle looks a bit weird too, like too cushiony Good start though
Hi guys, I want to share with you my latest work of Karabiner K98. Modeling done in Maya, and texturing in Substance Painter. Any comments and suggestions are most welcome. My portfolio https://vivian628.artstation.com
Another update, liking the cleaner style. One thing I noticed that with cycles it seems harder to get a nice specular, Vray seesm to make a nicer more colorful midtone. Cycles BSDF seems to lack the amount of controls , like diffuse amount, diffuse roughness etc
messing with vray, mamaged to get a nice clean render 4096x2048 in about 20 mins ( using CPU rather than GPU). This 9s obviously a cropped version
I have used both Arnold and Vray in the past, but focused on cycles a lot recently. Vray is pretty cool, loving it so far, though cycles is pretty useful too
flipped normals on the green channel as VRay does not like mirrored stuff, though its easily fixed but putting the strength at -1
Replies
WIP working on a space marine for my portfolio. Thread
Started a 3D modeling course in February and now I'm picking up ZBrush tutorials! Got the Nexttut course on Udemy and this is how one of the projects looks so far.
roar
did some kinda practice sculpts and posted them on my AS
Finding my way with static lighting in Unity URP and time management for a project with multiple assets. Cloth is tricky but interesting.
Trying to recreate Adam Adamowicz's Fallout 3 dart gun based on his concept art for that weapon. Currently on retopology, will sculpt in some metal damages/scratches on Zbrush before texturing in substance.
Composition in wild West style.
folds…WIP
Artstation : https://www.artstation.com/artwork/BXkzkm
I started working on a project a year ago, at the very beginning I wanted to make a web version of an escape game in a haunted house.
As I developed I added websockets to make the game multiplayer.
And finally my initial project turned into a multiplayer virtual art gallery.
I am currently working on the VR mode.
Tadaaa, here is the result.
https://3dchan.org/
My latest work.
Hey everyone, I'm working on this pistol the Luger P08. This is my current high res and I'm just looking to get some feedback as I'm not entirely confident on all the modeling and am looking for some advice.
The Mauser Karabiner 98k rifle was widely used by all branches of the armed forces of Germany during World War II. It saw action in every theatre of war involving German forces, including occupied Europe, North Africa, the Soviet Union, Finland, and Norway.
this model was created in blender textured in substance 3d painter and rendered in marmoset.
Nearly done with an update to my AKS-74UN
Pineapple
https://www.artstation.com/artwork/bl0JNn
I'll just make a blockout without any detail. Just to animate a dummy for a pixel art top down 2D game.
Needs no clothing or anything just a few color blocks maybe not even a texture for now, just 1 hour tops….. aaaand I've done a low poly model. Okay then.
Been working on a new sculpt called
"The Clicker"
It's from "The Last Of Us" series ,
The character itself is a fungus based creature, work is still in progess, currently working on body details
Do give me critique , reviews and What sort of things i might improve in my sculpt (note that this is my 2nd sculpt and it's been only a week since I started using Zbrush)
Shazam!
More can be seen HERE.
My version of a Space Marine from the Warhammer 40k universe High Poly - Progress Shots https://www.artstation.com/artwork/XgJ0al
I've been really busy with life and work the last 1-2 years so haven't had time to work on any art sadly. Finally got back on track and am working on a new character called Valkyrie. This is the finalized high poly model which Im currently working on retopology.
I've been working on doing a color/polish pass on my environment textures lately, while also playing around with some vertex blending and lighting. More progress in my THREAD.
Working on a stylized moped, tried to approximate the lighting from Overwatch's Lifeweaver as a study.
https://polycount.com/discussion/144149/chris-pereiras-thread#latest
Concept Art Done By: Labros Panousis
https://www.artstation.com/hdk1ll3r
More pics here https://www.artstation.com/artwork/6NdZzn
need to break up the floor a bit too, with shadows or different bricks/some overgrown plants maybe. will change the heineken sign to blineken or something:) and make the main sign text in to 3d
Not sure what to put in the foregorund., maybe some kind of creature crossing the road or maybe break it up with puddles
render time was 13 minutes total 4096 samples at 0.0070 noise threshold with openimage denoiser( not in post)
This is my first time creating an open world environment for an open world game. Done in UE5. I am going for a more realistic style. All feedback is welcome.
PS. I wish YouTube wouldn't compress video quality, but what can you do
https://www.artstation.com/a/27438595
More in my Polycount Topic
Video and HQ Renders on Artstation
The problem with fog in cycles is that it appears in the mist pass whether you like it or not, so you could have invisible fog in the raw render and bring it back in in the composite by bringing in the mist pass, then add a denoise to the mist pass. renders very clean too
This took about 12 mins to render, this is the cropped version of the left eye, but in order to make it VR you cannot crop the image, have to leave a big black border, so its stays at 4096x2048
I love VR personally, but each to his own. some VR makes yuo feel a bit sick, but I try to go for VR comfort look
I think your gun needs better bevels, just hard edged would be tough when trying to bake normals. Handle looks a bit weird too, like too cushiony
Good start though
https://www.artstation.com/artwork/GemW6N
My portfolio https://vivian628.artstation.com
https://www.artstation.com/artwork/XgGEOw
seesm to make a nicer more colorful midtone.
Cycles BSDF seems to lack the amount of controls , like diffuse amount, diffuse roughness etc
messing with vray, mamaged to get a nice clean render 4096x2048 in about 20 mins ( using CPU rather than GPU). This 9s obviously a cropped version
I have used both Arnold and Vray in the past, but focused on cycles a lot recently. Vray is pretty cool, loving it so far, though cycles is pretty useful too
flipped normals on the green channel as VRay does not like mirrored stuff, though its easily fixed but putting the strength at -1