This is NSFW project im working on for a while. Kuuga the first Kamen rider of Heisei era in his Super Ultimate Rising Form which only appear in the SIC saga novel from SIC figure line. This one is the combination of various Official designs from SIC and fan made concepts. Here is the testing video with Gruzam Combat animation Pack and retarget with UE5 engine https://www.youtube.com/watch?v=xJ91Id_53xw You can check out in my Artstation link https://www.artstation.com/bogialata
Working on my portfolio tbh. Not sure how to find a job with little experience aside from modding fallout 4(I work on Fallout Miami and to a lesser extent help out with Fallout Cascadia. I also tried to teach the community how to implement new creatures from scratch skeleton and all.) I know how to sculpt, retopo, rig/skin and animate.
currently 16.yo and wondering if i even have a chance on getting a job in the art industry soo i am currently modelling a gangplanks 3D model from the ruined king Game from LOL. the Reference was from Hicham Habchi's concept art of gangplanks
New member here. Wanted to open by showing my project I've been working on as part of my college capstone. I've actually gotten a rig made up for the model and will be weight painting it soon, which will allow me to make proper renders and animations. Wish I could show textures and rig together, but the rig is being done in maya whose viewport doesn't play nice with metal maps at all.
I want to share my latest works and breakdown which you can find in the 3D Topics.
Rust is a very complex topic for many artists and I want to share my findings on how to build a strategy to create procedural rust and where to start first and how to read image references to be able to translate certain features into the 3d space.
test render of my other 3d scene. This place is just behind Durham Catherdal. https://youtu.be/jM9ZRJsytR8 The octagonal building on the left is actually a water tower which feeds water to the pump with the handle. I don't think its still working though
Started this a while ago, the fur was 'very'
tricky . The base texture was painted in zbrush using only polypaint.
based on my cat , who is 15 years old now Fur was done in blender, using particles, rendered in cycles
Finally got some lights baked in Unity for this scene and tried a bit more of a warmer tone. Looking forward to getting the updated enemies running around in here!
Still WIP and more stuff can be viewed in my THREAD
Game ready asset done for the Hero Prop assignment at Think Tank Training Centre. Responsible for all aspects of the model. Modeled in Maya, high poly details sculpted in ZBrush, textured in Substance Painter and rendered in Marmoset Toolbag 4.
Just a few thoughts - one end of that sticky tape looks like it's floating, on I'm guessing a silicon chip thingy? also with the amount of wear you'd applied, I'd expect to see slightly more grotty keypad and perhaps a subtly smudged fingerprint or two smeared across the device's face.
https://www.youtube.com/watch?v=S4Kfzyda5vI animation tests, walk and run you can change the link from being a youtube short by removing the short bit in the link from /shorts/S4Kfzyda5vI
Been working on this one for alittle bit now. trying to get it finished so i can move onto something else soon before the end of the year hopefully.
where would you like to go with this stylewise? atm i feel like the detailapproach is a bit clashing with the pretty toony proportions
Im basing it off of a concept from mortiz. I kinda wanted it to be a bit overwatch but maybe a bit more details too, but not going too realstic texturing wise. https://www.artstation.com/artwork/aYWgz2
Been working on this one for alittle bit now. trying to get it finished so i can move onto something else soon before the end of the year hopefully.
where would you like to go with this stylewise? atm i feel like the detailapproach is a bit clashing with the pretty toony proportions
Im basing it off of a concept from mortiz. I kinda wanted it to be a bit overwatch but maybe a bit more details too, but not going too realstic texturing wise. https://www.artstation.com/artwork/aYWgz2
i know the concept and overwatch inside out, i could make huge "this is how it would be done on overwatch" feedback list, but that doesnt make sense if you wanna go a whole different direction
Been working on this one for alittle bit now. trying to get it finished so i can move onto something else soon before the end of the year hopefully.
where would you like to go with this stylewise? atm i feel like the detailapproach is a bit clashing with the pretty toony proportions
Im basing it off of a concept from mortiz. I kinda wanted it to be a bit overwatch but maybe a bit more details too, but not going too realstic texturing wise. https://www.artstation.com/artwork/aYWgz2
i know the concept and overwatch inside out, i could make huge "this is how it would be done on overwatch" feedback list, but that doesnt make sense if you wanna go a whole different direction
I imagine alot of the shapes are for sure softer with bevels, but im curious what else makes the overwatch look?
so for one i do think you did a good transition of the concept into the overwatch universe in terms of proportions, i do love the concept a lot but its a bit too toony for what overwatchs style is. maybe the eyes are a bit too big still and could feel a bit more humanoid. i will try to stick to your work and not compare it too much to Moritz concept therefore. take my painting with a grain of salt, i suck at painting xD
overall the surface quality and edge quality is all over the place, overwatchs style is like super polished, reduce wonky shapes, make sure materials are readable through modelling as well as sculpting. so the bevels on edges are consistent throughout a material. not sharp here and soft there.
in general i think bevels could be wider and yes also softer. concavities tend to stay sharp while convex shapes tend to go softer to catch nice highlight.
try to avoid 90° angles, overwatch is chunky 45° angles with soft wide edges. the softer a material the softer the edges will be. so say you start with crystal being the hardest, then metal, stone, wood, rubber, leather,hair, skin etc. it goes softer in terms of edge definition
next thing would be integration, you have a ton of surfaces just clashing into the surface underneath, while everything should be nicely fit. the concept even indicates it here:
Overwatchs detailling phase relies HEAVILY on floaters integrations can be done this way, but also stuff like this detail
make sure you reduce surface wobbles. the mask is a good example. this is machine made metal pieces, yours has a cosplayer rubber feeling due to those wonky shapes
something that goes into the previews comment would be checking your distances, atm your padding is all over the place, its wide here, thin there, not picking up the shape underneath or breaking it on purpose, so it feels wobbly
having it wider here and narrower there is doable but i feel it could be better balanced against the surrounding shapes
Things like this would be modelled or at least retopoed and adjusted to have a clean profile all around, yours is clearly sculpted. it comes as a shocker to most people applying to work on OW for us, zbrush is an afterthought here, a tool you use maybe in blockout to figure out shapes or add a fold here in cloth and a strand there in hair. an Overwatch model on our end is like 90% subdiv ready.
same for the lines on the body, atm they feel sculpted in, not like layering of pieces of different fabrics, this line is especially super wobbly. it should be the same seamline all around, laying nicely on top of the body underneath
These pieces are way too improvised, feel very rubbery and cosplay-y this would get a clean modelling pass.
hair and cloth alike feel too noisy, bumpy, try to do less but more graphical
its usually pretty triangular shapes, also try to avoid shapes that look like cuts, similar to what i wrote about the modelling, concave areas are more defined, convex are softer for catching highlights in the right way
here is something from our internal documentation
in general work yourself from clean simple shapes to complex ones, doing all strands in one piece from the get go will result in dents that are really hard to fix
once you put some anisotropic highlight on there, it will smack you in the face. generally i feel like it looks too much like layered planes. beside the skin, this is the most organic material you have and in parts it feels more man made than some of the metal pieces you have. I smeared over everything a fair bit, there is plenty of stuff i could still do, editing this post is getting more and more exhausting, but i guess you get the idea
In many cases i would have to tinker with it in 3d, this is where i am home, not in painting
and a few great examples in the end
this is all a subdividable mesh, zbrush was in use to figure out the folds, but the final asset is so clean because it has a proper clean basemesh.
Nice stuff Neox anyhoo I have been messing with Blender Geometry Node hair and this is my first attempt. There is so much more you can do with it, but I am impressed so far Clump and frizz are now modifiers ( geometry nodes) and the curve sculpting is pretty good too. I think combining this with the Latest version of Hair tool will be great for game hair
Wow I was definitely not expected a dissertation, but i definitely appreciate it! I figured some of the things were done more simplistically and "chunkier". I'm definitely gonna take away aspects of that and implement more of it into the model. Some of the things you mentioned i was planning to do in the texturing phase. What you did what the hair definitely helped a ton, because i was definitely trying to figure out how to create more interesting shapes. Thanks a ton for all the tips! I wish there was a way to pin this threadiwse, but there's some info here. Definitely inspired!
*decided to quote tweet a link to the post instead of just having fullpage quote tweets so everyone else can be seen*
messed with someone else's thing cause would take to long to make my own but its fnaf inspired so "relevant", worked on more than working on, just to show them and hope to see their version of this if you desired to do it themselves, i would of-course remove this.
Replies
https://youtu.be/Jh4aYrrp4Wo
Concept art By:Labros Panousis
https://www.artstation.com/artwork/9EZxoy
I’ve been testing a new glTF extension for diffuse transmission, with a photogrammetry asset.
This one is the combination of various Official designs from SIC and fan made concepts.
Here is the testing video with Gruzam Combat animation Pack and retarget with UE5 engine
https://www.youtube.com/watch?v=xJ91Id_53xw
You can check out in my Artstation link https://www.artstation.com/bogialata
https://www.artstation.com/artwork/NGdyDP
I want to share my latest works and breakdown which you can find in the 3D Topics.
Rust is a very complex topic for many artists and I want to share my findings on how to build a strategy to create procedural rust and where to start first and how to read image references to be able to translate certain features into the 3d space.
Thread - Mastering Materials: Rust
Thanks for reading,
Cheers
https://youtu.be/jM9ZRJsytR8
The octagonal building on the left is actually a water tower which feeds water to the pump with the handle. I don't think its still working though
https://www.youtube.com/watch?v=_JO3FVQY1gc
defaults to 360p , but you can adjust it to 1080p . whats going on with you tube these days?
I finished the breakdown for one of my latest environment
you are welcome to take a look)
[UE4] Black Shuck
Please feel free to check my post on Artstation: https://www.artstation.com/artwork/WBrVkJ
fat Bloke, another zbrush doodle - and no its not a self portrait
animation tests, walk and run
you can change the link from being a youtube short by removing the short bit in the link from /shorts/S4Kfzyda5vI
to /watch?v=S4Kfzyda5vI
where would you like to go with this stylewise? atm i feel like the detailapproach is a bit clashing with the pretty toony proportions
https://www.youtube.com/watch?v=8iWjK8Msrzo
https://www.artstation.com/artwork/aYWgz2
Thread is here.
https://polycount.com/discussion/233722/hell-knight-looking-for-feedback
I imagine alot of the shapes are for sure softer with bevels, but im curious what else makes the overwatch look?
anyhoo I have been messing with Blender Geometry Node hair and this is my first attempt.
There is so much more you can do with it, but I am impressed so far
Clump and frizz are now modifiers ( geometry nodes) and the curve sculpting is
pretty good too.
I think combining this with the Latest version of Hair tool will be great for game hair
I am no where near being a hair expert BTW
*decided to quote tweet a link to the post instead of just having fullpage quote tweets so everyone else can be seen*
https://www.artstation.com/artwork/xDobaY
https://www.artstation.com/artwork/obdbgJ