Working on a Toronto subway environment a Project that was born from working on a workflow to convert marvelous animated cloth into a game engine. inspired by the Toronto Subway System.
A vacation bus I made as a practice for modeling and texturing. Decided
to make it low poly and make all textures on one set. In the end I also
wanted to add some life to it so i made like small animations for
portal, LED screen and a truck.
Awesome concept art heavily inspired by Damascan Alexandrin
Creating a futuristic ninja. Starting with the under armor from a rough blockout, there will be some heavier armor pieces layered ontop, as well as a cowl / helmet. Hoping to create an energy katana.
slowly working up the engine. I don't know a huge amount about cars, but I just need to put enough if the major details in people do not focus on what's missing. added the alternator and some of the belts . this is for a model pack am making
Hi guys. Working on my hard-surface skills. Here's a rifle I am making. It's an AP9. Time to do the Low Poly , UV and texture this thing. Have not done 3D in a while. Getting back to it and tryin to lend a job. Hope this pays off. Cheers. If nothing else feels good to be back at what I love doing
Hi all. I'm currently working on modeling a GAZ 51 truck. I'm learning, yes, I'm not modeling quite correctly, but understanding this comes in the process. This work is for the soul... I would like to create, albeit not an exact copy, but a machine with many parts and mechanisms. And with the experience gained, in the future I will implement new projects with a more correct approach!
more on the Kia undercarriage. not too bothered about the technical accuracy side of it, though i might improve it a bit later most artists don't even bother to model the underneath unless you are working on a car game and the car might flip over
Good day to you all! Working on a little stylized house and I didn't expect it to be more of a environment project I made only props before with individual baking textures. Well good luck to me Also first time modeling in Maya and I'm so confused after Blender
so I am discovering this tehnique using face influences for weighted normals. pretty aweseme really the idea is to to give less strength to the bevels and more strength the the large polys
https://www.youtube.com/watch?v=S1aJdBGolXA
fixes about 90 percent of shading issues on low poly models
EDIT just relaised thta most of the time Harden Normals works jsut as well, which is weird as it actually makes the bevel look softer
There are virtually no hard edges, just bevels with face weight influence - slight weirdness on the panels, but I can probably redesign that slightly
Hi there I want to share the works in the creation of which I participated as a part of the DragonFly team, I worked on the Wayfinder project as a 3D technical team lead from the very beginning of the project for about 4 years. My job was a technical review of the models, teaching and helping a team to polish each technical aspect to reach the best result on retopology, UV and baking. More works on https://www.artstation.com/alexander_blackfenix
Continuing my biggest personal project yet, Star Wars Republic Commando Intro Remake. Check out the latest addition: Spider Droid! It was like mini-boss in game. In my case it will be used in training montage scene. Cheers!
Many structures in nature are produced in relatively simple processes and therefore can be modeled using script-based approaches. I summarized a number of possibilities in a recent video - have a look!
Recently finished a cyberpunk military-police cyborg character I'd been doing as hard-surface and muscle anatomy practice. Actually had this on the backburner for a bit so I could focus on sculpting something else until recently. Can find the Artstation page here: https://www.artstation.com/artwork/LRwDvw
This thread had struck a chord, remembering starting out myself trying to learn this CG stuff and their blocked object has a neat looking silhouette, kinda steam-punky vibe so decided to spend time tweaking a bit.
Private miniature commision of "Ghazghkull Mag Uruk Thraka" based on the Coverart of Mark Gibbons. The overall height of the miniature is 80mm from bottom to top of the head (without the spike) Here is the Full project:
My truck is slowly becoming more detailed. I also made the steering fully functional. You can animate the rotation of wheels and all components in any position from start to finish.
Working on the lighting and texturing of my next portoflio piece in Unreal 5. Here is a test with Lumen, but I will most likely be doing the environment in a proper traditional baked 100fps+ workflow (using GPU Lightmass currently), and then have lumen lit as well for contrast. On the environment.
Replies
a Project that was born from working on a workflow to convert marvelous animated cloth into a game engine.
inspired by the Toronto Subway System.
more screens https://andreychx.artstation.com/projects/ao4L4k
Getting towards the end on this Tucket Sno-Cat. Starting to lay down some grungier textures before wrapping it up.
I tried to make He-man as realistic as possible. I still have a lot to learn in case of posing.
https://www.artstation.com/junk_drawings
https://www.artstation.com/artwork/AlWyoe
https://www.artstation.com/artwork/Dvy1wy
Link: https://t.me/hellbrush_art and https://twitter.com/hellbrush
Creating a futuristic ninja. Starting with the under armor from a rough blockout, there will be some heavier armor pieces layered ontop, as well as a cowl / helmet. Hoping to create an energy katana.
I just need to put enough if the major details in people do not focus on what's missing.
added the alternator and some of the belts . this is for a model pack am making
Stylized Lantern Post
by n1k on Sketchfab
love doing
Here's a link to my topic! https://polycount.com/discussion/233033/wip-old-arched-house-environment#latest
A couple of flights of what we have at the moment:
https://www.youtube.com/watch?v=mt4ETMuXb2k
https://www.youtube.com/watch?v=iW8ArfhybS0
most artists don't even bother to model the underneath unless you are working on a car game and the car might flip over
Working on a little stylized house and I didn't expect it to be more of a environment project I made only props before with individual baking textures. Well good luck to me
Also first time modeling in Maya and I'm so confused after Blender
the idea is to to give less strength to the bevels and more strength the the large polys
fixes about 90 percent of shading issues on low poly models
EDIT just relaised thta most of the time Harden Normals works jsut as well, which is weird as it actually makes the bevel look softer
There are virtually no hard edges, just bevels with face weight influence - slight weirdness on the panels, but I can
probably redesign that slightly
car is aorund 40,000 tris, no subd
I want to share the works in the creation of which I participated as a part of the DragonFly team, I worked on the Wayfinder project as a 3D technical team lead from the very beginning of the project for about 4 years. My job was a technical review of the models, teaching and helping a team to polish each technical aspect to reach the best result on retopology, UV and baking.
More works on https://www.artstation.com/alexander_blackfenix
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ArtStation - Project A - Realtime Character, Marlon Wolf
Thank you!:)
Many structures in nature are produced in relatively simple processes and therefore can be modeled using script-based approaches. I summarized a number of possibilities in a recent video - have a look!
Can find the Artstation page here: https://www.artstation.com/artwork/LRwDvw
(what I am working on right now)
You can have a better look on the artstation posts I've made for them respectively
Masked Soldier: https://www.artstation.com/artwork/elvrdY
Elf Witch: https://www.artstation.com/artwork/XgvEk3
Ghazghkull Mag Uruk Thraka
Private miniature commision of "Ghazghkull Mag Uruk Thraka" based on the Coverart of Mark Gibbons. The overall height of the miniature is 80mm from bottom to top of the head (without the spike) Here is the Full project:
https:www.artstation.com/artwork/xDb5kE