Nice! Doing some velvet myself at the moment (not realtime, though) and looked up your solution for the "combing" direction. Turned out to be a quite similar approach. I used two noises in the red and green channel. Good enough.
Hi everyone, this is the result of my attempt to move from the props I make at work to vehicle. Can I please get some feedback? https://www.artstation.com/artwork/oJqKow
This "what are you working on" thread is about quickly sharing what you're doing, not about back-and-forth. That's what having your own topic is all about, so share an update here, and include a link for people to go and see more, and for them to interact with you.
so I have been messing with boot panelling in my spare time, used the well known panelling technique that I used for cars but this works great for shoes and boots and is 90 percent non destructive after exporting to zbrush and doing a bit extra detailing i use the original with 1 sub d and remove all the other modifiers to make the normal map. Comes out super clean still relies on using good topology fundamentals, so is not an easy fix
I’m currently refining some details of the low-poly model, while a friend is creating a test animation for the armored car. Next week, I plan to move on to baking and texturing the Panhard CDM 178, preparing it as a game-ready model to include in my portfolio. (purely a personal project — there’s no actual game, but I’ll make it available for download )
I'm currently still working on my toy makers workshop environment, just done with most the modelling and have started texturing a few of the unique assets.
Howdy, newish to 3D and newer to this community, stoked to see and share some sick artwork. Here are some projects I've been working on, started learning about 8 months ago.
I'm fixing some lighting issues in my current scenario. What do you think could be improved? (I don't know why my artwork didn't load on this post, sorry)
I'm fixing some lighting issues in my current scenario. What do you think could be improved? (I don't know why my artwork didn't load on this post, sorry)
Welcome to Polycount!
First of all, we're not seeing an image or a link, so you might want to Edit that into your post.
Secondly, this "what are you working on" thread is about everyone quickly sharing what we're doing, not really about back-and-forth and giving feedback.
The optimal process is to make your own work-in-progress Topic, then share a visual update here and include a link to your Topic. Then people can go there and see more of your work, and interact with you. More about that process here https://polycount.com/discussion/236570/how-to-use-polycount
Hi, finally completed my major project for my masters, Sicilia, a hero shooter character inspired by the art direction of Marvel Rivals. For more photos and information feel free to check my ArtStation post, hope you guys enjoy it : )
messing with unreal engine 5.6 , just wondering if anyone can tell me about decals. I used them for the puddles. is this a good strategy or would there be a better way to do them? In blender I just did a kind of texture blend with a noise texture as a mask
messing with eevee next , quite nice overall, though it does ocasionally totally freeze my machine:) boots and kneepads are WIP, might resculpt bits of the arms.
messing with eevee next , quite nice overall, though it does ocasionally totally freeze my machine:)
That is a lot better than, using an "engine" while working on the current wip and having the entire room, lights and all shutting down to the room i am in... explain that one, while everything else in the home is still on... suspecting somehow the psu isn't 100% adequate for the setup? sry for off-topic but is there any way to see if a system is over a certain psu requirements? i have 850, anyone know can post a reply or pm me the search term to locate the site or video, for a solution.
so figured out a resonable workflow for making boots/shoes etc. could
still optimise the final boot baking mesh further, but works ok obviously
the panels just get removed for the final bake, as they are all non
destructive. slightly high poly, but ok for modern hardware I think will then do a substance pass , adding stitches etc
so I made a few changes to the workflow. modelling the sole treads is a a huge pain in the ass. decided to got the black and white mask route instead, or just take a design decison and make the sole grips more chunky. the extra amount of polys required is just not worth it for games IMHO
working on it about to finish though, learning blender at the same time.
seems legit enough for me atm, other things are very questionable. Like the oddities and "reloading" or things that need to be done but i am also not on the most updated version.
Hello everyone, I want to share my latest work, the pirate pistol "Death’s Kiss". I used Blender, Zbrush, Substance Painter, and Martoset Toolbazh for this project. The final polygon count was 8,617 tris. My ArtStation - ArtStation - Islam Uzdenov
shoes and boots are horrid to get right:) trying to keep a reasonable polycount is the worst part of it. should have chosen an easier pattern, but I will not be beaten
In early 2024, I had the opportunity to contribute to the initial Research & Development phase of the Cat Sanches asset for Love, Death + Robots (Season 4, Episode 5, Studio - Agbo/Visual Creatures)
I seem to have got this technique down quite well. slightly high poly, but still ok I think, with LOD's or just turning off the bevels
so make the normal sole, subdivide once, so you have a smooth shape, then cut in to it and extrude. You can still subdivide it because the bevels act as support loops. Bit of a pain to manually weight all the edges, but its ok, takes about half a day tto sort it out.
"Bit of a pain to manually weight all the edges, but its ok, takes about half a day tto sort it out.
Might try it by angle, but you have less control"
As an example via Blender in order to preserve WN optimal shading, for medium poly hard surface complex objects, I typically rely on chamfers for boundary edge control alongside face influence set to 'strong' imo a fairly rapid workflow.
Replies
https://polycount.com/discussion/207931/f-2215-thunder-raven#latest
this is the result of my attempt to move from the props I make at work to vehicle. Can I please get some feedback?
https://www.artstation.com/artwork/oJqKow
This "what are you working on" thread is about quickly sharing what you're doing, not about back-and-forth. That's what having your own topic is all about, so share an update here, and include a link for people to go and see more, and for them to interact with you.
More renders and info in my Polycount Topic or ARTSTATION
Mid-poly parts of the armor set for dwarves - Return of Reckoning
https://www.artstation.com/artwork/x3bGLYYou can check more here: https://www.artstation.com/artwork/5Wg3OO
but this works great for shoes and boots and is 90 percent non destructive
after exporting to zbrush and doing a bit extra detailing i use the original with 1 sub d and remove all the other modifiers to make the normal map. Comes out super clean
First of all, we're not seeing an image or a link, so you might want to Edit that into your post.
Secondly, this "what are you working on" thread is about everyone quickly sharing what we're doing, not really about back-and-forth and giving feedback.
The optimal process is to make your own work-in-progress Topic, then share a visual update here and include a link to your Topic. Then people can go there and see more of your work, and interact with you. More about that process here https://polycount.com/discussion/236570/how-to-use-polycount
Hope this helps!
Thread
Artstation
artstation: https://www.artstation.com/artwork/dyDRPe
For more photos and information feel free to check my ArtStation post, hope you guys enjoy it : )
https://www.artstation.com/artwork/1NQ35K
More renders and info: https://www.artstation.com/artwork/kNxeO0
is this a good strategy or would there be a better way to do them?
In blender I just did a kind of texture blend with a noise texture as a mask
boots and kneepads are WIP, might resculpt bits of the arms.
obviously the panels just get removed for the final bake, as they are all non destructive. slightly high poly, but ok for modern hardware I think
will then do a substance pass , adding stitches etc
https://polycount.com/discussion/237637/wip-zombies-in-my-neighborhood/p1?new=1
More renders : https://www.artstation.com/artwork/28rR8B
More renders are on my Artstation: https://www.artstation.com/artwork/6L0wzn
I used Blender, Zbrush, Substance Painter, and Martoset Toolbazh for this project. The final polygon count was 8,617 tris.
My ArtStation - ArtStation - Islam Uzdenov
Just wrapped up a new personal project where I experimented with bringing a more painterly style to my 3D characters.
Thread
Artstation
have chosen an easier pattern, but I will not be beaten
More on ARTSTATION or my Polycount Topic
https://www.artstation.com/artwork/P6BR31
Animation - https://www.artstation.com/artwork/WXDEX2
https://www.artstation.com/artwork/YGW3ZX