This is a current project that I am working on. It stems from a project that I created about a year or more ago where I created an angel tree inside of a cathedral. Needless to say the original was a bit lacking mainly because I kept the tri count incredibly low. So now I am recreating this project, but not inside a cathedral
I really like the idea for the tree-thing! Are you doing it all in zbrush?
I'm not sure if you want critique, but if you do, it seems to me with the dryad-creature that you might be starting high detail a bit soon, before the basic shapes are blocked out properly? Like the brachialis muscle on the arm looks a bit too prominent maybe? I don't think you'd really see that muscle on such a delicately built person. Maybe you should work some more on a lower res, before going into that much detail?
Woah, that tree thing really caught my attention - no offence on the weapons tho! (they're nice aswell). Perhaps it's my little fetish for organic things made in zbrush....ahem....anyway! Like Veneficus said, pay more attention to the lower subdivisions in zbrush. And a tip is to Not do details on your sculpt before you've retopologized the mesh. Reason for that is, that you can get hell of alot more detailing on a retopped mesh than on the 'start-up' mesh since the flow of the polygons will be at your advantage. This was just a heads up, if you already knew the workflow - well....now you just got reminded
I know just what you mean with working with the retopped model and going from there. There actually is a retopped and unwrapped model of this. The silhouette of the low res is a little different as I'm planning on maybe trying two different texture sets for this "scene" if you will. I haven't messed around with too much hand painted texturing so I want to take a huge stab at this with that as well as I might do another texture set with photo ref just to see how it looks . Thanks a lot for the input! I still have a long way to go on this project!
Finally I got some time to complete this project as it's been dragging for a bit. Anymore time on it and I will tweak it until the day I die :poly124:.
These can also be seen here in their full resolution.
This was an old sketch that I finally completed in 3D. More practice at hand painted textures. Here is a high poly render and the low poly final render.
Tank Hangar in the Unreal 3 Engine. This is a little old but is completely playable. The only thing in here that isn't my model (or a default pick up in the game), the the sky box outside. Both my Mutineer and Dark Nova weapons are usable pick ups in the level.
This is a project that has taken a bit to complete because I have a new job as a 3D artist that I have been working for about a month! I have a zillion more interesting ideas that I would now like to move on it. Forward HO!
Man, that shield is awesome. I love the work on the inside as well with the buckle and handle. A really nice touch. Your weapon process stuff is also really cool. I require more cool shit!
Hey thanks a lot, Max really appreciate it! And speaking of cool stuff, keep posting! I really like seeing all the stuff that you work on. It's all complex and has a refreshing style.
I really need to get on here more. A) to look at other people's awesome stuff! To keep my work up to date. Here's some stuff that is newish or brand new!
Here's a little high poly project I had started a week ago. I'm thinking about zbrushing some more detail into it. So far, it's just a hard surface model in max.
Current project I have going. Here are some renders of my turret in UDK. Need to spend more time in this engine because it's SWEEET. There are some heavy Borderlands influences in here.
GameStop was holding a Saints Row IV Weapons contest to which the winner would have their weapon added to the game as a DLC. This was my submission for the contest: The TurBITE. It sucks the enemy toward you and then smashes them with a bear trap. I did all of the sculpting in ZBrush and then composited renders in Photoshop.
Currently I am working on a game prototype with a friend of mine. This is the main character, Eli. He's a time knight able to slash through dimensions with his Gear Blade.
It might be cool to see some more rubble around the base of the broken pillars, it feels a little bit clean. Also maybe breaking a few of those blue lanterns could really sell the concept.
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I'm not sure if you want critique, but if you do, it seems to me with the dryad-creature that you might be starting high detail a bit soon, before the basic shapes are blocked out properly? Like the brachialis muscle on the arm looks a bit too prominent maybe? I don't think you'd really see that muscle on such a delicately built person. Maybe you should work some more on a lower res, before going into that much detail?
Don't get me wrong though, looks good so far:)
Keep up the good work!
These can also be seen here in their full resolution.
The higher res images can be seem here.
This shield is a bit older but I never did any renders of he high poly before.
Thanks! I really appreciate it. Just keep doing what I can to get better. Thanks for stopping by!
It might be cool to see some more rubble around the base of the broken pillars, it feels a little bit clean.
Also maybe breaking a few of those blue lanterns could really sell the concept.
Great work!