Hello guys , here are some images of the sword im working on it is WIP i still need to paint some detail, but i wanted to know what do you think so far. I'm going for a Blizzard style, the concept is from Tyson Murphy.
Hello guys , here are some images of the sword im working on it is WIP i still need to paint some detail, but i wanted to know what do you think so far. I'm going for a Blizzard style, the concept is from Tyson Murphy.
Thanks!
I'd say it looks almost there, but I feel that the outer edge could be defined a little more
- I removed the light contribution of the reading lamp by the door, as I feel it may have been detracting from the overall cosy feeling that the firelight produced.
- The fire itself now has a fully dynamic and animated light source with sharper shadows and less green light (from mixing with blue textures).
- The ceiling light now has a lens flare actor assigned that uses a screen-mapped texture to simulate dust on the camera lens while looking at bright areas.
[vv]49536231[/vv]
There are a whole host of things that I'd like to add to this project (such as game consoles, decals, Banjo's bag) but presentation and lighting wise I think I'm pretty close to completion
Really loving this banjo-kazooie house. It feels so cosy and I feel like this is what a next gen banjo-kazooie game should look like. I´m trying to find something to critique but it´s just way to amazing for me to find something wrong in, I guess you will have to find somebody who is better at this than me:P
Really loving this banjo-kazooie house. It feels so cosy and I feel like this is what a next gen banjo-kazooie game should look like. I´m trying to find something to critique but it´s just way to amazing for me to find something wrong in, I guess you will have to find somebody who is better at this than me:P
Been continuing my research into artistic shaders (for my Masters Degree), this time attempting to recreate the style of the Fable 3 concept art; splotchy, sketchy, with mostly earthy colours.
As i'm concentrating on shader development, I didn't want to spend too long building an appropriate mesh to apply it to. Instead, I used the Genesis stock figure by Daz 3D. I used the included morphs to get something close to the character within Daz Studio 4.5, and then exported it for further sculpting in Zbrush to perfect the shape (namely the jowls and brow). I also sculpted some finer details into Zbrush and baked it as a normal map, as well as painted a very basic diffuse map with the polypaint tools (I plan to redo the diffuse map).
Right now, the shader uses about 50 instructions, but I have yet to clean it up and optimise it.
Here´s another fanart based on The Other Brothers project. I love the game at first sign (both art and gameplay), and I miss the chance to help with $ in their first crowdfunding campaign. So this is my humble way to help spread the word...and to keep me drawing aswell.
Thank you sir for the awesome new desktop background
Just submitted our game to the 48-hour Adventure Time gamejam that was held this weekend. Figured I'd post what we came up with here. Give it a look. Both of us are really proud of it.
In response to the critique that all my heads look the same, I'm taking steps to remedy this.
So I worked up a head based entirely on references from one actress & tried my best to override my habits. Critiques appreciated. Extra points if you can guess the actress, but I don't really expect anyone to. Maybe with more time and practice.
Testing some polypaint on this one. I think I'd like to concentrate on nice realtime eyes and hair for this one. I just want a solid realistic piece in the portfolio
Replies
Well here's another study. Just trying to improve on faces, they need a lot of work.
SAI 45 mins.
Also here's my brush settings if anyone is curious. This is for Paint Tool SAI
Also, a process sheet of last night's study.
Also thanks MM for the paint over, worked it into the sculpt. Calling this horsey done know.
been working mainly on the eye overlay and shadertweaks, but also added a first rough version of his glasses
need to update the dirt on his forehead, now that the glasses are on ^^
Worked today on face of my toon girl. Obviously left one is new.
http://www.polycount.com/forum/showthread.php?p=1665147
workin on the stuffs
and some doodles to add.
Thanks!
target: UT3
Thread: http://www.polycount.com/forum/showthread.php?t=105234
http://www.polycount.com/forum/showthread.php?t=105369
(quick textures and the hair has barely been touched)
Little cross post from my portfolio topic here
Tessellation on trees!
:DDDDD loveit
I'd say it looks almost there, but I feel that the outer edge could be defined a little more
Love it! So much character:poly124:
- I removed the light contribution of the reading lamp by the door, as I feel it may have been detracting from the overall cosy feeling that the firelight produced.
- The fire itself now has a fully dynamic and animated light source with sharper shadows and less green light (from mixing with blue textures).
- The ceiling light now has a lens flare actor assigned that uses a screen-mapped texture to simulate dust on the camera lens while looking at bright areas.
[vv]49536231[/vv]
There are a whole host of things that I'd like to add to this project (such as game consoles, decals, Banjo's bag) but presentation and lighting wise I think I'm pretty close to completion
Here I decided to post a couple of tiled textures, this my first tiled texture.
C&C really appreciated
Hope you like it
-Woog
Going to spend one more evening with this guy and call it done. Need crits!
been painfully learning mental ray.
I am leaning towards the one on the left, eyes are abit freakier
As i'm concentrating on shader development, I didn't want to spend too long building an appropriate mesh to apply it to. Instead, I used the Genesis stock figure by Daz 3D. I used the included morphs to get something close to the character within Daz Studio 4.5, and then exported it for further sculpting in Zbrush to perfect the shape (namely the jowls and brow). I also sculpted some finer details into Zbrush and baked it as a normal map, as well as painted a very basic diffuse map with the polypaint tools (I plan to redo the diffuse map).
Right now, the shader uses about 50 instructions, but I have yet to clean it up and optimise it.
Graze -- Tight!
Been modeling a Viper Mark 2
So I worked up a head based entirely on references from one actress & tried my best to override my habits. Critiques appreciated. Extra points if you can guess the actress, but I don't really expect anyone to. Maybe with more time and practice.