@fearian maybe I've should have added this screenshot too, maybe this helps. I just thought it's not as clean looking, but it's in my portfolio too. One can always add more assets etc. But I did this with some limitations and for me it was important that the imaginative players and AI would be able to have enough space to move around and for the type of game I designed it for you can't put too many objects in there with unique textures etc. So it's a balance thing and for me the readability, spaciousness etc felt just about right. Sometime from now I might have a completely different opinion about it though and then I will most likely think it sucks.
@Swizzle : thanks man, definitely helpful @jeff : looking cool man, love the design. @Duncan : man it's been a while since i saw some stuff from you. Rad as ever !
Calling this guy done, moving onto other personal projects with a quicker turnaround hopefully Thanks to the people who importantly gave solid crits, it's a massive help and motivator!
Female avatar clothing I created for a mobile game client. Textures include color, specular, and normal maps. Sculpted in Mudbox, textured in Photoshop, rendered in 3DS Max.
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OBJECTIVES: LEVEL PARTITION LAYOUT DESIGN & ART ASSET CREATION.
CYBERPUNK CITY ENVIRONMENT // Merchant Shop
[located at a run-down basement access of a building at the edge of the city.]
Hi there Guys. It's been a while...
A low poly Axe with Hand Painted textures. Collaboration project with the mexican 2D Illustrator Alejandra de la Cruz who was in charge of the Diffuse Map. You can find more of her work here: http://alesauria-roll.deviantart.com/.
I did the modelling, also the generation of Gloss, Specular and Normal Mapps.
[SKETCHFAB]e4bc9f83a9eb4116889b98048a75126a[/SKETCHFAB]
Been working on some clothing shader stuff for Rust. Trying to get the characters out of the stone age and into the tasty tiling normals and grunge age.
Some modeling for CGMA Character art program / course 1 - intro to production modeling. Asset concepts (Don't know original artists) : http://i.imgur.com/wn7W9kB.jpg
Replies
You should stop, Jeff. You're making everyone else look bad in comparison.
Love em'.
@jeff : looking cool man, love the design.
@Duncan : man it's been a while since i saw some stuff from you. Rad as ever !
Anyway here is a poor and classic environment I worked on for the past... well, 2 months at least. Based on a concept from Artyom Vlaskin.
More screens here :
http://www.polycount.com/forum/showthread.php?t=137153
Calling this guy done, moving onto other personal projects with a quicker turnaround hopefully
CROSS x http://www.polycount.com/forum/showthread.php?p=2099539#post2099539
I'm working on this character for a game.
Good gawd Haz *crosses legs* :poly102:
That's an intense friggin van DevMatt!
Sweet helmets Jbird, your scene pillars could do with a floor transition and the odd tile breaker for the floor itself tho :thumbup:
I finally got around to something for Petrol/blood, mostly roughin it in so far.
It's been a while since the last time I posted something so here's a WIP of my entry for the substance contest. Rendered in Marmo2
[SKETCHFAB]e450fa0fa54a45118f709b83a43fbeb4[/SKETCHFAB]
So sick! :thumbup: Keep it up!
Working on this cheeky little fella (tri count is around 7700 at the moment). Based on this concept by Adam Baines:
http://www.pinterest.com/pin/550213279447562842/
Started adding detail.
more progress :
This is a cross post of my locomotive thread : https://dl.dropboxusercontent.com/u/88757227/polycount_images/locomotive106.jpg
The loco is now integrate in the game ! (Train simulator 2014)
Enjoy!
Dude... Thank you so much for this, you just made my day so wonderful.
Done this sculpt earlier today
3 hours from sphere, no reference images used
crits welcome
YAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!
_________________________________________________________________________
OBJECTIVES: LEVEL PARTITION LAYOUT DESIGN & ART ASSET CREATION.
CYBERPUNK CITY ENVIRONMENT // Merchant Shop
[located at a run-down basement access of a building at the edge of the city.]
That's terrific, interbreasting design too.
A low poly Axe with Hand Painted textures. Collaboration project with the mexican 2D Illustrator Alejandra de la Cruz who was in charge of the Diffuse Map. You can find more of her work here: http://alesauria-roll.deviantart.com/.
I did the modelling, also the generation of Gloss, Specular and Normal Mapps.
[SKETCHFAB]e4bc9f83a9eb4116889b98048a75126a[/SKETCHFAB]
OMG, best character ever !
Looks nice! very inspiring.
(voice in my head: hmm, Makes me want to do a Warcraft fanart myself,
...I'll probably try modeling Mountain King from Warcraft III.)
I want to fight with that! :poly142:
Trying to get better at achieving likeness
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High
Low
Here's what I got for today.
3DO preview of my Skywind Imperial Gauntlet and Boot
You can take a look more in this thread:
http://www.polycount.com/forum/showthread.php?t=137246
Big props to Joachim Holm
Got to have a bit of fun at work yesterday, concepting a robotic arm in 3D-Coat:
[ame="
Took about 11 hours.
Some more WIP from me, started working on some new trees and added some new ground vegetation and terrain textures.
Might be time to fire up a thread for this soon.
still a weapon
Hope you're not employed by Skynet?!
...yeah still needs lots of work...
Maybe I should point out that it is going to have a base and leaves... Here's an early blockout.
This is how it become...
and this is the old old version when wraith king was skeleton king...
you can check it out here and hopefully give it a vote. http://steamcommunity.com/sharedfiles/filedetails/?id=286425506
Really clean design.
Love this! It has a lot of character.