This forum is the best! Super cool work guys! Here's a WIP based on a sweeeet concept by Alina Ivanchenko that I really wish I could run around and smash bad guys with
need to finish deciding how to handle details, then retopo > bake > paint
this is practice trying to sculpt like Blizzard, specifically Orb and Faf
Yeah there is no roughness map, what you do is you use roughness slider instead, it controls overall roughness of your entire shared. Its like having solid color roughness map in a game engine. Everything else is pretty typical you have your Albedo and spec maps.
been working really hard on cloth stuff but still not that happy, only thinking I am doing ok.
I think my zbrushing overall is coming along nicely, but I am a bit stuck in a rut, thinking which direction should I go.
vest is marvelous d, trousers are totslly hand made and not finished
maybe I should just do it all in Marvelous Designer with zbrush retouching, buit it kind of feel a bit non artistic, and I wish I was good enough to do comparable stuff by hand
Just finished my first art test for a 3D character artist position at Strength In Numbers Studios to help work on their upcoming game Tuebor. It was an incredible experience and I really learned a lot.
My challenge was to create a 3D character based on an illustration by Christof Grobelski which can be found on the project website www.TueborGame.com
Changed the pattern generator and transformed it a bit to push the chips to the corners to get a more realistic result. Planning on doing a few more of these as I'm really enjoying playing about in Designer.
First off, I just want to thank everyone for the incredible support and feedback with my latest tutorial! You guys are the best and make me even more motivated to make more, and I have many ideas for tutorials in the future. Again, I just love the community of artist that we are apart of!
And secondly, this is the last reminder that the sale for Advanced ZBrush and Character Design with the free mini tutorial with the Keyshot Bridge ends in just over 3 hours! (sale/ contest ends at Midnight April 18th MST)
Plus by getting the tutorial you enter to win the 3D print of the character signed by yours truly!
Here is the link, so act quickly! https://gumroad.com/l/redbeard2
Some more iterations on my hand painted wood. First one, just added a little more color variation. Second one, I increased the density of the wood grain, used a bristle brush to create a rough wood look, and added tonal and color variation. Both are tileable.
Some raw Zbrush sceenshots. About 90% done with the HP on this. Have to clean up the positioning on the quiver and detail a few more areas before moving on.
And some basic Keyshot renders. Keyshot bridge out of Zbrush is awesome.
Modeled and textured 2 of the swords from this concept piece of art I found on Pinterest. Here is the link to original source, took me awhile to track it down, but got to give credit to the sweet original design from BobJimArt
Crossposting from my thread. Starting to do texture tests. This one is made with 3DS Max, Substance Designer and Photoshop. Just trying to learn different workflows to do things and also having fun with nodes in SD
Ive been getting to grips with Modo over the past few weeks and decided to knock this little prop up in the process. The design is taken from the Halo 4 art book. Rendered in Marmoset.
Replies
[SKETCHFAB]888cb879964e4b248f83a42624c0f973[/SKETCHFAB]
Behance project
need to finish deciding how to handle details, then retopo > bake > paint
this is practice trying to sculpt like Blizzard, specifically Orb and Faf
crit plzzzz
I think my zbrushing overall is coming along nicely, but I am a bit stuck in a rut, thinking which direction should I go.
vest is marvelous d, trousers are totslly hand made and not finished
maybe I should just do it all in Marvelous Designer with zbrush retouching, buit it kind of feel a bit non artistic, and I wish I was good enough to do comparable stuff by hand
My challenge was to create a 3D character based on an illustration by Christof Grobelski which can be found on the project website www.TueborGame.com
Still working on my material definition on this thread:
http://www.polycount.com/forum/showthread.php?t=151031
give him a top knot
thread
What do you think?
Been learning substance designer
Crosspost
"Calvin And Hobbes" Tribute sculpt!
It's been a year to the day since I got into sculpting, so here's to that,
Keep on keeping on! ^_^
-Sudhan
A tribute to one of the greatest sculptor, Michelangelo.
Changed the pattern generator and transformed it a bit to push the chips to the corners to get a more realistic result. Planning on doing a few more of these as I'm really enjoying playing about in Designer.
SD5 project file available for download on my ArtStation:
https://www.artstation.com/artwork/substance-designer-material-study-tiled-floor
Are you using reference?
Also I started a devlog here at Polycount a few min ago if people wnat to se more!
Again, the low-poly and UV's were done by Chris Bruin. Cant give him enough credit for helping me out.
And secondly, this is the last reminder that the sale for Advanced ZBrush and Character Design with the free mini tutorial with the Keyshot Bridge ends in just over 3 hours! (sale/ contest ends at Midnight April 18th MST)
Plus by getting the tutorial you enter to win the 3D print of the character signed by yours truly!
Here is the link, so act quickly!
https://gumroad.com/l/redbeard2
Crits and Comments welcome.
listening to Snarky Puppy and looking at this = yes
Some raw Zbrush sceenshots. About 90% done with the HP on this. Have to clean up the positioning on the quiver and detail a few more areas before moving on.
And some basic Keyshot renders. Keyshot bridge out of Zbrush is awesome.
The MegaMan X capsule!
3ds Max and Substance Painter.
http://www.polycount.com/forum/showthread.php?p=2284618#post2284618
thread: http://www.polycount.com/forum/showthread.php?t=151416&highlight=master+chief
Something without much forethought.
SATAN