So I decided to finally start making a scene from those Organic Textures that I had created a while back, but decided to use some recent tech that maybe some of you saw with my spline generated ropes and cables?
In any case here is a little preview of what I will be doing with the scene. It's very Work in progress in the early stages. I hope you all enjoy!
[ame]
Jacob you need to relax with all of this spline nonsense.
Kidding, pretty awesome
Haha thanks beefaroni. It's getting pretty bad even when I squeeze ketchup out i see splines, I need to take a break and maybe i'll feel spline, dangit fine** feel fine!
Btw your Substance Designer gun is looking really cool! I'm definitely impressed with all of the cool substance stuff people are doing these days. It would be nice to get some more contrast in your renders and really show off the nice roughness you got going on
Working on a new Archer Set for the Chivalry workshop store, finished up the initial bakes for the Helmet (and alt) and now going on to the longbow before cleaning up the bakes and starting textures.
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
Those look great! A bit warped though, but that does give me that good blade-runner vibe
Here is an architectural virtual tour realised in Unreal Engine 4.
This project was made to promote the skatepark and find sponsors.
C&C are welcome!
Enjoy !
Making some fan art for my favorite upcoming game Overwatch! (Add HOTS to that list as well.) Hopefully will have him done in the next few days.Still need to add the staff, hands, detail with the hieroglyphics, and the outer area.
Making this as a variant to the Main sarcophagus at the start of the level. The main idea is to liven up a capture point area in he map with this sarcophagus. The team that captures the point will get a shield for a short period of time from the sarcophagus. Can't wait to post some more updates soon on this fan sculpt!
So Age of Ultron is just around the corner (for Australia at least), and I decided to recreate my favorite superhero in 3D. Concept Art by Nikonov Aleksandr. All other aspects are done by me, Rigged up and ready to go.
First time using Substance Painter for texturing & Marmoset used for the final render. Sculpted in Zbrush This is the real-time model coming in @ 55k tris!
My latest quick Zbrush bust for practice. Didn't plan on making so many League of Legends characters, but there are so many different styles and themes to choose from! XD
Seeing it printed, I will probably go back and change a few things: thicken some things, scale it down, and have it printed in a material that can display more small detail.
Replies
100% Substance Designer, no external bitmaps
In any case here is a little preview of what I will be doing with the scene. It's very Work in progress in the early stages. I hope you all enjoy!
[ame]
Kidding, pretty awesome
Haha thanks beefaroni. It's getting pretty bad even when I squeeze ketchup out i see splines, I need to take a break and maybe i'll feel spline, dangit fine** feel fine!
Btw your Substance Designer gun is looking really cool! I'm definitely impressed with all of the cool substance stuff people are doing these days. It would be nice to get some more contrast in your renders and really show off the nice roughness you got going on
Here is a GAME character based on my friend’s concept Michel Saito !
http://michelsaito.com/wp-content/uploads/2014/04/maenatureza_pintura_6-e1406839485674.png
Done in Maya , Zbrush , Photoshop , Knald
Rendered in Marmoset Toolbag
Cross posting - http://www.polycount.com/forum/showthread.php?p=2284904#post2284904
Working on a new Archer Set for the Chivalry workshop store, finished up the initial bakes for the Helmet (and alt) and now going on to the longbow before cleaning up the bakes and starting textures.
Here are my 2 last work, i don't want to ear the word " gobelin " anymore, and for the next year to come.
More shots in the thread:
DDO prac been doing at lunchtimes, rendered in marmoset.
thread if you have any crits.
LOVE everything about this... except the eyebrows.
This project was made to promote the skatepark and find sponsors.
C&C are welcome!
Enjoy !
For my massive mod project, Fallout: Project Brazil. Some extra assets in the scene by Tau34RUS and Boris Verontsov.
You can follow the workflow here: http://www.polycount.com/forum/showthread.php?p=2285400#post2285400
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Wow Paul looks great!
What a fantastic breakdown, it's always great to read about other artists thought process while working on something.:)
Making some fan art for my favorite upcoming game Overwatch! (Add HOTS to that list as well.) Hopefully will have him done in the next few days.Still need to add the staff, hands, detail with the hieroglyphics, and the outer area.
Making this as a variant to the Main sarcophagus at the start of the level. The main idea is to liven up a capture point area in he map with this sarcophagus. The team that captures the point will get a shield for a short period of time from the sarcophagus. Can't wait to post some more updates soon on this fan sculpt!
I finalized a 1 hour Lunchtime substance piece:
Enjoy!
First time using Substance Painter for texturing & Marmoset used for the final render. Sculpted in Zbrush This is the real-time model coming in @ 55k tris!
See more here if interested https://www.artstation.com/artwork/exosuit-ascend-project
Working on a tower from http://www.tabletop-world.com/. Pretty fun so far.
My latest quick Zbrush bust for practice. Didn't plan on making so many League of Legends characters, but there are so many different styles and themes to choose from! XD
Going to spend alittle more time on those tires
High Rez: https://www.artstation.com/artwork/orbital-industries-exploration-rover
redid the renders on my harley
More to come here:
http://www.polycount.com/forum/showthread.php?t=151154
Seeing it printed, I will probably go back and change a few things: thicken some things, scale it down, and have it printed in a material that can display more small detail.
The only thing stopping us is a lack of modelers...
Still working out some Painter to Toolbag settings but happy with how its going. Thanks to Kay's Slate Tiles III for base material