This was my first project in Modo. Im primarily a Maya user and I must say, the modeling tools in Modo are quite nice! I particularly love the Morph Mesh for use as a cage mesh creator. I didn't have to re-create my cage mesh every time I made a change to my low poly!
Texturing all done in Substance Painter... probably the best new software in 10 years IMO!
Decided to rebake an old piece of mine and to retexture it, using Substance Painter . It's still work in progress, details like decals and small stuff is missing, but wanted to share anyways.
All pictures are from inside UE4. The mesh has around 22k triangles and I use two set of 4k maps.
Hi there, some really nice stuff is going on in here!! I really have to check out substance painter after watching this thread.
After a long time of just reading and asking questions I finally can show something again.
Beside work I spent nearly every free minute on this project.
I've posted already an early video last year but now I have setup a development blog "Rollin's Forge" and made a new devlog video.
As most of the work was coding I can't show that much but I hope it's enough for a short video.
Hi guys! I revisited my old work to fix some minor areas and redo the hair based on the critiques I'd received.
A quick color pass and still not sure with my hair sculpt though.
Then he will have awesome proportions. Now his lower body somehow take more attention then it should. Anyway super solid work. I love it and I look forward to seeing more
This is my first fully complete normal mapped character so I would like to thank Hai Phan, if you are new to character modeling his course makes things really clear and also the polycount tech forum.
I have prepared a set of models in the Chinese style
Components they have for characters, objects to Chinese architecture,
Chinese symbols and all in good quality. Elements of rock crystals and runes.
53 object I collected for use in game projects and concept works.
my Chinese elements perfectly suited for casual games also you can use to create dioramas for 3D printing
or print individually. previously done DynaMesh. https://gumroad.com/romanyuk
On this page you can see the process of creating a set and my example application objects http://www.polycount.com/forum/showthread.php?t=126351
and here more pictures http://www.polycount.com/forum/showthread.php?t=158820
Hello, getting into hand painted textures and started out with some swords, please let me know what you think, thanks. Followed a tutorial for the sword and shield, the sword by itself was my attempt at it alone, had a lot of fun with these.
@konras Thanks for the critique, really appreciated! Yep the Alex ross' kingdomcome. I don't even know why I make him muscular, I also used that as reference, maybe because I am studying anatomy at that time. haha! I will take a note on that. cheers!
Found an old model from a couple of years ago I never finished, decided to finish it up as a little fun exercise whilst I'm between scenes. Still got a lot left to model but it's getting there. Might make this a part of a new scene I had in mind a few years ago.
Some models I did from the recent game Toy Soldiers: War Chest. Learned a lot when working on them, had even more fun doing some old-school toys. These were some of my my favroties.
Replies
My workflow here:
http://www.polycount.com/forum/showthread.php?t=158753
You can check more images and models in marmoset viewer here:
https://www.artstation.com/artwork/handpainted-practice
Looks nice! Now you need to model something inside this exoskeleton
Demo one VCD by engine9 on Sketchfab
One of my favorite cars of all time done in a similar style to Drift Stage(awesomeness):
[ame="
Check this thread: http://www.polycount.com/forum/showthread.php?t=156578
[ame]
love that 2d projected reflection. cool work man.
This was my first project in Modo. Im primarily a Maya user and I must say, the modeling tools in Modo are quite nice! I particularly love the Morph Mesh for use as a cage mesh creator. I didn't have to re-create my cage mesh every time I made a change to my low poly!
Texturing all done in Substance Painter... probably the best new software in 10 years IMO!
All pictures are from inside UE4. The mesh has around 22k triangles and I use two set of 4k maps.
Textured in Substance Painter
https://www.artstation.com/artwork/knight-helmet
working on a bit of fibremesh for the stubble and hair. It's quite hard to control overall
http://www.polycount.com/forum/showthread.php?t=157997
After a long time of just reading and asking questions I finally can show something again.
Beside work I spent nearly every free minute on this project.
I've posted already an early video last year but now I have setup a development blog "Rollin's Forge" and made a new devlog video.
As most of the work was coding I can't show that much but I hope it's enough for a short video.
[ame]
Hope you like it guys!
Gave my knights a space slightly more emotional than the empty void. I think it turned out pretty well. (the rest of them are in my sketchbook)
Link to the thread:
http://www.polycount.com/forum/showthread.php?t=153750
A quick color pass and still not sure with my hair sculpt though.
Any suggestions for a pose?
Artstation
Also heres my Female Anatomy study 2015
CnC for both would be appreciated! heres my thread link Thanks! cheers!
Artstation/more pics
http://www.polycount.com/forum/showthread.php?p=2363762#post2363762
Working up the high poly for a UT character model.
However I think you gave him way to much muscles on his tights -> http://static.comicvine.com/uploads/original/11119/111195325/4563870-6640911534-71952.jpg
Also I feel his chest should be a lot bigger http://img3.wikia.nocookie.net/__cb20081111200604/marvel_dc/images/c/cd/Superman_(Kingdom_Come)_13.jpg
Then he will have awesome proportions. Now his lower body somehow take more attention then it should. Anyway super solid work. I love it and I look forward to seeing more
thi one is called shannyn
viewer is up at artstation, https://www.artstation.com/artwork/test-11
This is my first fully complete normal mapped character so I would like to thank Hai Phan, if you are new to character modeling his course makes things really clear and also the polycount tech forum.
Did a little bit more texture work in Zbrush on this one:
USR "Displacer" for Fractured Space. Concept & all asset work by myself, background image from NASA.
Components they have for characters, objects to Chinese architecture,
Chinese symbols and all in good quality. Elements of rock crystals and runes.
53 object I collected for use in game projects and concept works.
my Chinese elements perfectly suited for casual games also you can use to create dioramas for 3D printing
or print individually. previously done DynaMesh.
https://gumroad.com/romanyuk
On this page you can see the process of creating a set and my example application objects
http://www.polycount.com/forum/showthread.php?t=126351
and here more pictures
http://www.polycount.com/forum/showthread.php?t=158820
@Daew saw the realtime. really great!
I made this prop over last weekend, textured in SP.
visit my Artstation page to see the Marmoset Viewer scene.
cheers!
No sound tho, ran out of time
[ame]www.youtube.com/watch?v=EPBd96YiH_s[/ame]
If you are interested, the download link for the game itself is in the description under the video.
https://www.artstation.com/artwork/sentrygun-mk2
Next stage is to get it firing in UE4
See more images at my ArtStation
cross post from my wip thread here: http://www.polycount.com/forum/showthread.php?t=118881
Finishing up this hp model Modo style!
Thanks!
Progress thread http://www.polycount.com/forum/showthread.php?t=156839
Base for the first two done by Nick Capra