I'm working on a Virtual Reality environment: the players will be on the middle of the platform and be shooting at targets swarming around them: A few renders out of C4d and Unity as I'm building it out:
Decently low poly count because this is going to run on samsung GearVR devices I also can't use any transparent FX like particles or additive blending shaders because it drops the frame rate a ton
Redid the rendering on an older work from this year.
Currently working on 2 other projects (Both still WIP)
A start view for a (fictional) game. Currently working on some crystal shaders inside Unreal and getting the scene more fleshed out.
And another project which is going to give me a Blueprint inside Unreal, generate a root/branch along a spline and also letting them animate over time. All done in Unreal engine 4.
I just finished an modelling module and rendered my final model in UE4. Next semester is about making it better. I already know what bits I want to change like making actual fur planes on face and adding details to the armour, but I want to ask you if there is anything you like or not and why. Just say what I could improve. Urcheon of Erlenwald is a guy that was cursed to have a hedgehog head during day time. I have attach two renders fron UE4. Here is as well a link to a turntable rendered in ue4.
i guess i need dedicated thread, but will post it here first, the character still in Marmoset render, but im planning to bring it to that unreal enviros later on.
I participated in the Ludum Dare game jam and created Forklift Man:
His superpower is that he can grow his limbs rapidly at his will. In the
game you are faced with various challenges and puzzles that you have to
overcome and solve by using your new found ability.
Getting the growing working with just scaling and moving bones was surprisingly easy getting it to grab physic objects and not going through things was a nightmare. Too many problems to count, that start with UE4 characters can only have 1 simple capsule collision and end with physic object going rogue and flying through walls. I got it relatively good working in the hot fixed build though. The art is not much to speak of, I had to rush it all since I had only 3 days time for everything but I'm pretty happy with it.
Great work everyone! I've been working on an environment in Unity 5 after work for a couple of weeks now. I just added SSR from the 5.3 update to the scene. Still WIP, I have a ton of stuff I want to add to the scene, but its starting to come together.
Just about done with this for the Polycount Tower. I'll still be polishing up on this a bit more for the portfolio. I wasn't able to embed the Sketchfab file in a post.
WIP shot of the Russian and Milita forces of the upcoming tactical shooter Squad. (NOTE: Textures are just blockout colors/mask. Everything you see is a work in progress)
Replies
Decently low poly count because this is going to run on samsung GearVR devices
I also can't use any transparent FX like particles or additive blending shaders because it drops the frame rate a ton
Currently working on 2 other projects (Both still WIP)
A start view for a (fictional) game. Currently working on some crystal shaders inside Unreal and getting the scene more fleshed out.
And another project which is going to give me a Blueprint inside Unreal, generate a root/branch along a spline and also letting them animate over time.
All done in Unreal engine 4.
This is a cross post from my robot
Critics and advices are welcome !
4.9k tris
https://skfb.ly/JpKw
Messing around with lighting.
100% Procedural in Substance Designer 5
AK47
http://steamcommunity.com/sharedfiles/filedetails/?id=575769471
R8 Revolver
http://steamcommunity.com/sharedfiles/filedetails/?id=575211992
Critiques please ☺
I have attach two renders fron UE4.
Here is as well a link to a turntable rendered in ue4.
added bit stuff from new unreal project progress
i guess i need dedicated thread, but will post it here first,
the character still in Marmoset render, but im planning to bring it to that unreal enviros later on.
http://polycount.com/discussion/160987/ridley075-art#latest
High-poly/Low-poly/UV's/Bakes and Weapon Variants created by me, Textures created by Texture Team ( Jonty Roodnick and Lauren Bamlett)
Also Mechwarrior Online has just been released on steam if you havent already go take a look:
http://store.steampowered.com/app/342200/
I've updated my Octorok to see, how it works.
https://sketchfab.com/models/270d2efdc07449f0b041b6cc86899eb0
His superpower is that he can grow his limbs rapidly at his will. In the game you are faced with various challenges and puzzles that you have to overcome and solve by using your new found ability.
Up on Ludum Dare: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=44878
You can grab it on Itch.io: http://tocogames.itch.io/forklift-man
Getting the growing working with just scaling and moving bones was surprisingly easy getting it to grab physic objects and not going through things was a nightmare. Too many problems to count, that start with UE4 characters can only have 1 simple capsule collision and end with physic object going rogue and flying through walls. I got it relatively good working in the hot fixed build though. The art is not much to speak of, I had to rush it all since I had only 3 days time for everything but I'm pretty happy with it.
If MrBFox made a 3d philosoraptor meme, does that mean all memes should be 3d?
https://www.youtube.com/watch?v=TT7vQEE_3rY
WIP
The plan is to take it to a final low-poly textured state, but also pose the high-poly and get 3D prints made. It's a pretty exciting project.
Just about done with this for the Polycount Tower. I'll still be polishing up on this a bit more for the portfolio. I wasn't able to embed the Sketchfab file in a post.
https://skfb.ly/Jupz
regards
https://www.artstation.com/artwork/3bvKY
https://skfb.ly/Jtvo
Enjoy!
https://www.youtube.com/watch?v=3C2gclpNtrg
Check out our art thread!
http://polycount.com/discussion/137627/ue4-game-nelo-art-thread/p1
https://www.artstation.com/artwork/JEP9Z
This is a few screenshots from a personal project I did. Its an environment based around the French Revolution. Rendered in UE4.
Here is a link to my Artstation post.
More on my artstation https://www.artstation.com/artwork/yQKDJ
Hope you like it
(NOTE: Textures are just blockout colors/mask. Everything you see is a work in progress)