Hi guys, just saw some great looking stuff here as usual! Got around and finished this fully rendered frame I did with max/vray, zbrush and photoshop. It's based on California's Death valley with a bit of surreal weirdness, hope you like it.
Everyone's stuff is looking amazing! It never fails to inspire me : ) I've been chipping away at this character based off Gus Mendonca's Star Wars 1313 concept. Still a bit rough but making progress. Mocked up a pose quick.
(I've been posting some stuff in my sketchbook, but if I need to have a proper thread for the character to post in the WAYWO, please let me know)
It's still a little WIPy, but it's more or less working-ish. Two playblasts from MAX, and then a basic setup in Unity5/Skyshop. The audio is just something I grabbed from Librivox (public domain recordings), as we try to keep things above board when using other people's work in my department. The scans are from http://www.3dscanstore.com/ and I made my own mesh. I'm *super* particular about my topology, so I didn't buy the animation ready mesh. It's not automated animation, like our research would suggest. We can't automate a new rig until we've tested it pretty thoroughly.
I was working on this spaceship for the upcoming kickstarter project "Proles". If you like it please take a look at the first track of the OST. It's pretty awesome.
For developer I finished a set of parts of the stylized characters it can give you a quick move to prototyping for your gaming Projects. I hope you will appreciate I will wait for your opinion you can download here https://gumroad.com/l/QALRb
Y'aar me hearties, just finishing up a project for University so I thought I would throw it up here for some Crit from you guys/gals. PBR Pirate Cannon, low/high poly mesh made in maya with the textures all done in substance designer and painter.
This week I had quite a bit of fun digging into Plant Factory to author some new plants. I'm also trying out a gradient mapping technique for coloring the plants in engine so I can hopefully both balance the color of each environment and also get lots of good variety out of each asset.
Replies
More Images: https://www.artstation.com/artwork/ox6dJ
Critique: http://polycount.com/discussion/155288/pirate-tower
Got around and finished this fully rendered frame I did with max/vray, zbrush and photoshop.
It's based on California's Death valley with a bit of surreal weirdness, hope you like it.
Cheers
I've been chipping away at this character based off Gus Mendonca's Star Wars 1313 concept. Still a bit rough but making progress. Mocked up a pose quick.
(I've been posting some stuff in my sketchbook, but if I need to have a proper thread for the character to post in the WAYWO, please let me know)
Finally I can share with you some Trine 3 assets! Please see more images and marmoset viewer here: https://www.artstation.com/artwork/n46b9
https://www.artstation.com/artwork/yQDDK
This is a cross-post of my robot :
https://youtu.be/fkyXuLi26sE
It's still a little WIPy, but it's more or less working-ish. Two playblasts from MAX, and then a basic setup in Unity5/Skyshop. The audio is just something I grabbed from Librivox (public domain recordings), as we try to keep things above board when using other people's work in my department. The scans are from http://www.3dscanstore.com/ and I made my own mesh. I'm *super* particular about my topology, so I didn't buy the animation ready mesh. It's not automated animation, like our research would suggest. We can't automate a new rig until we've tested it pretty thoroughly.
https://www.artstation.com/artwork/bBDkn
If you like it please take a look at the first track of the OST. It's pretty awesome.
OST: https://www.youtube.com/watch?v=LqmfZwPfPwM
Twitter: https://twitter.com/prolesgame
Modeling - 3ds Max
Texturing - Substance Painter
A lot more shots and links to the viewer files in the thread- http://polycount.com/discussion/145608/cyborg-assault-swat-woman/p5
Thanks for all the feedback and crits everyone!
Also, there's some nudity, so beware of the body
http://polycount.com/discussion/160556/draenei-character-wip-process#latest
https://www.artstation.com/p/RL5wv
Some HP from today:
First upload here!
Self portrait, First time using more maps then Diffuse and Normal Map.
Made in Maya, Zbrush, Photoshop, Xnormal.
Texture based on reference photo's.
Rendered in Marmoset.
https://sketchfab.com/artrynk
it can give you a quick move to prototyping for your gaming Projects.
I hope you will appreciate I will wait for your opinion
you can download here https://gumroad.com/l/QALRb
more detail on this page http://polycount.com/discussion/158820/package-for-hard-work?new=1
PBR Pirate Cannon, low/high poly mesh made in maya with the textures all done in substance designer and painter.
Got some feedback from the previous render. Added some final touches on this on Marmoset, and finally calling it done.
Simulacra Dev Crosspost
This week I had quite a bit of fun digging into Plant Factory to author some new plants. I'm also trying out a gradient mapping technique for coloring the plants in engine so I can hopefully both balance the color of each environment and also get lots of good variety out of each asset.
Happy holidays! - CJ
https://www.artstation.com/artwork/0ze1V
Some Janice Chu 3D fanart.. UE4
Some breakdown images in my sketchbook thread and over at behance: https://www.behance.net/gallery/32217081/RAMEN-SHOP (if those sort of links are ok)
You can see more of my work on https://www.artstation.com/artist/stephanie
Cheers good people.
You really should spend more time on that IMO, that's a good scene with a lot of potential. Seems a shame to leave it unpolished.
Calling it done
calling it done now (maybe)
Check this out, my version of PKP Pecheneg model I made for the project Survarium.
p.s. More close up screenshot you can see on my artstation page : https://www.artstation.com/artwork/zQ0EZ
Recently had a break to finally put some time into getting these guys set up for beauty portfolio shots and getting them thrown up on art station.
https://www.artstation.com/artist/chrislowrey
Thanks for looking.