Hi everyone! My Artstation where you can see the piece in detail: https://www.artstation.com/aemilion This isn't my first project for 2021 but I wanted to approach the idea of Stylized glass and so I created this magic potion / vial. As a workflow I first modeled everything in Maya, the low poly for the sculpt. I took the Low poly for the sculpt to Zbrush and sculpted details to suggest the elements as much as possible in a stylized manner. I retopologized the objects manually and eliminated the extra vertices I made for support and still in Maya, I UV unwrapped from camera view because I felt like it's much more intuitive like so. I took the low poly into Substance Painter and baked the high poly sculpt onto the low poly obj. The tricky part was of course in SP because here I had to be a little more inventive with the opacity and roughness layers to obtain the glass-like material. In the end I took the low poly model into Blender this time and with node wrangler on I just added the materials in. I had to also find a way to balance the IOR with the transparency and Alpha in Blender. I actually wanted to finish this in Blender because I was able to obtain a dramatic light effect for this stationary object so I did this in Cycles. I hope it's not too sketchy but I really would love to know what you think about it. Also please tell me if this workflow would make sense in general. I know that most game engines don't use ray tracing so this magic potion wouldn't look like this in a regular game but I found that this workflow was the easiest for showcase this idea of stylized glass. Looking forward to your thoughts.
This is my grooming project for Benjamin Deutscher - which I did in Maya with help of the Ornatrix and rendered in Arnold 6.2 with GPU mode on 2x2080Ti(NVLink) in 2020.
The project is still in development and this is just a teaser of full-fledged cinematics, which will also appear soon.
The main task was to create a girl with dirty stylized hair in a cartoon style, but at the same time not quite cartoonish and close to reality.
Frizz on hair little bit different than in my lookdev scene. This is a Benjamin decision.
In this video, I show a small WIP teaser from the cartoon + render test in Arnold 6.2 on the new NVidia Studio drivers + a little making of and demonstration of the Ornatrix object with all the modifiers and settings.
Spent the weekend doing shots of her. I'll be working on a thing for her to hold in her hand now. A lady's gotta accessorize. Sauce and video turnaround link here or on my Artstation.
Hi all, I'm working on an orangutan as I have virtually no animals in my portfolio. Please feel free to post critiques on my blog. Be as brutal as possible. Artstation blog: https://www.artstation.com/sasha/blog/B397/wip-orangutan
I'm currently working at vehicles. I'm very new to it, for the longest time even thinking that there is NO way I could ever do anything so elaborate. Then one day I just dove right in, followed some tutorials and tried it. I'm still very much new at it and learning, but I'm loving it so far and feel like I am a step closer to realizing what I want to do.
Okay so for some previous vehicles, check out my personal page at www.joeyshifflett.com. I don't post step by step updates there, only finished work. So the more complex, and much better pieces, I post work-in-progress images on my instagram page at ShifflettArt.
The '69 Chevelle is an example of one of my older models, when I just started attempting cars. The '34 Ford Pickup is what I'm working on right now.
Hi, I'm continuing work on the Chainperator. It is quite big of a project. Modelling is done, but still I have a lot of plans on him, so stay tuned. I will post updates in my thread
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ArtStation - Dr Eggman, Blaine Fox
This a 3d environment that I finished on blender
My Artstation where you can see the piece in detail: https://www.artstation.com/aemilion
This isn't my first project for 2021 but I wanted to approach the idea of Stylized glass and so I created this magic potion / vial.
As a workflow I first modeled everything in Maya, the low poly for the sculpt. I took the Low poly for the sculpt to Zbrush and sculpted details to suggest the elements as much as possible in a stylized manner. I retopologized the objects manually and eliminated the extra vertices I made for support and still in Maya, I UV unwrapped from camera view because I felt like it's much more intuitive like so. I took the low poly into Substance Painter and baked the high poly sculpt onto the low poly obj. The tricky part was of course in SP because here I had to be a little more inventive with the opacity and roughness layers to obtain the glass-like material. In the end I took the low poly model into Blender this time and with node wrangler on I just added the materials in. I had to also find a way to balance the IOR with the transparency and Alpha in Blender. I actually wanted to finish this in Blender because I was able to obtain a dramatic light effect for this stationary object so I did this in Cycles.
I hope it's not too sketchy
Looking forward to your thoughts.
A few more images can be found here https://www.artstation.com/artwork/xJbq12
My new work!
Hello! Here's the last of the characters I worked on for the Lord of the Prints March release, the Cecaelia Sworddancer!
Full project here: https://www.artstation.com/artwork/zO9Q2m
Artstation post : https://www.artstation.com/artwork/28VDKB
Feel free to check it out on Artstation for more images! https://www.artstation.com/artwork/3dgz2Y
Original Concept art by Camille Peyrebere.
My first stylized character.
Hope you'll enjoy it!
Artstation post
high poly glock with attachments (blocking) - I hate doing hp surface detail so ill just handle it in substance
Renders in my Polycount Topic
This is my grooming project for Benjamin Deutscher - which I did in Maya with help of the Ornatrix and rendered in Arnold 6.2 with GPU mode on 2x2080Ti(NVLink) in 2020.
The project is still in development and this is just a teaser of full-fledged cinematics, which will also appear soon.
The main task was to create a girl with dirty stylized hair in a cartoon style, but at the same time not quite cartoonish and close to reality.
Frizz on hair little bit different than in my lookdev scene. This is a Benjamin decision.
In this video, I show a small WIP teaser from the cartoon + render test in Arnold 6.2 on the new NVidia Studio drivers + a little making of and demonstration of the Ornatrix object with all the modifiers and settings.
Personal 3d art project. Vincent Law
https://www.artstation.com/artwork/J95zGA
https://www.artstation.com/artwork/3dgRQm
Personal 3d project of a D-Frame Robot!
https://polycount.com/discussion/225906/robot-dframe-finished#latest
https://www.artstation.com/edumartinez
Sauce and video turnaround link here or on my Artstation.
https://www.artstation.com/artwork/8edmYE
Here are my new works for hand painted . For betterversion you can visit artstation
https://www.artstation.com/ayakiryu
Stylized Roof-tiles Substance Designer doodle for practice
Portfolio: https://www.artstation.com/artwork/J9VqBd
https://polycount.com/discussion/225965/handgun-hardsurface-modeling-zbrush-maya-game-ready-asset
crow
He's a data broker from the not so far future.
Excited to get rigging!
More images and video: https://www.artstation.com/artwork/kDrElz
Artstation blog: https://www.artstation.com/sasha/blog/B397/wip-orangutan
https://polycount.com/discussion/225997/game-ready-hiking-backpack-latest-personal-project#latest
https://www.artstation.com/artwork/9mbgZv?commentId=4672735
https://www.artstation.com/artwork/Qr8k3E
https://www.artstation.com/artwork/KromGR
I have finished my Johny Depp likeness. Any C&C are welcome
Pls check my Artstation for more HQ renders https://www.artstation.com/artwork/L3XqoK
https://www.artstation.com/artwork/g2nzbG
More imgs: https://www.artstation.com/artwork/48gQL8