Been trying to do some more anatomy stuff. I would probably go a little higher with the base these days, but since it's not the final low/mid poly its ok I think. I don't think I have actually posted that much of my zbrush work tbh
its one of those 'cross eye' images ie make yourself go cross eyed to see the image in 3d. you can also view it in 'DEO VR' by switching the eyes in the video settings, then setting it to 'side by side' and 'flat'
Took me a long time to figure how to get a nice render and have consistent results, particularly for VR. I would make some more improvements to the texture set/Trees if I had the time. maybe a bit of fog, low lying mist etc
Nearly done modeling in Plasticity one of the hero props (a pipe wrench used as a murder weapon) for the crime scene. Excited to start the zbrush damage pass this weekend.
@jbeck3d - so plasticity is a cad bsed program? I have heard of it but if its for games would there be any advantage in working in that program as compare to maya or blender?
so decided to upgrade some of my car models to higher res versions. This is the low poly render, so thinking I might upgrade this. will give it some basic seat and interior. Quite a cute car. anyone know how to make the leaf shadows greenish? I enabled shadow caustics, but has no discernable effect
Ruz The shader must use transmission or be translucent or transparent. That's also the order in which they'll bleed more color, with transparency being the most saturated and cheapest option.
@jbeck3d - so plasticity is a cad bsed program? I have heard of it but if its for games would there be any advantage in working in that program as compare to maya or blender?
Big advantage I've found so far with Plasticity is speed and ease of iteration with a base model + learning curve is very forgiving. Plasticity is now my go-to for general hard-surface modeling while Blender is still my default for everything else (including retopo of what I do in Plasticity)
@jbeck3d - so plasticity is a cad bsed program? I have heard of it but if its for games would there be any advantage in working in that program as compare to maya or blender?
A couple of discussions creating assets using parametric workflows:
As for plasticity, it's a hybrid NURBs - Direct Modeling paradigm enables accurate edits to geometry without history based dependencies, that typically define CAD tools. Anyways there's pros and cons so imo best way to find out for yourself, is download a trial and whip through a tute - https://www.artstation.com/marketplace/p/5VNzN/alternative-hard-surface-game-ready-production
might take a look at plasticity at some point - fusion 360workflow looks interesting too
so I finally managed to render metallic blue might move the rear decal down a bit I have actually improved the shader a bit. 2 methods, one with white albedo/colured coat tint, one with coloured albedo, not quite sure yet
so i decided to tidy up my scene by appending to a new file. seems to have improved something. Used Blender 5.0 release version( cycles) Some of the textures, like the pavement were saved as SRGB, but were insanely bright in the viewport. Appending to a new file seems to have fixed some of the issues. For example the car looked really nice in its own scene, but appending to the main scene totally killed the colours. Blender can be a bit odd sometimes
Trying to figure out if I still remember how to do environment art. Making master materials and shaders and whatnot. it has been a while. All feedback is welcome, especially bad ones.
First time posting, please visit the artstation link for the wireframe and more detailed pics of the mesh itself. Thanks! A wall for a modular building inside of UE5: https://www.artstation.com/artwork/kNbbDx
Revisiting an older model of a stubby flintlock pistol. Goal is to have a nice low-poly model for handpainting Here's my thread: Sylized Stubby Flintlock Pistol (WIP)
working on this project. Testing out the usd pipeline in Maya and Vray ( this scene is assembled via usdStage from various assets ) I worked on the asphalt material today , adding the water in the cracks. After some "twister" moments in the hypershade, I figured something out.
At the moment, I am developing a horror game environment for my final
major project at university, drawing inspiration from Highgate
Cemetery,
Victorian spiritualism, and classic British/American horror films like
Hellraiser and The Exorcist. My tutor recently shared on Polycount that
he visited Highgate Cemetery after looking at my environment concept,
and I recommend checking it out if you're in London (it's like the
secret garden, with overgrown vegetation, but full of dead people lol). I
will continue to
work on my environment and will keep you updated on my progress.
At the moment, I am developing a horror game environment for my final
major project at university, drawing inspiration from Highgate
Cemetery,
Victorian spiritualism, and classic British/American horror films like
Hellraiser and The Exorcist. My tutor recently shared on Polycount that
he visited Highgate Cemetery after looking at my environment concept,
and I recommend checking it out if you're in London (it's like the
secret garden, with overgrown vegetation, but full of dead people lol). I
will continue to
work on my environment and will keep you updated on my progress.
Don't forget the tons of spider webs when you get to it
At the moment, I am developing a horror game environment for my final
major project at university, drawing inspiration from Highgate
Cemetery,
Victorian spiritualism, and classic British/American horror films like
Hellraiser and The Exorcist. My tutor recently shared on Polycount that
he visited Highgate Cemetery after looking at my environment concept,
and I recommend checking it out if you're in London (it's like the
secret garden, with overgrown vegetation, but full of dead people lol). I
will continue to
work on my environment and will keep you updated on my progress.
Don't forget the tons of spider webs when you get to it
yes, lots, and i was researching into how to make realistic web without looking toony or too cliche. Are there any techniques you could recommend that are effective?
Hey, guys! I am working on my final development project which is a vinyl jukebox inspired by art deco style and Bioschock game series. Almost done with the model and about to do some sculpting to add more details to the metal
Just finished this project! Unfortunately I have to move on from this given I have other uni projects but I carry the lessons I learned with me:D https://www.artstation.com/artwork/eRBgEG
Hey I am new here, I did not find any thread to introduce myself, I am currently studying Digital art and have been working on lot of things. One of my private projects is this Scania Truck:
So
I hand sculpted this back in around 2012 ( bottom left), then lost
interest in it for various reasons. Putting together a new version now. I
have a lot of projects like these where at the time my overall skills
were not quite up to it, but feel I can do it now. Will do a zbrush pass
on the back pack next and the new pockets . I could redo it with marvelous designer, but where would be the fun in that
Hello, I am almost finished with my vinyl jukebox. Although I would like to add more details I need to move on other projects. I started laying out some basic textures now.
Replies
https://polycount.com/discussion/233402/wip-jedi-realtime-character-metahumans-in-ue-5-6#latest
EDIT so i find these are best to view in DEO VR player. has a lot of different viewing options
I don't think I have actually posted that much of my zbrush work tbh
https://polycount.com/discussion/237847/interior-environment-with-hero-assets-wip-log-1960s-apartment-crime-scene#latest
will give it some basic seat and interior. Quite a cute car. anyone know how to make the leaf shadows greenish? I enabled shadow caustics, but has no discernable
effect
I have actually improved the shader a bit. 2 methods, one with white albedo/colured coat tint, one with coloured albedo, not quite sure yet
Some of the textures, like the pavement were saved as SRGB, but were insanely bright in the viewport. Appending to a new file seems to have fixed some of the issues. For example the car looked really nice in its own scene, but appending to the main scene totally killed the colours. Blender can be a bit odd sometimes
More details and screenshots in this thread.
https://polycount.com/discussion/237936/sci-fi-courtyard-environment-wip-ue5/p1?new=1
Making master materials and shaders and whatnot. it has been a while.
All feedback is welcome, especially bad ones.
A wall for a modular building inside of UE5: https://www.artstation.com/artwork/kNbbDx
Goal is to have a nice low-poly model for handpainting
Here's my thread: Sylized Stubby Flintlock Pistol (WIP)
ArtStation - Charter Arms Undercoverette .32
working on this project. Testing out the usd pipeline in Maya and Vray ( this scene is assembled via usdStage from various assets )
I worked on the asphalt material today , adding the water in the cracks. After some "twister" moments in the hypershade, I figured something out.
Like something from the Myst game
yes, lots, and i was researching into how to make realistic web without looking toony or too cliche. Are there any techniques you could recommend that are effective?
Thanks, ill check it out
https://www.artstation.com/artwork/eRBgEG
The physics showcase thingy is here if anyone wants to try it out.
(download this GLB, and drag into this viewer)
Over the past few months, I’ve been working on completing this piece, and I’m really happy with how he turned out.
Made with Maya, Zbrush, Substance painter and rendered in Marmoset Toolbag.
Artstation: https://www.artstation.com/artwork/Ov6Pby
Reel: https://www.instagram.com/reel/DSGCRiXEetd/
I could redo it with marvelous designer, but where would be the fun in that
Here's the link to the thread, I will do my best to update it regularly
https://polycount.com/discussion/237984/wip-3d-character-the-course-of-infection#latest
follow my instagram i'll follow back. https://www.instagram.com/bakecg/