I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal/indie project. It's a dungeon crawler, with 3D grid-based movement and 2D turn-based party combat and inventory systems. The project needs a 2D freelance artist willing to work against a backlog of tickets to polish and extend…
Hey! I've been messing about in Max doing some NPR look development. Everything here is pretty much procedural, including the textures. Each "berg" is about 2k polys, with a 1024x1024 normal map. I'm gonna bake down the textures and see can I get something similar going in real-time. There are some more images here:…
Hey all, I created these little fellas for my mobile game, Necta Collecta. I also made a cinematic teaser with them. Let me know what you think. iTunes Link
A while back, I took a class on ZBrush and sculpted these two characters from artwork by Danny Beck: A few classes later, I decided I wanted to do technical art for games, and to practice, I turned these sculpts into game-ready characters and rendered them in UE4: I want to put this on my portfolio, but I feel like it's…
Hi Everybody! I've been trying to explore new animation styles, i usually do more realistic animations but i wanted to get out of my confort zone. What do you think ? All the comments are highly apreciated. BTW. Thank you for your feedback on my reel. It helped me so much!!…
I recall there was a episode on the new TMNT on Fox Saturday mornings or Cartoon Network that had the Turtles help out one of Michelangelo's favorite comic book heros. Here is synapse from the episode guide at http://www.ninjaturtles.com/ EPISODE FORTY EIGHT "Return of the Justice Force" Story Editor: Lloyd Goldfine…
Hello, Polycount! This is my first topic here. And I want to share with you my last work that I do some time ago. The goal of this stuff was learn more about Unreal Engine 4. I did this scene using concept art by Ivan "real-sonkes" Smirnov. Here's link: http://real-sonkes.deviantart.com/art/Bilge-450009955 There is no…
Hey guys, I'm doing my first human head model and it's very stylized which I know is a bad way to start but it's for a mod so Anyway, the meshflow doesn't look very pretty to me at all, so if yall have some suggestions I'd be chuffed. After that I shall require help pelt mapping it, cause I tried an the results were str8…
So I'm working on a final film at school, and I'm creating the foliage. My current workflow is: produce atlas and tiling bark material model in speedtree and apply texture export allembic to maya scatter using mash (if finer control is needed I use the breakout node) The issue is the group wants to sculpt details by hand…
some time ago I started making Dark Eldar female, but I kinda chocked when creating overall armour design. because I have not planed it. so I scrapped it and started creating this from that mesh. I want to make cyberpunk/neon-y stile biket, with bionic arm and maybe eye. here is first look. I'll post the progress. PS: any…