Hello everyone! Here I would like to share some of my new and older works. Here are also some breakdown videos: Specialist: https://www.youtube.com/watch?v=Xulmmvqxpao Destiny Shank: https://vimeo.com/284719223 Most of this is just tutorial work so would not call it official portfolio, but now I´m taking some time off to…
Space Marine Codex, page 5: "They are Mankind's foremost defense against a dark and brooding galaxy, and the beneficent Emperor's greatest gift to his people. They are the Space Marines, the Angels of Death, and they know no fear."
This is looking cool so far! As far as moss, theres so many ways to approach it, you could try creating cards and foliage painting them, then creating a vertex paint material and paint the mossy texture underneath the cards to ground them. You could also place them yourself using MASH is maya, or you could try it in…
In all honesty, there are so many factors that can affect how many textures are applied to one model. For large scale things I would use multi-sub and probably a single texture or two for an asset. You have to ask yourself where the model will be placed in game.. like will it be in a high traffic area? How many of the same…
Hi! I think it would help if you marked the area you're are talking about. The most prominent feature I see is stepping along the edges due to the resolution and grid topology of the mesh that's being displaced. Suppose you could work against the stepping by adjusting your content to have a bit more rounded-off stones…
(alternate thread titles: tapirs of war, tapir-strike, call of duty modern tapir, tapirzone...and so on) inspired by the splash damage april fools joke, here's a space marine style tapir. work in progress concept still hammering stuff out
SPainter is getting better than before every new release but still lacks in area of simple art techniques people use for years elsewhere. Like projecting a photo of something to be precisely matching your model. Because you couldn't set a center of scaling, neither you have convenient enough mesh deform or something. The…
Hey Everyone, Here is my take on a retro 70's style Space Marine. Wanted to go with a simple cartoon look for this piece. Model is around 5900 Tri's with 1024 Textures-Diffuse,Specualar and Normal. Modelled with 3d Studio max,Zbrush and Photshop. Rendered in Marmoset 1.04 Had some teething trouble in getting the Helmet…
Hi everyone. I'm looking to get feedback and critique on a project that i've been working on to help me to improve it. I made the anim set in Maya using a character created with mixamo and fuse then set it up as a playable character in UE4. I tried to base the run on Super Mario Bros. NES anims so it looks a bit odd.…