Hey guys I thought I might as well share some WIP shots of this project. Still pretty early, but for fun decided to do a couple render tests. I am also filming the process, so I might make a tutorial out of it. You can also find some process shots below. Thank you for checking, any critique or comments are always very…
Hello everyone. It's been a long time here since my last post. I've finally found time to sculpt a new character during my free time. This character is completely done in zbrush with dynamesh. I'll be texturing and lighting him soon. I'll post more screenshots as and when I progress.c&c welcome.
Hey guys, will be posting my new personal project here. So far a couple of days in, did a basic blockout and now refining the shapes! If you have any questions please ask! Concept (RIFTS NG Forester Power Armor by ChuckWalton): Some shots (You can clearly see at this point I am working on the upper parts):
I havnt posted here in a while, but I got a free polycount shirt once so i figured i should post a free small 10 min tutorial i made. Warning: 80% of it switches between mumbling and whispering, and the other 20% is me saying the word "ughm" over and over. Tutorial: https://vimeo.com/163317848
Finally! My first fully textured, and fully rigged character! I've been working on this for about three weeks on and off and I'm finally done. I'd like to know if there's stuff in the texture, design, geometry etc. that I might've messed up and dont see. So please point out anything wrong EDIT: Sorry about the bad…
Audio by Keosz - Super talented and generous dude, check him out if you have time! http://linktr.ee/keosz I wanted MONSTER to be a culmination of everything I've learnt up until this point, to really see what I can do if I pour the time and effort into it. I hope people enjoy it as much as I did making it. Created in UE5…
Hey just wanted to post a little personal project I started for fun after Uncharted 3. Its based off a Creature Box concept, based in the Ratchet and Clank universe. Wanted to do something different then what I was doing at work, something very stylized and not an environment ha. I initially made some areas incorrectly…
Thicker walls block light leaking and offer a little more flexibility if you want to nudge the meshes off the grid for some randomness or variation. Also for newer games if they are using mesh shaders or nanite, closed meshes can cull meshes behind them better.
Hi guys! Sharing my latest artwork for the first time in this forum. This model started as a loose sketch in ZBrush and then evolved at the same time when it went through modeling phase in Maya. This project also served as an opportunity to learn PBR texturing using Quixel Suite and realtime rendering with Marmoset…