Based on a lovely concept by Jourdan Tuffan. Working on creating the character and its accompanying assets, as well as the environment in time was a challenge, but I am happy with the end result I was able to achieve in the time that I had. It was also great practice in organic character sculpting. Modelled in Maya and…
Hi everybody! I am working on Dungeon Kingdom, an indie game project with a friend who do the scripting. This is on of the creature that we will fight in the game. Modeling is quite done and I will begin the baking and textures soon. I will use this topic to post other assets of the game and other creature I will create.…
search and download the demo on steam ( No triple A title gits my whole family on their feet. Literally jumping up and down screaming/cheering like peggle does )
Hello everyone! I needed some project to do when too bored of my main projects, so i decided to go for a tiny cute western train! Currently working on the High poly; i am using those excellents plans as references: Here are some lill renders from maya (had some fun with the lights nd stuff): Even if i'm using thoses plans…
Higher Skies is the working tittle. This is highly influenced by Bioshock infinite its gonna be a portfolio piece im going to do the textures in pbr style. this is gonna be a semi realistic stylized piece. any feed back on props or just general idea would help. planing to use zbrush / Substance Painter/ 3DSmax Concept:…
Hey! I'm quite new here but I have some questions. So I've just made a steam workshop submission and I'd like to ask two things: - Do I have to pay for submitting an item (dota HUD and sets)? - Does it have any downside to enter my payment details and complete a TAX form (I live in Hungary)? Thanks in advance!
Polycounts roughly the same. Shader cycles will increase dramatically and texture sizes will increase from 512 standard to 1024. But you are still stuck with the same limitations on texture streaming. So now you have bigger textures but your streaming remains the same. And with things like Play Go on the PS4 its just going…
I made this model to be a case study in learning Substance Painter. Workflow was pbr-metal-rough+ao. Modeled in Blender, fully textured in Substance Painter and finally rendered with Marmoset Toolbag 2. The aim is to be somewhat medium poly-ish hero item. My commercial experience is pretty heavily mobile-emphasized, so I…
@GIZ Initially my 3D odyssey started via VFX stream wrestling extremely dense hard surface geometry then attempting to UV map using UDMs with inconsistent texel resolution...etc whereas gamedev enforces resource limitation. A decade later after switching haven't stopped learning because I'm quite aware fundamentally remain…