Hi there this is my first post on Polycount and decided to dip my toes in water and put my personal work out there. I would like to improve my skills and I will only be able to do that with input from other people so here it goes. Here is a few Substance materials I have been working on.
Finished this up in time for a completed submission. Wanted to post it here as I intend to clean up and optimize the scene in the coming month or so. So open invitation if anyone would like breakdowns on anything or anyway that I can share some interesting things with fellow polycounters. Cheers! Full Artstation…
This is something I'm doing for work. The polycount is a little high for low poly, but its not going to be in an actual game but more for web a interactive type thing. The base diffuse, normal, and AO is all baked. Time to start dirtying it up. I attached the High poly as well. Thanks for looking. -Brandon Click on the…
The company I'm working for is looking for a Concept Artist to design a set of futuristic tanks (Earth type, XXII century). Please contact me with your portfolio and hour/month rates (or "price per scetch", see the example below) via PM, or send an e-mail to careers@digitaluniverseinteractive.com with polycount-concept…
Hey Polycount, I'm trying to get better with realistic materials via Zbrush, the Quixel suite and Marmoset, both of which are new to me as well. So far I've managed to churn out some cobblestone and a clean brick wall, both made from scratch. I'd love to hear what I can do to improve my work.
I decided to try my hands at creating a sword with the PBR workflow. Here is what I have, I want to make sure I am not working in a vacuum so I have to post some renders to see what you guys here on polycount think. So with that said feedback would be awesome if you want to give it :)
If I do a building cut up in different polygon (UV) sections with a architectural element on each (window, door, beam, pilasters) overlayed in the texture map, how do a do the LODs? This method does give a fairly high polycount. Does it demand a new UV and texture on the LODs? With the extra draw calls and texture it does…
Well I hope to get a lot of enviros done. Here are my first few thumbs for this contest, my art is often chaotic and illegible early on, so I apologize if some images make no sense what so ever to you, they probably don't to me either EDIT: so obviously, polycount unreal tournament 3 / 2004 servers?????
Hello polycount Its been awhile since I've done much art and I have some time now so I wanted to work on a new project. I want to do some sort of alien with exposed skin and fur combined with robotic mecha like parts. Here's some thumbs for potential shapes I did.
Hiya Polycount! Our class' UE4 mod project is nearing its end. Any suggestions and critiques would be great c: [Edit] It just occurred to me that we never actually shared the final product with you guys! Here's the video our class made, thanks for all the help! http://vimeo.com/102967202 [/Edit]