This is a thing I started sketching a while ago, it's been a sort of go to project to open up and push some polygons around when I don't want to deal with my "main" projects. It's a redesign of Corporal Hart from timesplitters 2 in a more modern / realistic style. I don't really do a lot of sci fi so this is a fun change…
Hello, I have spent the past few hours try different key words to figure this problem out. Right now I am trying out Marmoset 3's normal baker and substance painter workflow. I was blown away by how amazing the Marmoset 3 renders look, however, when I import into substance painter 2 I have massive seams at my hardened…
Edit: Filled! Thanks so much for everyone's applications! Hi there! My game, The Fall, has gathered some fairly
favourable attention since its release in 2014. I've been hard at work on a
sequel, and could really use a concept artist to help me bring it up a few levels
quality wise, and assist me in doing some layout work,…
https://www.youtube.com/watch?v=293gQDabVBohttp://https//www.artstation.com/joshjames ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^PLEASE WATCH LINK FOR VIDEO </code><code><b><span class="post-color-red">Re-imaged section of the Route Kanal level in Half-Life 2. Originally a university project, I have returned to…
Looking good Bard :) Couple things from the original concept that I liked and don't see in your build at the moment. 1 - Split in the overhead rail. I like how in the concept the rail veers right but there's still enough straight track for a few globes to be separated off from the line. If this is an inspection room, what…
Hello fellow Polycounters, My name is Jason Stokes and I've been lurking around here for years. I wanted to share some of the work I've done on GuildWars 2 and also explain some of the process. I love the community here and I've learned quite a bit over the years so I figured I should probably start contributing :) I was…
EDIT: Hey guys :) I call this one done :) At my Artstation you can finde the whole scene inside Marmoset Viewer :) Final Render: Close ups: HR: I had a blast creating this! My workflow for this was rather basic, at first I created all the assets as highpoly models. At this point I started staging the whole scene, while…
Hey Polycount, long time no post. I used to post here when I was a super student noob, and thought it would be cool to revisit again. :) I've had the extreme privilege of shipping Destiny 2 as a 3D Generalist for Bungie's VFX team (formerly known as Spec Ops.) This represents a portion of my work. I filled in a lot of gaps…
This is a teaser trailer for a feature film that I began creating in Blender back in 2019 and will be done by 2025. The final runtime will be around 3 hours. The journey has been exciting, but very challenging. In the last part of the trailer, I integrated both Cycles and Eevee. I aimed to blend them seamlessly, but I’m…
Hey there. I'm baking out a Tommy Gun I'm working on currently. In order to maximise UV density I decided to use 2 UV maps(one for the drum magazine, bullet, grip and front pump. Another UV for the body and the rest of the parts). When it comes to baking with the "ignore groups" setting on(to assist Substance Painter…