I'm working on the Quake III inspired version of Doom, and instead of clogging up the WAYWO thread with him, I'll post progress here. I have the hard surface subd parts blocked out and i'm sculpting the "organic" parts now. Here is some progress on the hair and a closeup of the torso: Not sure if I'll roll with the hair…
I was just looking at some hand painted texture videos to get some inspiration and I saw this amazing grass brush from this video: https://www.youtube.com/watch?v=udMjSV6cFmE Any ideas on how he made the brush, or if it's a downloadable brush where can I download it? Thanks for reading.
For my final school project I am creating a stylized environment inside the UDK. Right now I am still busy modeling and blocking out/placing the geometry. Main inspirations and references are taken from the Worgen environment from World of Warcraft and classic Disney movies. Latest: Older work in progress shots: Crits and…
what up poly count, ive been working on this project for about 2 weeks and i am hitting a metal road block. the project is inspired by Tor Frick aka "Snefer"'s sci fi slum. let me know what u guys think, im looking for an idea on a hero prop any comments are welcome
Hi, I have to model a low-poly obstacle/barricade (max. 1000 triangles) set in a futuristic game (similar to half-life, let's say), and am looking for some reference photos or a tutorial. I need a place to draw inspiration from. I need examples. I would be very, very grateful for any help. Artur
Not going to score high on originality points for another marine :) . But I've always wanted to do a more realistic take on a Warhammer space marine. Which is hard because realistically I don't think their armour works :D Arsh's basemesh for the head. And using Karl Kopinski's work as inspiration. IMHO the best Warhammer…
Hello this is something i have been working on lately . i was inspired by deusEx corridor that jason lavoie did so i wanted to do it in unity this is the concept : Here what i got so far : im planning to re-model some pieces that im not happy with and rework some materials ! i appreciate any feedback :) thanks
High Poly done in Maya- Xnormal for baking- nDo for some finer detail normal mapping - dDo for base textures. I was inspired by Dead Space and the Remington Chainsaw tutorial for the dDo breakdown. Still things I need to work on for sure, but wanted to show what i had so far. 1st post to Polycount. =) *fixed the pictures
Hi folks, hope all is doing great and having good health. Ok so title says it all, the more I am looking top artists on Facebook (not stalking, just for inspiration) :D . I am finding one thing in common including me, we love cats as pets and its been bugging me WHY :D
I've been coming to polycount for a few months for inspiration and knowledge. Now I would like to share some of my models with everyone and become a regular here at PolyCount. The Reaper model is 6,986 triangles This is a work in progress of a robot that is tearing himself apart. A skull. For practice. Setting up a render…