Latest for the week, a WIP screenshot of the upcoming freebie for my blog. Its technically a flagstone material I think, but I keep calling these cobblestones haha. Good weekend everyone! Crosspost from http://www.polycount.com/forum/showthread.php?t=149441&page=2
Got a "beta" version of my hand painted cliffs up. All procedurally done in Substance Designer. Here is the latest iteration: It's still in "beta" stages as far as controls but you can get it here: http://substance.arvinmoses.com/product/handpainted-cliff-2-0/
Looking good so far , i would recommend changing the color and spec of the main piece something like the classic red paint , also the skull forehead looks too large maybe you can change it for the 2 headed eagle :) good job!
Although a bit unconventional, I thought I'd post a fun little project I had done in order to familiarize myself with 3D printing, using the Makerbot 2 at my local library. The d20 measures roughly at 40 mm and at a resolution of 0.1 mm.
Been working on this little guy; WW2 Crusader III. I'm still learning the ins and outs of 3D,but this took me around 2-3 hours in Max. @Ozzmosis I like her, not exaggerating the legs looks nice! @Marco Looks super cool!
Hello guys. This is my last work, a realtime character for Comicon Challange 2015. I did a mix between Harley Quinn and Lex Luthor. Poly count is 27,600 triangles. Textures in Quixel, DDO and rendered in Marmoset Toolbag 2. I hope you like it! =)
The game res version of this bogie now exists in the Marmoset viewer here: https://www.artstation.com/artwork/ad-train-bogie It has been interesting to try out Substance Painter and Toolbag 2. Both great tools for artists. Next up some Substance Designer.
For the last couple of weekends I've been trying out a zbrush/handpainted workflow. I made a Pharaoh bust and a tiling stone texture. For the tiling texture I followed Fanny Vergne's tutorial from Vertex #2 and Orb's crack brush tutorial. These are rendered in Marmoset.
A zombie/mutant skin substance (full procedural) I did for our Monthly Drop at Allegorithmic. You can modify the skin peeling, damages, pustules amount, veins and some other things. Done in Substance Designer, rendered in Toolbag 2: Happy halloween (and bon appétit)!
Hi guys, here's my latest project. Maya for modelling, MARI and Photoshop for textures and Vray for rendering. It's based on a real camera that I own. Turtables: http://www.paulhpaulino.com/reel More images: https://www.artstation.com/artwork/canon-zoom-8-2 Hope you like it! :)