This is a great start! This could use a little personality, you can tell a little story with something as simple as a bouncing ball, and thus engage your viewers (and yourself!). Think of the simplicity of the Pixar logo animation with the light jumping on the ball, the shapes and scene are as simple as it gets, and yet it…
I am new to the Polycount Forums, so I thought I'd start with a WiP thread. I found this robot online and am working on making a 3D game asset. I am starting with a high poly model and I will update this thread as I finish it and move on through the process. The goal is to have a fully textured and rigged game asset in…
Hey guy's, I just wanted to post up a piece I did for the recent Pixologic Event here in Dallas. Just a quick day sculpt to show how to set up hard surface objects for Zbrush, along with a quick rendering tutorial. Also, you might notice he isn't a demon:), wanted to go off the trail a little! Spark link to tutorial:…
Several co-workers and I are building a a full fledged robot assassin for use in game engines, namely Unity. The end result will be rigged for possible use with the mixamo animation system to allow users to quickly animate the character to their needs. The concept art was done by Aaron Norell: Currently I (Colton Dyck) am…
Hi! This is my first time posting here so I hope I'm doing this right. I'm working on this head and I want to make it as realistic as possible. This final polycount limit is 3000 tris, including hair (which he won't have much of). I've just finished up the base of my zbrush sculpt. I've ran into the problem that I'm not…
Thanks for the comments :) Here is a little update. I managed to mostly finish the leg up. Right now I am seeing if what I have currently is good for the functionality of what i need this robo-spider-house-thing to do. Heres some pics As always, any input is greatly appreciated!
Started this guy today. Tried to keep it low poly, its at 1252 atm. I have no idea what he is, just thought of stuff as i went along. for from anything good, but i just need something cool to texture . [edit] some smooth renders:
Hello! I was wondering is there's any way of creating a secondary specular using the skin shader provided by the "photorealistic Human" Project. I see at the end of the shader a Material Blend, so i thought it was possible, but it seems i cannot create the right material function to add a secondary spec to the skin. Also i…