Hello Polycount, brilliant community here. Long time lurker, first time poster. I have recently finished a project for a university assignment and part of the task is to get some feedback from other artists and industry level folks. It isn't my best work but after a couple of months on and off this project, while working…
Working on a game-ready portfolio asset for the StarCraft II engine. It's kind of a construction site crane with some pretty tanky treads that'll be able to sorta dig it into a spot for better stability. * 3DS Max for modeling * 3DCoat for sketching/normal map prep * NDO for hard surface normal map The spec is super blown…
Just uploaded my latest piece https://www.artstation.com/artwork/8lZaOq Looking for any improvements or things done well, but also if possible more generic improvements as my next project is a small environment and so any fundamental improvements that can be transferred across would be greatly appreciated. Thanks all
Finished my latest piece earlier today: https://www.artstation.com/artwork/8lZaOq Any and all feedback will be greatly appreciated. My next project is and environment so anything that is very general or universally applicable would be super helpful too. Thanks all.
Amazing job. I work on same variant of tanks. Just like lower version. I have lots of question for u. What u use for normal map render? And what kind of texture size u use? 2k or bigger? Thanks
for my module at uni I am required to make a transformer so I have decided to make Metal Gear Rex. this is my current progress some sketches to try and get a feel for the machine this is the quality I wish to get my Rex any critique or advice on techniques or process would be great as I have never modelled vehicles before…
I made a skeletal tank to walk on a path. and there are some pathnodes on the landscape. I moved tank using "Actor Factory" and "Move To Actor" inside kismet. (used UTActorFactoryAI for Factory and my own pawn class) This is my Vehicle Class: class MyVehicle extends Pawn defaultproperties { Begin Object…
@Temppe Yeah i probably got a little carried away with the bump in some areas. the scale of the jerry can is something that i did not notice before you point it out. Based on my reference, the gun is actually welded that way. Seems like accuracy was not a concern for this tank model. thank you for the feedback
Thanks guys! My IS-2 is finally done, it was really long way to create this tank and develop physical rig for suspension and track. Made with Blender, Zbrush, Substance Painter and Unreal Engine 4. Hope you like it ArtStation: https://www.artstation.com/artwork/Lg01w Blender Cycles shots: UE4 shots: Cheers!