Decided to start a new project, I dont think this one will take too long, it has its problems already but im working on it to bring something that I havent done before.
I wanted to share my latest project with everyone. The art style was a mix of Diablo with inspiration from the latest Doom game. I hope you like! Crits are always welcome!
man the sketchrenderfunction in mudbox is so useless, doesn't look good and is zero tweakable, i'm wondering why exactly this was built in i'm not a fan of the design but you captured it well :)
I also did a bunch of this, in two different games, it was actually a ton of fun doing all the color grading, possibilities are limitless * https://polycount.com/discussion/comment/2490402/#Comment_2490402 * https://ericchadwick.com/img/robot_rising.html#themepalettes
Hi Guys, I am doing some personal character study for my portfolio, It is Rasch from crysis. my inspiration is Timurm's concept art for this character- (No exact likeness) So here is my first update currently working on base and blocking... All feedbacks are most welcome, I will keep updating this thread. thanks.:)
This looks fun. May i ask what platform it is available for? And is there a way to animate the tree too? This would require to manipulate the vertex normals, so can this be done with the vertex normals editor? Or is this editor just for single elements?
A scene I put together in Unreal 5 using mostly megascan assets. The scene is inspired by the Dragon Ball anime and Tianzi Mountains in China. The scene is lit with Lumen and with VDB clouds. Gokus groom was created in Xgen and imported to unreal. The fog was made with a combination of volumetric fog volume and fog cards.…
My newest project. Will be part of a bigger scene. More pictures and wireframes on my artstation : https://www.artstation.com/artwork/3Pzxo More pictures and wireframes on my artstation : https://www.artstation.com/artwork/3Pzxo