Recently I got the chance to work on a vehicle to show off some of the cool stuff were doing at Marmoset, naturally I went with a FLCL inspired Vespa SS 180. If you caught us at the GDC Polycount meetup, this is the model from the Skyshop and Toolbag 2 demos that we were showing off. Fancy Modo renders of the highpoly:…
Hey guys, I'm currently a student in school right now, I won't mention the school but right now we are working on a character modeling project. My school hired a new teacher and he seems to be stuck in the 1990s I think. He doesn't seem to understand the importance of the newer high poly modeling work flow. I'm working on…
Hello everyone. I've started getting together my portfolio which I will eventually gear towards getting work the games industry here in Brighton, but for now I am making something to showcase high-poly hard-surface modelling skills. I suspect I will use this model to bake Normals and AO for a low poly version once It's…
Hello everyone, its been a pretty long while since I posted anything here. I recently started up my own animation studio called Studio Sixsquare dedicated to making animated shorts and cinematic web series with real time game engines (Unreal 4). For the first project I wanted to create a character to showcase the quality…
If you’re already familiar with PBR material design, then you can now display your characters with physically correct render quality directly in iClone and CC. We are inviting all contest participants to apply for the iClone/CC PBR Alpha program, test for yourselves, give us your comments and showcase your PBR work! Please…
I added a few more details here and there and tried to change some colors a bit to make the volumes stands out a bit more. I've tried replacing the walls and ceiling materials by something more homogeneous (like painted wood) but it felt kinda empty, maybe because I was too used to see all that noise.. so I decided to work…
As CV for the USC Games' program in general, here are previous games that the program has finished and "shipped" in previous years, and/or currently developing. This is the quality of games we've been able to create in less than a year each. Some examples of Final Games in year's past: Blink - a Stealth Action game…
Well nothing bad about trying to find a job doing stuff you are good at... What I really find much more distrubing is the incredible amount of great game-art that is showcased here on Polycount on a daily basis and all that happens to it is to rot away on someones portfolio (or harddrive until an accident happens)! Why not…
I made this big ass picture instead of spamming the forums all week while I worked on the low-poly. I'm finally ready to bake! This is at least until someone on here pulls a trump and screams "WRONG". Which I am totally hoping for. So I've got two newb bake groups, again, no idea what I'm doing; but now that I have the uv…
The way ue4 handles materials for landscape is imho a bit stupid since it's really limiting what you can actually do. They released the landscape showcase in the latest 4.4 update that has quite a complex landscape. It has basically 3 types of material, snow rock and grass. The material is made of 3 layers created with a…