Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Back again! Most of the work over the last 4 days happened on paper, not in-engine. I put together a rough prop list to populate the scene — about 50 core items, but many of them will have variations (like different tables and chairs). So yeah, I’ve basically signed myself up for a fun little adventure of modeling 150+…
NARRATIVE: CONCEPT ART: Lol drawn freehand roughly what I had in mind whilst leaning heavily upon design hints from the ADFs retired 'Bushranger' 110 logistic light vehicle fleet. PIPELINE: Mostly FOSS tools Weighted Normals modeling Hybrid Trim x1 texture sheet workflow 2K resolution at 250 512px/m TD (update) Showcased…
Ran Across this discussion and thought I'd jump in. I've been using Mesh Fusion quite a bit so if you have any questions fire away. I also saw someone asking for a mesh so I posted one in OBJ format for anyone interested. you can get it here: http://community.thefoundry.co.uk/discussion/post.aspx?f=9&t=84109&p=759949 I…
Others have already touched on it here, but it's important separate feedback on the creative vs. the execution of any work. Generally I'd advise newbies to work towards pretty tight concept art and style guides, if not realism, to remove the creative component and focus on execution. Your work tells me you're above that…
To clarify my earlier post, I've been banging my head over this for a while. I've been using Mudbox for PTEX vector displacements in my work flow for quite a while now, and I've tried everything - but success seems almost random. Here is a run through of my workflow with some examples: 1. Model my base mesh, for this…
Invisible or hidden edges only really apply to modeling software. Often the direction of the hidden edges is determined by the program, for example Maya forces all hidden edges to flow in a certain direction so if you want to flip a hidden edge you have to force it to be visible. In Max you can flip hidden edges any way…
Eh, each to their own. I suppose we expect different things. For some reason I didn't expect a place like the nexus to have artistic critique, most mods may be graphical but it's not deviantart, they just make components that are allowed to be offered, good or bad - like the selection at your local supermarket. I admit I…
This isn't too much of a critique for you, but I ran across this a few days ago while doing some research into UE4 ArchViz stuff for myself and it may help you a bit. https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting Koola has a example of his work that you can download from the marketplace. The basics…
The level of detail you are using is inappropriate for the camera distance of Dota 2. You seem t ofocus on delicate shapes when Dota 2 art is all about bold, graphical shapes. This is because in the game a weapon takes up very few pixels and anything small just becomes noise. Some examples to look at: Consider how the…