For this project, I wanted to create a ruined city that had become overgrown. I made two scenes, one was day time while the other was night time. I wanted the city to be fairly realistic but still maintain a fantasy feeling. I found it difficult to combine the two different styles. Another hard part of this project was…
Hi everybody! My name is Adolf Navarro and I decided to develop a classic ancient Greek warrior for this Reallusion contest. I’m not going to be too strict in the historical facts. So, I’ll try to create a nice and impressive look, half way from what we know about the Greek combat suits and weapons, in order to achieve a…
Hey there Polycounters, it's been a while since I posted, altought I still sneak around watching some of the projects that go around, great stuff as always! I am here to show you my next project and hopefully get some feedback The ideia for this project came after I finished my Feudal Japan Challenge and it came as a way…
LATEST UPDATE: Main Shot: Supporting Shots: Packed Shots: Breakdowns: Substances: Assets: Hey guys, I've recently joined the challenge over at ArtStation and I've began production. I'll be posting there and here regularly up until the deadline submission...…
[The position has already been filled, apologies for any inconvenience]. Hello everyone! Myself and three other students are currently modelling assets for a game trailer at our university and are planning out each individual element involved. We have considered the concept of having a narration while the trailer is…
*Update 30/01/18 I've been updating my portfolio and realised that I'd yet to update this post. Artstation link: https://www.artstation.com/artwork/6VY3w I textured her in Substance Painter and rendered the images in Marmoset. For this project I'm making a 3D realistic character based on the Ancient Greek Atalanta.…
This was a 10 week project I did for Virtual Environments II at UTDallas. I modeled and textured most assets in Maya, Blender and Painter. Assets are low poly game models. The goal was to make quality reusable assets for a realistic scene. Full breakdown on ArtStation: https://www.artstation.com/artwork/o28kBm
I wanted to see how much pieces I could make out of one trim sheet. The pillars were a bit tricky. I cut the UV shells vertical, so the seams are much more noticeable, but I did like how they turned out. I would have intended for this room to be more for a top-down or third-person game anyways, so no close ups would have…
Thanks iam717 But as i recollect it's ancient as hell and uses same library for thumbnails XnView does. So shows what XnView does. So does it show dds exported from Substance Designer ? XnView certainly doesn't Neither Adobe Bridge on my end . ps. tried to install Sage thumbs . Doesn't work for dds files. Not for ones…