Hello! I'm Nick Dimchev, a character/creature designer and digital sculptor currently looking for remote contract or freelance opportunities. My experience includes designing and sculpting toys, action figures, collectibles, miniatures and terrain for 3d printing and mass production. Currently focused on the board gaming…
Hey everyone! Welcome to the 90th edition of the Bi-Monthly Environment Art Challenge for the months of May and June! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful…
Doing a handpainty workshop led by Ben Mathis, and this is what I came up with. Textures are still very basic, and it's only really the mask and the hood that's gotten any attention so far. I'm still not sure about the orb in the head, but I like the idea of it shining through the eye sockets of the mask. Any feedback so…
I am working on this dragon skull to be but blender started interpreting the forehead and cheek areas as one and the same with the areas inside the skull. I hoped I could mask the cheek and forehead area and restore the volume inside but the mask does the same. Anyone with experience with this bug?
Now i am working on the mask totem thingy on the shoulder. Main idea that this is a mask carved from wood, has ruby's on the eyes. Started in Zbrush. Made the high poly version, retopology in 3d max. Still need to bake the textures and paint it in Substance Painter.
I think City Skylines uses anything above 200 brightness as a mask for it's mirror/glass/windows reflection material, it's definitely possible to clamp certain ranges of textures for different uses, I wouldn't be surprised if white and black values were used to mask opacity.
SimonT: Thanks man, cheers. CMTanko: - take an image, shop it into a solid alpha with limited noise - apply it to your mask brush - mask the area - use a brush to bash it to shit. I hate that image when I look at it now, the concrete is pretty blobby garbage.
Cool concept and model. I like the changes you made to the mask in the modeling. And the textures look great, I dig the gradiating colors in the mask and on the body. Like everyone else, I'd like to see the life added back to the eyes. But amazing job all around.
Just taking a shot at it, but it looks like cubemap on a alpha decal plane. http://udn.epicgames.com/Three/MaterialsTutorial.html scroll down to Environment Maps to see how to set them up, and then I guess, just plug in your alpha mask in the opacity mask node in the shader
Daark : Hey mate, thanks for pointing that out! I figure although the mask is perfectly flat in the cartoon, I would take some lenience in adapting him in to 3D which is why I curved his mask. Update! : Here is my first pass on the texture