Hi Polycount comunity, this is " No man's journey " by Víctor Ochoa ( I don't really have a portfolio ) Left behind some of my works for the contest, here are my entries: In this shot the center pyramid emanates light and relaxing vibes, but the camera angle and FOV shows how near and yet so far you are from being there,…
Characters - for this trailer only I used celeygons Eddie basketball content. Since there are 8 teams to choose from, I had to make 8 different jerseys and also a total of 16 faces. Using Photoshop for the jerseys and with the create a face feature in iclone 6, I was able to use one face as a template and create multiple…
Good stuff, good layout, I think you need more. Also showing texture sheets for the props shown, as well as wire outlined on flat shaded geometry would be nice. The Light house scene is top notch, if you can pull off that composition with a few low poly scenes you'll be in great shape. As for the alley scene you need to…
A Writer for Penny Dreadful: City of Angels, Colin Liddle (friend of mine) is looking for a film VFX artist to do some element removals, light grading, etc. on a short film he directed. email me your reel for info. b.choi117 at gmail
Hey guys, I usually post on that Diary of progress of mine, but I wanted to create a unique topic for this project to showcase my new prop study. Barrel hammer is a game ready prop study that I had a lot of fun making, the concept is from Ivan Kunakh, an amazing artist from Ukraine. The workflow was pretty standard,…
To be honest these are not really what you'd want if you want a job, it's just a few random props, at that they don't look finished. Not trying to burst a bubble but you need to make a full environment or make some more polished props.
Thanks for the reply. The problem is, someday I want to model vehicles, and the other day I want to model props. I think I like modeling props more, but I can't take insperation from anything :poly117: .
Big bump for Sandbag! He just nailed a critical game prop for me in just a day. Amazing work too. Now I need to upgrade all of the other props to meet his execution level. Highly recommended!
Update! Spent the day making props and working on the small office room. Getting close to calling this done, still need to polish a bunch of stuff and make more props, but at least architecture wise this is about 98% done now.
object/world space normal maps also do not work with deforming models so characters or props with skinned moving parts or props/vehicles that use blendshapes for damage deformation etc. have to use tangent space normals.