After putting an old Chen set idea on hold a while back, I decided morphling is seriously deficient in attractive and powerful looking gear. So this: Feedback appreciated, I'm just about ready to take it in for an attempt at sculpting (after I fix some of the messier geometry), which I am rather slow and quite terrible…
Trying to power up as an artist so going to be posting random speed sculpts/paints etc. Most of the stuff being put up here will fall into the category of things I probably won't be revisiting any time soon but crits are most definitely welcome for if/when I do pick them back up or for usage on future pieces. Thanks!
Here's a Wip of a Sci Fi environment. I'm just blocking it out in Max at the moment. I'm keeping my snap on and going for UDK proportions as much as possible (powers of 2) as I'll be assembling and lighting it in there eventually, and I want it to be as modular and as efficient as possible. Will post some more as I go...…
Hello! My name is Sergey Dorokhin, and I decided to create an unusual skin of champion Regnar - "Demon Hunter". I seemed interested in the idea that Regnar would defeat all rivals in his living world, get demonic power and become a hunter of demons? Forgive my English, I use Google translator =) )
Nice, I had the same issue when I first started animating runs, it was hard to get a dynamic powerful feel and it looked more like a jog. This guy has a cool breakdown of the timing and posing of a run https://www.youtube.com/watch?v=KEOvnmHslSw Keep up the good work.
Lots of studios write viewport shaders to match their engines - maya is more powerful in the regard as you can basically replace the renderer if you want to. It's pretty straightforward to put a shader together for either though. That said... You could probably achieve the results there by simply putting it in fancy mode…
I like the idea..looks pretty cool so far. I think that the afterburner is pretty small. It seems a little unbalanced since the engine looks so massive and powerful...it looks like it would bottleneck the thrust. Keep it up! Looking forward to seeing what you end up with!
Nice piece you got here, but the eyes are feeling very dead to me. Are you separating the cornea from the rest of the eye and adding depth to the iris with geo or normal map? I might try increasing the power of the fresnel on the outer layer of the eye or possibly just decrease the overall reflection.
You freaking Brazilian spy. (jue jue jk too) And what detail normal maps, ain't nobody needing detail normals when you have the POWER OF 8K!!!!111!!1!!!!1! I'll do a mayo edition just for you once the presentation is nice and oiled up.
@TheGabmeister Thanks! I'm glad you're enjoying it :smiley: You definitely should check it out when you get a chance, it's a really powerful piece of software. I've already learned tons in the past few weeks just by experimenting every day and checking out tutorials and breakdowns :smiley: