Hi Polycount!!! This is first work in stylize environment which i did few month ago.This is a fan art and the concept is done by Egor Belavsky. I did this exercise for handpainted texture and stylized sculpt. I hope you like it. https://www.artstation.com/artwork/8lzvoR
My first post. Thanks to the people I met at GDC for harassing me to get on here. My current digital sculpt. I have to do the final high detail work on him yet. I feel like his ribcage needs to be bigger... [/IMG]
So I just have the concept art atm. I currently don't have access to zbrush, so i'm holding off on the sculpt. I figure what better time than BEFORE I start to get feedback. what do you think:
This is my first post on PC. This is my newest model, modeled in max, sculpted in zbrush, textured in PS. It's about 40k Tris with 1024 maps. Crits and comments are always welcome and I have a very thick skin, so don't hold back. Thanks!
hey guys just started sculpting a head today and decided to get some feed back atm i am not trying to get anatomy right just wanted a quick test so let me know what you think
finished up the domwar mini and figured i had some time to do something quick and fun- here's an interpretation of Frankenstein.. wearing a suit and tie...Clothes are blocked in atm, probably add a pocket square for extra class. C+C appreciated.
i started to concept dryad from warcraft put some colors and than started to sculpt: than started to texture after creating lowpoly model than just rendered and than created sceleton, skinned her body to bones and put her in pose:
Hello guys here is a sculpt I did in Sculptris, it was my first attempt at the program. I was really impressed by it. I used a combination of a regular human skull and a peruvian skull. Comments and Feedback is welcome. I took it in zbrush to make some quick renders. Thanks.
Hi guys, I've been wanting to try out Marmoset for some time so I decided to model, sculpt and texture one of my all time favourites, 'Frog' from Chrono Trigger. 12,000k Triangles 2048 Diffuse, Normal, Specular, Emissive
Above character basemesh modeled in Maya and further refined via digital sculpting + polypainting + fibermesh (for hairs) in Zbrush. Texture map details: 4K Diffuse and Normal map 2K Specular map For final renders I used Maya Hardware 2.0 (Directx11)