Mannnnnn, so many great entries (gulp). I came back to this piece that I put down a while ago because of work, but I liked it enough to come back and finish it. It's the Cyber Owl piece from Konstantin Maystrenko (Zoonoid). Still a bit more texture work to go, but roughing in more of the surfaces.
Workin' on some crap for Dota. This is turning out to be really good hard surface practice. Using subdivision weights makes life so much easier when doing this kind of thing. Adding a bunch of support loops is a thing of the past unless I want really smooth shape transitions. <3 Modo + Catmull-Clark SubD
Soo... Finally finished that Fat Robot i worked on 1h every morning Learned so much from this, really need to do more Hard-Surface Stuff. From Retopo in ZBrush to creating advanced Vray materials and lighting. Still a lot to learn and improve Sculpted in ZBrush, Rendered in Maya with Vray Hope you like him!
It's Zbrush ;) Just made a tutorial for it as everyone keeps asking :P Due to many requests I've created a tutorial sheet for people wanting to know how to create the hard surfaces in my WIP alien guy. I hope this helps somebody :3 Higher res in my thread :- http://www.polycount.com/forum/showthread.php?t=117270&page=6
I started to finish up the work I've been doing in the previous year, during my first year at Futuregames, Stockholm, (3d art education in Sweden). The character was done in the first term and had the textures retouched this summer. Also, the lab. table that you see in the image was one of my first hard surface models and…
This weeks project was texturing. My teammate and I built out the level last week using basic BSP tools. He built the game lab and half the hall, I did the other half of the hall and the lobby. This week we made textures and materials for all the surfaces we built last week. No experience w/ UE4 and 3DS Max before this.
More blur between white and iris. iris is like a muscle - its inside edges will be irregular. More veins/discolouration (really ramp it up - you'd be surprised.) Bumpy surface to the whites in your render - but not the cornea. I did have a link to a fine tut from long ago - gone now, sadly. Here's one of mine from way back.
Guys above are just plain amazing. Terabyte, that hand painted style is oozing skill. Lazy screencap of my current doodle project. Mashing out the hard surface before i kitbash in on the plain areas. Then onto organics ;'x So many pivot points to animate when i get to low poly, rough est is 5 per cannon for the weight…
I wanted to work on some sub d modeling so been working on this in my spare time. The character is just a stock model and will replace it with my own once I finish the hard surface portion. I was just going to do a bust for this so I should have the model hopefully finished in a week or two. Let me know if you have any…
MEK-05, Sci-fi Robot Bust I was a lead hard-surface artist from Infinity Ward and I needed to make modern weapons and vehicles over ten years. however, I always eager to create a sci-fi robot for my taste and this is the one what I made from the concept, I got inspired a mech design from District 9 and Elysium film.