Modelling Quality looks good except the chains, They are too "cheap" when on the other side you show detailed rivets on other parts. From a artstyle perspective it looks like modeling without reference or a big picture in mind. Its a little to generic like am noname scifi tank.
some 2d. on the first one I focused mostly on post effects, trying to achieve film look :) the second one is a scifi/ cyberpunk repair department vechicle sketch. It is pretty low quality, since I'm trying to concentrate on an overall shapes and the feeling at the early design stage, rather than details.
aw SF, you've always had a depressingly low opinion of your own excellent work, if it's 2 days old or 2 years old. Dark Sector might be looking a bit behind the curve maybe, but if it does provide scifi sneakin' action i'd be more than happy to give it a go!
Hi guys! I was not sure if "3D" or "Animation" is the better place to post this, but I wanted to show you my latest project. It's an explosion happening within a scifi shield. On my artstation page you'll find many videos - also a detailed breakdown and many links to related resources:…
I did this in a little under a week of working. It's about 10k polygons and a slew of texture map thingys. Basic Maya render, no Mental Ray (is that Mental Ray or mental ray?). It's supposed to be an underground alleyway with a bit of a scifi or a few years in the future but still old bits feeling (whatever that's called).…
Hi guys, i am looking for weapon tutorials paid or free :) Kinda stuck at this stage. I am wondering how to add details with clean sci-fi look :/ / i have substance painter/designer with some scifi height map brushes but it does not feel right.. mp40 was kinda easy but this is entirely different
Hey all, Im workin on a scifi smg for a university project. Almost a year in of solid surface modeling and I think Im showing some modeling improvements. I honestly feel like Ive just hit a complete dead end with texturing, nothing I make comes out the way I want it to/ looking half decent.. :( and the highpoly
Foundry 42 is looking to build an in house weapons team - this is the dream job for many - grass roots, high quality, scifi realism - what more could you want as an artist. http://cloudimperiumgames.com/jobs/158-Weapon-Artist Looking for a range of experiences - the only caveat is you must be highly talented and motivated.
I really dig that scifi concept as well. There is enough complexity to keep it interesting but not overwhelming. Crazy idea, would be cool to do a big scene some time in the future, and each person that is involved gets a part of the scene to work on. Would be really cool to see it all come together as a team.
you work looks pretty good man. the scifi scene could use a bit more color to break up the grey, its a bit monotone. you could tint the lights and shadows a bit to add some more depth. here is a quick example. original with a bit of color variation