I did this one a couple of weeks ago, and it is based on a concept by Jake Parker . the model is just under 14k tris, and it is using 1 set of 2048textures (diff, norm and spec, plus an emissive map for the gun barrel). rendered in marmoset toolbag and smoke done in photoshop.
Hey everyone! I have a blog up of a lot of the work that I produce at college doing Video games development and I'd really appreciate it if some of you would come have a look! I have 3D modelling and photoshop work too http://jackdavidwilliams.wordpress.com/
Haven't posted in forever but I thought I'd show my small stuff. Mostly working on learning how to break down environments and have been focusing on some small stuff for the time being. All made from zBrush and touched up in Photoshop with nDo
I think what they're saying is if you have a texture that is a strip of hair, apply it to a plane, and add divisions and warp from there, it will be much easier (your uvs will be flat and you wont have to do any warping in photoshop). A texture like this, and then warped in your 3d package:
Entering an Art show for my school, and I wanted to do a fan art piece of Globox from Rayman Origins! Hope you guys enjoy this, Love the work from this week, always inspirational :D Sculpted in zbrush and composited in Photoshop. C&C more than welcomed
fightpunch: Nice ships! Really like the material definition you got going on shanewarild: Is that... a mech centaur? I've never seen one of those before. Looking forward to seeing you finish it :) Poloboo: ohhhh that metal :thumbup::thumbup: Here's a really old ladder. dDo, nDo2, and Photoshop
So I just finished my latest work. The Character is rigged in Maya and rendered in the beautiful Marmoset Toolbag 2. Tris: 13126 2048*2048 diffuse/specular (gloss in alpha)/normal/emissive maps. Tools used; ZBrush, Maya, Xnormal, Photoshop, nDo2, dDo & Marmoset 2.
Just some of the models that I done to Unity game. I´m responsible of the graphics side of things and another person for coding. Modeling done in 3ds max, sculpting in ZBrush texture baking in Xnormal, teksturing in Photoshop with hand painting, rendering as always in Marmoset toolbag. Cheers! -Kimmo Kaunela
Thanks serriffe and r4ptur3! Nice textures keosar! dDo pass on the wood sculpt I posted this morning. dDo isn't the best for regular textures, but I like the outcome after just a little bit of fooling around. It provides a really good base that I could go over later in Photoshop.
So I've been realizing I'm making all my textures pretty much by hand through zbrush, 3D Studio Max, and Photoshop. SO I thought I'd drop some of my old ones: And some of the new ones I've made recently. Critiques and suggestions are VERY welcomed.