It has been a while since I've posted in the 3D PnP. Been trying to advance my 2D skills lately. regardless here's a Zbrush render of a model from work. Comped in photoshop of course.
wes342: Is that John Goodman? I find it's easy to take a screencap, pull it into Photoshop and 50% it over a photo. Push and pull the screencap until the proportions are better, or just jot down things that are off. Lots of iteration
Hello Guys, this is a project i created based on a Hidden Moves artwork. It was rendered in Zbrush. Softwares: Zbrush, 3Ds Max, Marvelous Designer and Photoshop. Soon i'll post a render breakdown! Hope you like it!
I used a photo to have the material definition and also have something with this kind of placement. As it was faster than create it myself and then add the wood material. But the photo is heavily changed in photoshop as the photo was with a new shiny wood.
Sunday MeshFusion fun! Reference/inspiration in bottom right ... wanted to do someting more organic for a change and also re-use some pieces from the last mesh I did. Modo, MeshFusion and Photoshop ...
My new Huion H610 Pro Graphics tablet arrived and so I just had to start working at handpainted textures again : rendered in Substance Designer, painted in Photoshop - click the image to see the texture maps
here is a character i did. painting him took 3 hours wich is substantially quicker because i did it in mudbox. usually i do it all in photoshop... its for our game http://www.indiedb.com/games/acaratus
Just finished the post-apocalyptic furniture I did a while back. Tris: 2364 These images are presented with a 4K diffuse/specular/gloss/normal map. Tools used; ZBrush, Maya, Xnormal, Photoshop, dDo & Marmoset 2.
I made a quick old-photo-look image with my fictional 1930's GP car. Pretty much done with this one and I might start a thread at some point. Rendered in Quixel 3DO, edited in Photoshop.
Hi guys, Made some renders for this guy used for my PBR practice using Photoshop and DDo QuixelSuite.Love it and I am waiting the next big update. Around 40K triangles without rendering props. Cheers, Sorin