I have been doing some Quick Sculpt this year and some of Quick Sculpts published on My Facebook page. I have been posting these on my Facebook page. hope you enjoy and like. Here we have all these in one sheet. (Each was done under 2 hour) Larger Image ->…
Thanks. Some of those gradients are due to the 'Flaming Pear' Solidify filter that I run after I'm done with the map, it's like Xnormal Dialation for mip's so a large portion of it isn't actually on the Island that contains the needed info but rather in the gutter. However, some of the metals on the character feature…
@Funky Bunnies: Thanks mate! I absolutely love that sculpt too. Hell, a large portion of my stylized modeling reference is already filled with your work. I hope I can push my Zbrush work to your level eventually. ;) @daelon: I'm diggin' that ship for sure! Spaceship design is definitely an artform in itself. I'm seeing a…
@fearian maybe I've should have added this screenshot too, maybe this helps. I just thought it's not as clean looking, but it's in my portfolio too. One can always add more assets etc. But I did this with some limitations and for me it was important that the imaginative players and AI would be able to have enough space to…
@Robeomega: On my Screen your adapted version seems to much contrasted. This might be the result of numberous things. ScreenCalibration, taste or even just because you wanted to make sure I understood your point by overdoing it a bit. Anyway, I do thank you for putting in the effort of sharing your thoughts on my work. :)…
@Slipgate: Hawt lookin shield sculpt you got there! Always a big fan of your work! @Dimension: Pretty slick lookin 'overworld map' effects you got there! I'm very interested to know more about the details of its technical implementation. Here's some modeling (soon to be texturing practice) I've been working on. Concept by…
Loving the bell, but the stone assets (stairs, this light) have too much normal noise on them (i think noise is the word iam looking for). Sure they got wear and tear but not this amount of noise, if you stand in front of one of those stone lamps, you will see that they are actually rather smooth (and why shouldn't they,…
Too much red in cavity. It is too automatic and I can see you did a mask by cavity and paint it all, doesn't look natural. Then why is he so bloody? In the same time, why is he greenish? Sculpt wise, it's cool but you should rework the teres major/scapula/shoulder/clavicle area. For example the clavicle should have a "s"…
Don't make me do that, I did some hacky SSS-tweaking to make it work (and it doesn't hold up as well as I would have liked close up). What I will say is that I ended up using traditional specular for the hair rather than PBR. For some reason I just couldn't get the gloss to play nicely with the reflectivity (even with a…
hey everybody, yesterday i finished most of the work on my Cryengine 3 SDK personal project so I decided to post some in-game shots .I worked on this around 3-4 months after work ( I work as environment artist at Ubisoft Sofia, so until recenetly we were pretty busy finishing our work on Assassin's Creed IV Black Flag) and…