Since Darkwatch is a bit close to doom in consideration to how it felt like it should be fast-phased when played(I was slow), I envisioned it should have big spaces and arena-like treatment from level to level. Just had to put the game's logo, I KNOW! I guess it was just something to feel pumped about.
Ive been working on some Hammers for an armory scene for my college final. Yes, I rendered on white I know, I prefer it that way. [ame=" https://www.youtube.com/watch?v=0qzOK1p8ai4"]Hammer Of Nord[/ame]: The Hammer Of Nord has many legends surrounding its history but really Its just the hammer of a legendary Viking…
More color work, first are some quick bottles, then some studies from photos, and then a few color comps, supposed to be about a viking on a journey. Really wanted to get that color script vibe.
@EtotheRic Congrats! Like color and model. Good tale vibe *_* Small feedback: fly particles looks artificial. It aligned same distance. Maybe add more and play with size variation, position of
This is looking really great. I'm curious, how did you approach the high poly for the chain-link coat for the viking character? I really like the site btw, straight to the point and no bullshit.
Nice content, I like the viking house. Yeah I do agree that the religious thing might be a tad too much. Splash screen of a cross, then immediately an environment containing a cross etc.
Apologies for necroing this thread but I was searching google for tips on sculpting likeness and came across this and I found the discussion intriguing and wanted to add my own thoughts and perhaps restart the discussion. I sculpt characters with a focus on likeness. From my experiences, sculpting women is MUCH more…
Hey dudes, heres my entry for comicon this year over at GA. I picked Valkyrie, but decided 2048 and 12k poly's was an opportunity to cram in way more shit than a viking chick with a braid and spear, so i overhauled her from top to bottom in a style that I enjoyed more. I took inspiration from Aion, Genzoman's wicked…
Hello guys! A tribute to Floki, my favourite Vikings character. It started as a likeness practice but I decided to push it a bit further. It is presented in Unreal Engine and the hair is Xgen. I used the base metahuman materials and lighting scene lights as a base. I wanted to practice the workflow of wrapping a scan to…