Hey I don't know if there is a thread already on this, but is there an easy way to make rivets/bolts small little sci fi recceses in maya by floating geo? as a side note how do you float geo in Maya in the first place? :poly122: peace out!
Hi there! Created a new thread for this character WIP. Its a Working Class use on Mars. It is a little bit of Sci-fi but not that much. The base mesh was done in 3ds and zbrush will be use for the High Res. During the process critics and comments are welcome! Thanks
i think you have a good showing. i like that you're displaying a range of styles. i thought the Gravity Lane assets were pretty interesting, a muskrat character standing on a platform on a sci-fi weapon, with the player grav-walking on a wall, is pretty dang fun and engaging visually.
Hey all, I'm working on this sci-fi themed vehicle based on an original concept by arnaud caubel. I tried to push my hardsurface skills and shape design. I would love to hear your opinions and any feedback.
Some thoughts. * Quality over Quantity * Everyone wants a job as quickly as possible. Therefore, taking time to make sure your work isn't screwed over by this gives you a leg up (well executed work under pressure is a game artists' job, after all). * You're competing against the best of the bunch, not the basic minimum for…
Those two examples was with organic/character models, I wonder how it would work with a hardedge model such as a Sci. Fi. Wall piece or the classic road barrier. Will it optimize the model for planes or do you need to optimize it yourself, I wonder.
musashidanmcgrath (also a member here) has good videos covering hard surface in zbrush videos. Pavlovich is the Zbrush guru. He has a good intro to zbrush series but also several practical projects to make weapons and sci-fi suits.
Here's a sci-fi mech concept I've been working on in my free time. Original concept by psdeluxe can be found here: https://www.artstation.com/artwork/ygogn Software used: Maya 2018, ZBrush 2018, Substance Painter 2018
New update with small props + some other fixes and blocked in airships. texture refinements, rock decals, and finished airships are on the menu for today. After this I need to wrap up and probably move on to a realistic scene (probably sci-fi interior)
Sick! Nice sculpt on the rock house! I think you should add more interesting things happening in this cave. ATM it seems kind of bare. Maybe make it more fantasy like (sci fi or medieval) to give it more style?