This is a character design I have cooking. Stepping outside my generally realistic tendencies to assume a more stylized look. The head is obviously too large and not proportionate. I'm still going for geometry that will animate well. Any C&C is much appreciated! www.humanclay.com
Anyone been watching this? Im up to episode 5 and Im loving it. It only has 10 episodes, and it kicks butt, its like a cross between jarhead and black hawk down. Nice to see something more realistic and less patriotic. some of the dialog is really funny
This why my go at a realistic dragon for an art test. The base mesh was provided, sculpting and texturing done by myself. Directions were hyper-realism, contrasting details, brutish and demonic. 6 hours total. C&C Welcome! :) Dragon Head Wireframe. Render
I recreating the lost woods scene from the Legend of zelda series. Looking for tutorials for realistic lighting ( dark forest scene) and ways to generate trees for an environment. I using 3ds max and Vray for this project. Using itoo software trial version for trees but not happy with the results.
A project I made to improve my character skills. It's a semi-realistic take on Young Nahoko from "The wind rises". Modeling done in zbrush/maya, texturing in Mari, shading, lighting and rendering with Arnold. Xgen hair. On my Artstation too: https://www.artstation.com/artwork/5484z
I wouldn't really call this stylized. The scene looks like you're going for a more realistic nature. I think you can make your bevels a little bigger in the future. Cute shop :)
YUou know what it is? Maybe it's like the editing that would help make this FEEL less flat is technically artistic license that would make it technically NOT PBR realistic. Like baking in a little AO into an Albedo.
You could easily just ask the same question reversed.. Does gameplay actually hinder graphics? Quite often the gameplay mechanics are not designed to work in a realistic scenario. They live in a boxy, modular world..
Really cool results! Love the colour variation. It's a nice cross over between stylized and realistic. Have you tried these values for water and mud from the PBR theory document Marmo has up?
That looks amazing! Looks like you took care of the seams, and I think the textures are very colorful and realistic. Congrats on getting it into UDK, you would make a great map modeler for a mod team.