I havnt posted here in a while, but I got a free polycount shirt once so i figured i should post a free small 10 min tutorial i made. Warning: 80% of it switches between mumbling and whispering, and the other 20% is me saying the word "ughm" over and over. Tutorial: https://vimeo.com/163317848
Finally! My first fully textured, and fully rigged character! I've been working on this for about three weeks on and off and I'm finally done. I'd like to know if there's stuff in the texture, design, geometry etc. that I might've messed up and dont see. So please point out anything wrong EDIT: Sorry about the bad…
Hello everyone, I am trying to step out of my comfort zone lately, trying on more organic textile texturing as compared to my usual mechanical/ hardsurface ones. I’m currently stuck on the Engineered Mesh section of this sneaker. Specifically, I’m struggling with how to achieve that layered, breathable cloth look where you…
Thicker walls block light leaking and offer a little more flexibility if you want to nudge the meshes off the grid for some randomness or variation. Also for newer games if they are using mesh shaders or nanite, closed meshes can cull meshes behind them better.
Hey just wanted to post a little personal project I started for fun after Uncharted 3. Its based off a Creature Box concept, based in the Ratchet and Clank universe. Wanted to do something different then what I was doing at work, something very stylized and not an environment ha. I initially made some areas incorrectly…
Hi guys! Sharing my latest artwork for the first time in this forum. This model started as a loose sketch in ZBrush and then evolved at the same time when it went through modeling phase in Maya. This project also served as an opportunity to learn PBR texturing using Quixel Suite and realtime rendering with Marmoset…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
Had a busy few days. Not much time to sculpt, so I just played with it a bit and blocked in a slightly more detailed version of the face while testing different settings for my brush. Not going to keep it; just wanted to try it out. I'll do it properly later.
Hello everyone! My name is Michael Clarke (aka Xynode). I haven't posted on Polycount before since I have been very slack and not managed to reach out as of yet. But that's about to change. I would love to get some opinions and perhaps give some back in return as well as showcase my art from time to time between projects.…