please visit my profile
glad you like it metalliandy , i had some time free today and i really want to get better in sculpting so i did some sort of speedsculpt today.
After modelling a lot, i decided i needed to start a texturing exercise. Let me know how the textures look so far. I need to add a texture to the front side of the wall, as well as a lot more junk and some flowers around the wall.
"If everyone is doing it then it must be stupid"
Does this count for pop music.
Alice in Chains all the way!!
pls visit my profile and tell me about my works
Hey there, as a new comer, and this being my first post, I figured it would be appropriate to post one of my works in progress.
Now, I know everybody has done real world guns, but I've been on a Call of Duty kick recently and.... you can probably guess where this project is going. Haha! Anyway, this particular model is of a Springfield Armory 1911. It's mostly finished. Need to add detail to the magazine (not pictured), give a bit of weathering to the gun as it's a bit too clean right now, among other tweaks. Modeled high poly in Maya, baked normals to low poly model, textured in Photoshop, rendered with Marmoset.
Feel free to give your opinions. Might put the project itself in it's own thread when I have more done
Finished this recently.
Great work! There seems to be some warping on the handle, and the size seems to be a bit mismatched. But that could just be me.
<< Portfolio Website >>
great stuff all over!!!
hope you enjoy
This is my very first time posting to this site. Im currently working on a female character and a couple more also. Feel free to critque my work.....
Nice progress so far Can't wait to see how you style the hair!
Hi Professor, I'm sorry I did Normal Map from ZBrush you can guide me with Mehran Haidari zoha3d
there is a lot of nice work here, I fallow this forum but I never post yet so....
I Made a Hi poly female character, with a kind of nano suit, on zbrush and 3dsmax
I hope you enjoy her
Comment and critiques are very welcome
Hi ProfessorWhere can I get a picture of plugins ZBrush into my software is not
hope you like it
some grab from work in progress foundry. M2 -optimized for PS3 and 360. Thanks for mention
hey guys i've finally placed my porfolio online http://rezaafshar.carbonmade.com/ could I get some feedback pls thx in advance!
I just made a car wheel as practice modeling.
C&C are welcome if anyone wants to give them.
Nice tire design, although it doesn't look structurally sound.
I actually based it off a real life tire design :O It's heavily influenced by the toyota FT-HS concept's tires.
Of course they did it better than I can do and now I'm noticing several blatant things that I did way different than they did :| But I achieved my goal of learning how to model a tire, so I'm satisfied with it for now.
Completed this over a week. It's the first tutorial I've done and Ive learnt a lot from it. I think I will apply what I've leant to a similar project
something i'm working on during my internship. I was allowed to post this.
Looking sweet Can't wait to see the final result!
something else i'm working on
Heya, first time posting. Looking for some feedback to help improve my work.
Welcome!The render is looking good so far
Hope that helps!
Thank you for the feedback, that's really helpful
just found this, thanks for posting it.
Splitting UVs is when you break a UV island. In this case, the UV's should be split where ever a hard edge appears in 3d space, so that there is a gap of a few pixels between the UV islands.
Whenever you create a smoothing group, it creates new vertices that share the same space and if these vertices are not separated their values are averaged when the normal map is baked. By splitting the UVs, you are allowing a correct value to be written as the verts. no longer share the same location.
If we say that vert. 1 is yellow and vert. 2 is blue and they both share the same UV space, then the resulting value of the verts. when baked would be green. If you split them in UV space then they would keep they original values and no mixing would occur.
This mixing is what causes the seam to appear as the colour that is created makes no sense in 3d space and thus shows as an error.
Check out the pics below.
Set 1 has smoothing groups assigned but the UVs remain as 1 island. Set 2 also has smoothing groups assigned but the UVs have been split where the 2 smoothing groups meet. (see the UV map below)
Notice that Set 1 has a dark seam that runs down the centre of the mesh and Set 2 doesn't
Hope that helps
Sorry for the long reply
This is a Video Game Art Cover for a PC game I was working on. My team sort of fell apart after the tech demo so I have moved on to something bigger and brighter with a much more experienced team but I am still proud of this one and wish I could have seen how it came out as a full product. Very nostalgic for me I suppose.
***SHADOWOLF SOFTWARE IS CURRENTLY RECRUITING***[b]Skype: shadowolf.fmashburnEmail: email@example.comFacebook: https://www.facebook.com/shadowolfsoftware[/b]
Cool I really like the ornate design above (and inside) the gate Do you have a color version? Or is the whole thing black and white?
Do you have a link to the tech demo?
I actually intended on leaving it black and white, the reason for this was because I wanted the game and the art therein to have a kind of old school wolfman 1940ish feel. I thought it would be a nice unique approach to the overall presentation of the game. I may possibly have a color version on a flashdrive but I will have to check for sure. I will post it if so.
The tech demo is also on a separate drive but I can definitely post a link via your inbox. You may have to turn down the resolution a bit as it was intended as a tech demo i.e. a lot of things have problems coming together. I was a bit new to the cryengine scripting language as it isn't my main skill set.
Was playing around with ideas for a logo for my company and came up with this. Thought it turned out pretty good...its kinda like lionheads logo except mines a wolf and I made him chrome lol.
forgot to post pic sorry
This is a couple of sketches I am working on for the main character in the indie game I am working on with some friends.
This is really interesting. Thanks for sharing.