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PrivatePolygon

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Everything posted by PrivatePolygon

  1. Restarted, scrapping things or leaving parts out. Even putting personal projects aside and not finishing them. Every artist must've encountered situasions like that for once.
  2. You're welcome.Seeing you used Substance Painter, I know for a fact that Substance Source has a lot of skin materials, If you bought Substance Painter than you've got 50 free downloads :)
  3. Wasn't really happy with the paint job on the elephant I made so I had some time last night to redo it in Substance Painter after working with it a bit more often.
  4. Cool character, though the skin shader feels a bit flat to me.
  5. What about here on pluralsight/digital tutors? https://www.digitaltutors.com/11/search.php?searchString=interior+design
  6. Looking smooth indeed, keep it up!
  7. Couple of renders to show the wireframes and other sides.
  8. Ha, cool stuff you got here, love that last one xD
  9. From the album: Finals 2017

    © Jarno Nieuwenhuijsen/PrivatePolygon

  10. Yeah pretty amazing right!? I saw that after I already started with this project and am happy that I tried to recreate one of the earlier Mass Effect armours ^^
  11. Yeah I know! I can only dream of getting on that skill level somewhere in this lifetime..
  12. From the album: Finals 2017

    © Jarno Nieuwenhuijsen/PrivatePolygon

  13. Mission accomplished then hehe . Though the characters ingame don't look that good :( Check out their art dump though :O http://www.zbrushcentral.com/showthread.php?206097-Mass-Effect-Andromeda-Art-Dump
  14. Thanks Dan. Yeah me and Substance Painter are big friends haha. Love the app, It's so easy to work with. Only the painting in Zbrush still feels better with the scattering options and dragging and such. Thanks man! :D
  15. Sooo, here it is! Not the exact final that I'll be posting on my website yet since I want him to be on a spaceship bridge with earth in the background and with an earth hologram which I already made. But for now I'm done with the character itself. Everything was made within C4D with the exeption of the head details that were sculpted on in Zbrush. I used Zbrush now and then for sketching rough shapes and work them out in C4D after that. The texturing was done in Substance Painter and this render was made in Marmoset after spending half this day on tweaking the materials. I exported it on the second subdivision level (around 93K poly's) to be sure that there weren't any square edges. The low poly model is at around 22K. Hope you all like it and when I've got time I'll post the final here ofcourse when it's finished :)
  16. What about a holy handgrenade or a banana bomb xD
  17. Sweet! Skin shader looks nice on it too :)
  18. Nice got it! Never really played with it cause the wireframes where never worth looking at lol. Thanks, I am really tempted but I won't haha, life's going to be crazy in the next month since I'm going to move to an other village so it'll be painting real walls instead of within the material editor :( haha!
  19. Exactly what I was looking for, thank you sir!
  20. Been working on this off and on for the last two weeks. Main problem is the lack of good reference material so I improvised a bit on the armour. last thing to do is the arms. This was created 100% in C4D except for the details on the face. Next phase is Unwrapping and adding mechanical details in Zbrush, in there I'll also smoothen some parts since I'm not that good yet in SDS modelling. I'll export this on subdivision 1 to get some nice smooth edges. After that on to Substance painterrrr! Fun project. Btw does anyone know how to create nice wireframe renders in which you'll only see the main smooth lines from the SDS? @VECTOR perhaps? I think you'll use it all the time on your models or am I wrong. EDIT: I think I'm wrong, thought the lines where smooth but I can see the normal edges, nevermind haha
  21. Hard to say what sort of effect you'd like to achieve here but the first thing I notice is the grainy looking shadows (or is it a texture ?)on the ceiling and walls . If you'd crank up the samples in the render settings you can get smooth looking shadows.
  22. Yep, slight bevel on those edges would improve the image a lot! And btw, welcome to the wonderous world of 3D ;)
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