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created doodle
on 02-26-2012 05:10 PM
getting back to my stuff I landed a gig learning how hard it is to model all day =D

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So much character goodness here. Dejewolf, love that texturing 
Portfolio - critiques welcome 
Junior artist at Bohemia Interactive Simulations (UK)
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, triangle,
357 Posts,
Join Date Jan 2011,
Location Guildford, UK
, line,
53 Posts,
Join Date Dec 2010,
Location Australia
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Some work in progress modular window sets for an environment im working on atm, not sure if they're alittle too noisy, especially seeing as the scene will involve rain.
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, triangle,
429 Posts,
Join Date Oct 2010,
Location Nottingham, UK
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This is a character I've been working on for a while now, any crits are welcome.

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, spline,
113 Posts,
Join Date Sep 2011,
Location Los Angeles, CA
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that's Fergtastic™! I think you did robotpencil's awesome sketch justice and then some man
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, polycounter,
828 Posts,
Join Date Mar 2006,
Location San Francisco
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Last edited by shadownet752; 02-26-2012 at 07:19 PM..
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, vertex,
26 Posts,
Join Date Jan 2011,
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Just finished another prop, this time from the PS3 game Killzone 2.
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, spline,
207 Posts,
Join Date Mar 2011,
Location Spain
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Testing out a ruined wall mesh (588 triangle) in maya before texturing and engine tests.
Normals + AO only.

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, triangle,
286 Posts,
Join Date Aug 2008,
Location France
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Oh yeah choco! Very good sculp! The Normals loooks pretty nice .
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, line,
88 Posts,
Join Date Jun 2010,
Location Brazil
, vertex,
43 Posts,
Join Date Jul 2009,
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still working on this

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, polygon,
650 Posts,
Join Date Feb 2008,
Location Greater Los Angeles Area
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A udk environment. Modeled it after a scene from Inglorious Basterds.
More images: http://www.polycount.com/forum/showthread.php?t=95130
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, null,
20 Posts,
Join Date Oct 2011,
Location Toronto
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Rad work Ferg.
I updated the header of my website.
Old one:

New one:

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, dedicated polycounter,
1,539 Posts,
Join Date Feb 2009,
Location Brisbane Aus
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Started putting together this scene
Be nice, it's my first clean scifi :P
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, triangle,
314 Posts,
Join Date Apr 2010,
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@Muzz: Honestly, I'd take it down to something that's around 200px in height. The farther down you have to scroll to see your art the more discouraging your site may seem.
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, polycounter,
1,274 Posts,
Join Date Jun 2009,
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I'm working on retexturing the Minecraft villagers.
Since a lot of Minecrafters are complaining that the default villagers look so ugly, I decided to step it up and make them.... even more ugly!

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, triangle,
340 Posts,
Join Date Nov 2004,
Location Kuala Lumpur
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Suburbburn, I'd usually agree, but my site is a single page with almost all the art accessible without scrolling. I am working on shortening it and integrating it with the backing more but I'm not going to be scaling down the details in it.
But regardless I'm fleshing out the site more and just trying to give it a better vibe overall.
The site is www.muzzoid.com if you are still curious.
Demon- Nice pixelling!
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, dedicated polycounter,
1,539 Posts,
Join Date Feb 2009,
Location Brisbane Aus
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Choco: me gusta those rocks

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, line,
67 Posts,
Join Date Jun 2011,
Location North Shields, UK
, card carrying polycounter,
2,390 Posts,
Join Date May 2006,
Location In the Year 20XX
, line,
57 Posts,
Join Date Sep 2009,
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nice penguin! that gun was always one of my favorites (concept wise).
here's a quick doodle for tonight.

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, card carrying polycounter,
2,029 Posts,
Join Date Apr 2007,
Location Belmont, CA
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Oh WAYWO, I've missed you sooo much, lots of good work on here and already 101 pages, awesome
A lil cross-posting, looking for some feedback on what I should do with the back of the vest

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, triangle,
282 Posts,
Join Date Mar 2011,
Location Santa Monica, CA
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spiderDude I'm signing up to anything you make.
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, veteran polycounter,
3,303 Posts,
Join Date Oct 2004,
Location Denver, CO
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asdf

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, triangle,
370 Posts,
Join Date Feb 2011,
Location Ohio
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