Artist: Marc Simonetti Title: Solomon Kane “Artwork done for Bragelonne publishing” Very good...

seen from United Kingdom
seen from China

seen from United Kingdom
seen from United States
seen from United Kingdom

seen from United States
seen from Israel

seen from United States
seen from United Kingdom
seen from China

seen from Netherlands
seen from Australia
seen from China
seen from Russia
seen from United States
seen from Russia
seen from United Kingdom
seen from China
seen from United States
seen from France
Artist: Marc Simonetti Title: Solomon Kane “Artwork done for Bragelonne publishing” Very good...
3D sculpt of @dante-daemon ’s character. Took me several days to make since it’s my first ever full body 3D sculpt but I’m pretty ok with the result!
Also here’s a link for whoever is into rotating 3D models on your browser https://www.oculus.com/medium/sculpts/1327914444005588/
Heyo Fine Folk of the Interwebs! I’ve been wanting to do some actual art in vr instead of just messing around. This was first sculpted in Oculus Medium and then finished in Photoshop. The second image is what it looked like fresh out of Medium. This is so unbelievably fun! I was standing in this hallway while sculpting it!!
i can’t believe the first good thing i’m trying to make with 3d modelling (in oculus medium) is a fantroll.
I just got an Oculus Rift.Here’s my first sculpt in Oculus Medium.It was a ton of fun.Expect more soon :D
More explorations in VR sculpting. Concept by https://www.artstation.com/happyrock =]
It feels like learning to draw again since it's a completely different system, but I seem to be making good progress. Also, I can say that coloring in @OculusMedium is quite intuitive. The skin came out feeling translucent, even with just a basic color pass
I polished up the Bones Realm. I sculpted the cave quickly in Oculus Medium and used the Directional Specular lightmapping of Unity 5.4, so I worry about how to do this in 5.6 and later. I also added lighting and dust effects and audio ambiences. All aesthetic rather than functional, but after I made the ocean shader I remembered how great it feels to have a simple but immersive and convincing environment become complete enough to get the point across. In a world of slow-moving systems development, it’s great to easily and quickly make a huge leap in quality, in at least one area.