:) Omega Ebrius
So yeah, I may or may not have found a job other then something in the games industry (thank fuck).
Lint Roller? I Barely Know Her
wallacepolsom
occasionally subtle
Not today Justin

Janaina Medeiros
Misplaced Lens Cap

if i look back, i am lost
2025 on Tumblr: Trends That Defined the Year
noise dept.

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JBB: An Artblog!
art blog(derogatory)

Kiana Khansmith
Cosimo Galluzzi
Three Goblin Art

izzy's playlists!
Jules of Nature

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Aqua Utopia|海の底で記憶を紡ぐ
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@tripledutchman
:) Omega Ebrius
So yeah, I may or may not have found a job other then something in the games industry (thank fuck).
Check out these 3ds Max plugins that you should try today
Putting this here for future reference.
Transformers WFC/FOC Overlord.
Based on the design by Dick Grinwis of the renegade Decepticon general, in the style of the Highmoon Transformers games. Loved the design since I first saw it, Overlord is one of my favorite villains, and I am now at a point where I am confident in my 3D modeling skills to try my hand at bringing it to life. Succeeded pretty well I think, very pleased with how this turned out.
Modeled in 3DS Max, rigged in Maya, textured in Photoshop, rendered in Marmoset Toolbag 2.
Textures spread out over sets as per the Highmoon style: Head, Arm, Torso, Leg, Chainsaw, Gun, Tank, Jet. Diffuse/normals/specular/gloss. Polycount is around 20K for the character model, 9k for the jet and tank.
Original design: http://www.tfw2005.com/boards/transformers-fan-art/817503-wfc-foc-overlord.html
Dick Grinwis' site: www.grinwise.com
Ultra Magnus model is ripped from the game, obtained thanks to the contributors on the Facepunch forums, all credit to the original artists.
More pics and Marmo Viewer here: https://www.artstation.com/artwork/0aVGK
Baking normals, AO and more in 3ds Max (render to texture). Really handy tutorial I ran across that helped out with some stuff I was trying and failing at.
This has been a life saver for me as I tried to learn baking normal maps the past week.
Render turntable for the Soldier of Louma!
See more of this in the previous post: http://tripledutchman.tumblr.com/post/122044532638/soldier-of-louma-finally-got-around-to-finishing
Soldier of Louma. Finally got around to finishing this guy. A studycase I took on during the last month of my internship, to get some practice at turning an existing character design into a 3D character model. Had to drop it for the past semester to focus on my school project, but with that over and done with I had the chance to wrap this guy up! Character design by the talented Wan Yie Jim. Check out her stuff, she does cool things. https://wanyie.artstation.com/ Major props to my internship survivor, Krijn Hakkert, for helping me out with advice on this. You rock dude.
Programs used were Zbrush, Photoshop, Autodesk Maya, 3DSMax and Marmoset Toolbag 2. Final model is around 20k tris.
Closer and cloooseeeeerrrrr Just gotta add some additional undercarriage stuff and extensions for the wings/engines (so they don’t just free float) and then it’s on to texturing. UV unwrapping will be such a headache with this one, but it will be so worth it. ....the extra cockpit windows give it such a dumb goofy grinny face and I am not sure if that is a good thing or not.....
Getting there.
Feels good to be doing something big in 3D again after a project that only had me doing 3D to figure out perspectives and angles for a 2D crowd game. Coming back to a project from waaaay back in my first year, the first real big thing I made in 3D, an update/redesign to show how far I’ve come.
Hey! My name is Thiago Vidotto and I am a brazilian self-taught generalist artist with a passion for games and for learning random things. Working with games started as a hobby more than 15 years ago doing maps for Quake, and it took me years to discover that I could do a living of that. In the mean time, I graduated as Architect and Urban planner, and worked with traditional modeling and animations for television.
Thiago is offering FREE PDFs on texture painting and baking! Get them while they're hot!
Another rendering experiment,, this time with a simple environment I build for Tracymod to help her with her Unity assignment.
Got my hands on Marmoset Toolbag 2 and dicked around a bit with it. Yeah, I think I love this program. So many more features then the first one, and that physically based renderer is just delicious.
You're doing a resume critique, but, praytell, are you interested in doing a game art portfolio critique?
I’m not an artist, but I was planning on asking a few artists I know to give some commentary about constructing a portfolio and suggestions. In addition, today I’m posting some great pointers from Gavin Goulden (lead character artist on Bioshock Infinite) that he gave at GDC last year after doing a bunch of portfolio reviews. Here’s his condensed portfolio advice:
You can read the entire thread by clicking here.
Sharing this on the 3D blog because it still applies and is one of the best damn advice you can find.
Unreal Development Kit UDK: How to make normal maps better
Secret art Santa for a friend who is really into Halo. Was fun to do and a good exercise with some things I'm still struggling with.Zbrush and Photoshop.
Two days late, but here it is, Happy birthday Deflyingdutchman. :D
Modeled in Zbrush, exported into 3dsmax, texture touchup in Photoshop, rendered in Keyshot. 5k, 2048 diffuse and normal map.