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The Knight of Fate: Finalized Model
I finally finished his sword! Here’s what he looks like:
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So with this finished, the plan now is to actually make the first short with the two characters! Stay tuned!
As always, like, subscribe, and share!
I finally finished his sword! Here’s what he looks like:
So with this finished, the plan now is to actually make the first short with the two characters! Stay tuned!
As always, like, subscribe, and share!
So as you know, the Knight of Fate is finalized:
But there are some other test renders I have that I’d like to share with y’all as well:
His sword will be the next thing I model, which in theory, shouldn’t take too long. Stay tuned for more updates!
As always, like, subscribe, and share!
I’ve rigged up the model and made a fun little environment for the mostly finalized Knight of Fate character. Here are the pics:
This took me a surprisingly long time to get a decent environment together to show off the character in. It did come together in the end.
He’s still not finished though. After all, every Knight needs a trusty blade at his side…
More updates coming soon! As always, like, subscribe, and share!
Happy Friday the 13th! Initial texturing for the Knight of the Fate is done. Here’s some renders:
It’s not quite finished yet: there’s still some more ornamentation to add, lighting to fix, and a better environment to add to show him off. But he’s getting close to being finished!
I’ve been working on a new project these days, and honestly, while I don’t get as much time as I’d like to to work on these things, I have made enough progress to show off a clay render of a new character model, the Knight of Fate. Here’s what he looks like so far:
I don’t see more details being added, other than modeling his sword. The next step for the armor set is going to be texturing.
This is all part of a new visual story that I’m putting together and will hopefully have ready within the next month or so (though as I make this prediction I already realize that this may not be feasible…). Stay tuned!
I’ve been on a bit of a hiatus. Now I’ve decided that I’m going to get back into the swing of things. I recently finished a new character model which will be a part of a larger series and also is new experimentation for me. It’s sort of inspired by the Nazgul from Lord of the Rings and also the Grim Reaper. Here are the final pics:
The character is going to feature in a new short series I’m going to try my hand at. I’m hopeful that this series won’t end up being as time consuming as others have been in the past.
What’s cool about this character is that it’s almost entirely cloth simulation, something that was a lot of fun to play with.
Stay tuned for some more updates!
It’s been simply far too long since I posted any new art. Now I’ve gotten a bit of a chance to do some quick stuff. This piece was done over the course of a week, not taking the whole time of course. Made in Maya, textured in Substance as always, this is the Bridge to Dreams, partly inspired by Bloodborne/Dark Souls but also partly inspired by The Sandman comic by Neil Gaiman.
I’m still doing 3d work! Just a bit less than usual. This was a speed modeling piece I did recently!
I’ve been rather quiet, I realize. It’s been a while since I’ve updated here. Life’s been very busy recently. Two things have been in the works. Firstly, I’ve started working on the characters of Ghosts ’58. I’ve done two tests so far. Here’s the initial concept test in Daz3d:
It’s pretty low quality. I’m not the biggest fan of using Daz3d for my renders anyways. I then imported the character into Maya. It was a fairly straightforward process, but the eyelashes were somewhat screwed up, primarily because of transparency mapping. I replaced the texture for the eyelashes, a phong, with an aiStandardSurface material that used the transparency map from the exported file. The final render result was this:
The results are really good actually, especially given that this is a basic test with no real tweaking done. Wraith will probably look something like this, but there needs to be some more tweaks done. The main thing I didn’t like, honestly, are then clothes. The textures didn’t quite come out that great. I’ll have to look into that for various reasons, actually. The main reason is that the clothes themselves are primarily just stand-ins. They don’t actually suit the look I’m going to aim for.
As always, like, subscribe, and share!
I’m seeing a good amount of folks frequenting my site now! So y’all are probably wondering when’s the next chapter coming out? I’m working on it as we speak! I can give you some previews of what I’m currently working on.
First and foremost, right now I’m working pretty hard on the Titan Class aircraft carrier. This is what I have so far:
It’s still very much a WIP, and it’s still quite rough, but it’s pretty important for some of the scenes.
After that, I need to make the characters. Y’all haven’t even met them yet! So it’s the next big step, which hopefully won’t take too much time, but we shall see how that goes. Daz3d to Maya has proven to be troublesome at times…but let’s hope for the best!
Much of the next chapter will take place onboard one of these ships, so y’all will learn more about the world!
As always, like, subscribe, and share!
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