McDanks shameless archive of cool (shitty) 3D stuffs

McDankus

Senior Member
Apr 7, 2018
132
Sup Tacos and Bananas, it's one of your favorite knob-heads in TnB coming with some 3D work I've been cooking up for my 3D Artist portfolio. Decided to toss this up here to show folks what I've been up to but also to try and shamefully promote my online blog for my ongoing 3D work. The portfolio is constantly being updated whilst I continue to spruce up my skills so I can start applying for interships/jobs in the New Year.

I'll also be putting up commissions soon so I can earn some extra shekels for more coolio 3D Software and shit. But for now you get what you're given so enjoy! Criticisms are welcome by the way, the work will be presented from earliest to latest from top to bottom so you can get an idea of skill development (maybe, hopefully).

Enjoy!

Raccoon Police Department - Main Gate 3D Model:

One of the first proper pieces I did. At the time I wasn't testing my abilities in ZBrush to the best of my ability so I didn't utilize it here, in hindsight that was a fucking dumb idea. I liked how it resembled the RPD Gate, but there was some issues here and there. I'd love to go back to it later down the line and do a redux.







Abandoned Sci-Fi Lab:

Part of my Advanced 3D Graphics module earlier this year. We had to create an environment using advanced 3D techniques including various methods of lighting, post processing, texturing and sculpting techniques. In some areas this was lacking, and I wish more could have been done. However, I loved the overall atmosphere and mood that came with this environment.










Remington 870 Low-Poly Model:

My first effort at attempting weapon modelling, in an effort to broaden my horizons in terms of modelling roles. Honestly had a good deal of fun with this, minus having to normal map the damn thing. However I feel that the results might be much better now after learning about more effective workflows for high to low poly baking. Some of the PBR Texturing could have been improved a tad but I was still happy as a first try!










Orc Helmet Model:

Another attempt at modelling something different, in particular a helmet. However I wanted to give it more of a distinct fantasy look than just a typical helmet you may see an Orc wearing in other media. I tried to do some more sculpting on this but it went tits up, but this was partially due to some lack of knowledge on ZBrush which I've now gone back and practiced with.













WIPs:

This section is for any work that's currently being developed, either as larger/smaller pieces that will become additions in due time! Here are some screenshots of what's currently being developed:

Grommash Hellscream's Vambrace:






Warsong Warrior Burial Site:






I am open to feedback! If anyone here has an artstation and wishes to follow and support my portfolio they are welcome to do so here - https://frankie_boyle.artstation.com/

The same goes for anyone who has facebook in general and wants to like and promote my blog. It'd mean a lot if anyone was interested! - https://www.facebook.com/frankieboyle3d/
 

Joboba Durtfeet

SIMPLY DELICIOUS
Sep 2, 2012
2,433
i've been fucking around with sculpting software for a while (mainly mudbox) and i could never get anythin good out of it, how long did it take you until you got comfortable with it?

also is zbrush worth it over mudbox?
 

McDankus

Senior Member
Apr 7, 2018
132
i've been fucking around with sculpting software for a while (mainly mudbox) and i could never get anythin good out of it, how long did it take you until you got comfortable with it?

also is zbrush worth it over mudbox?
It really depends. ZBrush is much better given its capable of manipulating models with millions of polygons, and has an array of tools for finer details like custom brushes, sculpting layers, UV mapping tools, re-topology tools and what have you. The only downside I'd say that I've struggled with is getting used to the UI because it's a bit different than other software. Depending on what you're intending to use for sculpting, I'd say ZBrush is the way to go. It's normally the "go to" software for 3D sculpting over Mudbox.
 

drac

Senior Member
May 8, 2016
168
That shotgun looks great. When did you start modelling and with what? I've been curious about trying to get into it.
 

McDankus

Senior Member
Apr 7, 2018
132
That shotgun looks great. When did you start modelling and with what? I've been curious about trying to get into it.
I first started modelling around 5/6 years ago when I went to college but at the time I didn't have as much of a grasp of modelling etc as I do now. As of July I've finished a 3 year BA Hons in 3D Modelling and Animation.

If you're looking to get into modelling you're best bet is either 3DS Max, Maya or Blender. I personally use Maya as it's the more prorocient modelling software for the Industry. ZBrush is a highly need piece of kit to make high poly model to bake into low.

Feel free to toas me a PM on my discord McDankus#1081 so I can go into more detail on what you need to get started
 

McDankus

Senior Member
Apr 7, 2018
132
you should work for dave man
you can model our donator stuff
and stuff
If I'm honest, whilst I don't specialise in character models (only creating props for characters like helmets etc) I'd love to get back into SDK Hammer and stuff. I reckon it'd be sweet to make custom props/textures for maps for TnB given my aspirations as an environment artist
 

Levinx

Zealot
Aug 4, 2011
1,186
If I'm honest, whilst I don't specialise in character models (only creating props for characters like helmets etc) I'd love to get back into SDK Hammer and stuff. I reckon it'd be sweet to make custom props/textures for maps for TnB given my aspirations as an environment artist
That would be cool, custom environment and etc.
I mean did you see how much dave gets in donation? 5.2 million
 

McDankus

Senior Member
Apr 7, 2018
132
I'll likely consider it in the New Year since first of all I need to see how applying for an Internship at Rare goes + starting commissions. Don't want to overload myself with work but it's definitely something I'd like to try in the future. It's good to experiment with other engines and shit so I'll see.
 

drac

Senior Member
May 8, 2016
168
If I'm honest, whilst I don't specialise in character models (only creating props for characters like helmets etc) I'd love to get back into SDK Hammer and stuff. I reckon it'd be sweet to make custom props/textures for maps for TnB given my aspirations as an environment artist
That's awesome dude, me and tarbox are working on a map right now. I'd love to show it to you and hear your thoughts! I'm mooch on discord, I sent you a friend request. Here's some screen shots.

https://imgur.com/a/1wBKX9O

Right now I'm trying to sort out the layout as tarbox cranks out various buildings.
 

McDankus

Senior Member
Apr 7, 2018
132
Just a quick update from some recent work I've done on Substance Painter after buying the package recently:




2048x2048 render in Substance. Mesh was provided by Allegorithmic as part of the tutorial into Substance Painter since this was my first real creation from it. Hoping to post more results with my own work shortly!
 

McDankus

Senior Member
Apr 7, 2018
132
Another cheeky piece of work after spending a few hours in Substance Designer trying to get a hang of the workflow for creating seamless textures. Here's a cheeky render, but intending to refine it further later on!

 
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McDankus

Senior Member
Apr 7, 2018
132
Decided to do another addition to my metal textures, this time creating a more rough, grunged up and mossy metallic texture as if it's had some long term weathering.

 

BMY

Legend
Jul 9, 2016
1,514
What's with the photographs I thought this was a 3D model thread
:^) Great job dude
 

McDankus

Senior Member
Apr 7, 2018
132
Thank ya'll for the comments and support! If you guys want to help me out, it'd be fantastic if you could like my facebook page and possibly share some shit just to spread myself around. Shameful publicity and all of that!
 

McDankus

Senior Member
Apr 7, 2018
132
Some final renders of the lamp I showed you previously that have been prepped and presented on my Artstation Portfolio! All textures are 2048x2048 and images were rendered in Substance Painter using iRay.




 

McDankus

Senior Member
Apr 7, 2018
132
Been getting on with some of my previous work that I sculpted in ZBrush, starting with Grommash Hellscreams Vambrace!

ZBrush Sculpt:



Current Progress in Substance Painter:



Opinions are always welcome!
 

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