View Full Version : What Are You Working On? 2011 Edition!
SandmanSeven
08-31-2011, 04:17 PM
Hello everyone, I'm new to PolyCount. I just started my first character in 3DS Max and I would love some imput! Here is what I have so far...
http://i1095.photobucket.com/albums/i462/sandmanseven/render1-1.jpg
http://i1095.photobucket.com/albums/i462/sandmanseven/render2.jpg
http://i1095.photobucket.com/albums/i462/sandmanseven/render35.jpg
So the thought behind this guy is that he lives in a post apocalyptic world, where it is a constant battle against a second ice age, marauders, and rabid animals.
I'm going to re-do his jacket to make it look more like worn leather and fur, and I'm also re-working the boots. The sword on his back is just a place holder for now. I would love all the advice you guys are willing to give me, and I look forward to some great critisism.
GILBoY
08-31-2011, 04:28 PM
im doing some speed sculptures just to practice here´s one of the latest
http://s3.amazonaws.com/twitpic/photos/full/386617936.jpg?AWSAccessKeyId=AKIAJF3XCCKACR3QDMOA&Expires=1314834197&Signature=t9LwLEBpfAElsuJZ3KkfssCaCJU%3D
turntable on Vimeo http://vimeo.com/28427812
Blaizer
08-31-2011, 05:10 PM
Working on more critters, this time what i called "the Deglocer", an ultra fast monster! very hungry :)
http://blog.whiteblaizer.com/wp-content/uploads/2011/09/Deglocer.jpg
GoSsS
08-31-2011, 05:53 PM
I really like these sketches Blaizer ::
MalloryW
08-31-2011, 06:28 PM
Haven't been able to work on this as much as I would like. Mostly just messed with the teeth today. Sorry if this is getting to be repetitive.
http://dl.dropbox.com/u/1901345/skull_snaggleTooth.jpg
gauss
08-31-2011, 07:03 PM
Mental Radiation: nice work. but unless you are working on something that is intended to show up in the game roughly the size of a mountain, i would just call it done and move onto another piece. you've done good work but if it's a normal human-sized asset it does not justify the time put in and for the most part doesn't speak to how much time was put in.
Checko
08-31-2011, 07:08 PM
This thread is loaded with inspirational eye candy. Awesome things happenin!
Looking for some crit on my incubator before I move to lighting in UDK for the folio shots.http://ryanpacheco.files.wordpress.com/2011/08/incubatorwip5.jpg
Tank class- they get different skins(bark,stone,magma etc) instead of armor
http://dan-art.com/images/TankDude.jpg
process video-if you got 15 minutes
http://vimeo.com/28439908
Sean VanGorder
08-31-2011, 07:42 PM
Model for a class assignment
http://dl.dropbox.com/u/832936/my%20work/Izmojuki%20Mech%202/izmojuki_mech2_high.png
MalloryW
08-31-2011, 07:46 PM
@Checko: Liking the incubator so far!
@Dan: Nice! You and a lot of others around here are making me wish I could draw better...
Mental Radiation: nice work. but unless you are working on something that is intended to show up in the game roughly the size of a mountain, i would just call it done and move onto another piece. you've done good work but if it's a normal human-sized asset it does not justify the time put in and for the most part doesn't speak to how much time was put in.
Thanks for the crit :). It is supposed to be pretty huge though. Like 4 or 5 people tall was what I was thinking unless that wont work for some reason or if it's still too detailed? I admit I didn't think this through very well, hah. It started as a speed sculpt for practice and I just kept working on it. I'm open for more suggestions if you've got 'em. I might make my own thread soon instead of spamming this so much in here too... Anyway, I'll definitely move on now and finish the surrounding cliffs [not shown] and hope they will help sell the scale :).
tacit math
08-31-2011, 08:32 PM
this page is fucken sauce !! you boys are killing it !
http://dl.dropbox.com/u/3436831/scrubbos_11.png
those are nuts Tacit math
Sandro
08-31-2011, 09:28 PM
Lovely monster Blaizer :) You might want to apply some of the angular design you have on whole body to hind legs too, they look a bit fat-ish at the moment.
CopperHaze
08-31-2011, 10:18 PM
Here is a Tibetan warrior guy I am working on. I still have a ways to go.. Awesome work here!
http://i58.photobucket.com/albums/g264/BPCJr/Capture.jpg
Ryan Smith
08-31-2011, 11:45 PM
http://dl.dropbox.com/u/7010003/worm6.JPG
Aigik
09-01-2011, 12:42 AM
I'm working on my first ever character model. (I'm normally an environment guy). Mainly focusing on doing clothing items for this one so I don't get overwelmed:
http://dl.dropbox.com/u/15390227/merc.png
(https://photos-4.dropbox.com/i/o/UNjZXa3hw9JRuWRJtG3boIGt3qhxzjZRVgtQXapiq-s/15390227/1314950400/69de40c)
not bad if this isn't what your usually doing but i think there are some points that you might rethink, first of all i think the boots look way to feminine for a soldier dude and secondly i think as tight as the it is those wrinkles are pretty deep, i guess the cloth would have to be quite a bit wider/saggier or the wrinkles would have to be much harder and less deep as this makes the legs look very thin compared to the rest. Also i think you might reconsider some of the proportions, not sure about the gun (but compared to the hand it looks rather small, but i have no clue about guns), but the pocket on the other side is definitely way too small and very flat you wouldn't be able to put a pack of cigarettes in it.
larolaro
09-01-2011, 01:56 AM
Not done any drawing for a long time,
http://farm7.static.flickr.com/6086/6101271106_e8aac858cd_z.jpg
rooster
09-01-2011, 02:15 AM
hawt!
tacit math
09-01-2011, 02:30 AM
+ hawt!
itismario
09-01-2011, 03:12 AM
Tacit, Blaizer, Laro, go be badasses somewhere else =p.
Few hours into that ArenaNet test.
http://img685.imageshack.us/img685/8632/netsschmetz.png
gauss
09-01-2011, 03:13 AM
good to see you back laro, i'm struck by how different the sketch seems without the more customary outline on a lot of your pieces. but then aside from any technical consideration your redheads always look good :)
also in case nobody knew laro is the guy that just keeps fucking killing it with the tf2 addon stuff--you should pimp that DX:HR stuff in here btw
zenarion
09-01-2011, 03:42 AM
THIS PAGE IS DIAMONDS!
Here's my Snusmumrik/Snufkin WIP. Getting colored. I am a big fan of painting the diffuse map directly in mudbox. It takes some getting used to, but I very much like painting the diffuse on top of a visible normalmap, onto a model that will be wearing it.
http://i.imgur.com/RJWbc.jpg
Lonewolf
09-01-2011, 04:09 AM
http://img10.imageshack.us/img10/4523/mp5new20113copy.jpg
some little work on my old mp5 textures
thinking of adding M203 on it
Walrus
09-01-2011, 05:14 AM
That mp5 looks amazing!
woogity
09-01-2011, 05:29 AM
Working on more critters, this time what i called "the Deglocer", an ultra fast monster! very hungry :)
http://blog.whiteblaizer.com/wp-content/uploads/2011/09/Deglocer.jpg
DIBS!
kickass Man!
-woog
tacit math
09-01-2011, 06:16 AM
yeah that's a real sweet critter that. loving the series Blaizer. keen to see it sculpted up
.
http://dl.dropbox.com/u/3436831/scrubbos_12.png
oobersli
09-01-2011, 09:01 AM
finally got a good bake. textures are still wip
http://i461.photobucket.com/albums/qq332/oobersli/axe_textured.jpg
Ravenslayer
09-01-2011, 09:28 AM
Dan,Blaizer,Tacit Math, Larolaro: Awesome work guys!!!
Love the 2D love in here :)
Aigik
09-01-2011, 09:50 AM
not bad if this isn't what your usually doing but i think there are some points that you might rethink, first of all i think the boots look way to feminine for a soldier dude and secondly i think as tight as the it is those wrinkles are pretty deep, i guess the cloth would have to be quite a bit wider/saggier or the wrinkles would have to be much harder and less deep as this makes the legs look very thin compared to the rest. Also i think you might reconsider some of the proportions, not sure about the gun (but compared to the hand it looks rather small, but i have no clue about guns), but the pocket on the other side is definitely way too small and very flat you wouldn't be able to put a pack of cigarettes in it.
Thanks for the feedback, it all helps. :)
BTW I noticed we have the same first name, what are the chances, haha.
BradleyWascher
09-01-2011, 10:11 AM
http://dl.dropbox.com/u/7010003/worm6.JPG
Geeeezzz Ryan, I see your finally moving on from stone pillars haha. Nicely done. An very sweet concept.
AlecMoody
09-01-2011, 10:17 AM
http://dl.dropbox.com/u/7010003/worm6.JPG
That's pretty slick. It looks like some of the edge are too sharp and won't bake/mip down well. Have any concept images for the environment it's going into?
artstream
09-01-2011, 10:47 AM
http://dl.dropbox.com/u/7010003/worm6.JPG
Nice work so far. Really like what's going on with the "fingers" that are on the center orb. Also curious if you're following a concept or just creating it as you go.
oobersli
09-01-2011, 11:00 AM
wanted to make something to go along with my axe I'm working on, doings a beaten up shield. just roughing up the overlay pattern now. still pretty loose.
http://i461.photobucket.com/albums/qq332/oobersli/shield01-1.jpg
n88tr
09-01-2011, 11:10 AM
Damn everything is so nice around here.:) rock on people
http://artisaverb.info/Concepts/Weapons1.jpg
http://dl.dropbox.com/u/2871613/racer/full2.jpg
Just what I thought of
n88tr
09-01-2011, 11:12 AM
Model for a class assignment
http://dl.dropbox.com/u/832936/my%20work/Izmojuki%20Mech%202/izmojuki_mech2_high.png
Nice but the ref has the arms flared out
cyberflame
09-01-2011, 12:00 PM
heres ther arc gun from district 9 i've been working on. gonna start texturing sonnish
reference:
http://www.wired.com/images_blogs/underwire/2010/02/d9_arc_gun_660.jpg (http://www.wired.com/images_blogs/underwire/2010/02/d9_arc_gun_660.jpg/)
High-poly:
http://img710.imageshack.us/img710/7956/hipoly.jpg (http://imageshack.us/photo/my-images/710/hipoly.jpg/)
Low-poly and normals:
http://img853.imageshack.us/img853/7229/lowpolyandnormal.jpg (http://imageshack.us/photo/my-images/853/lowpolyandnormal.jpg/)
Sauron
09-01-2011, 12:06 PM
Colored this fat guy a bit
http://i.imgur.com/GX1dq.jpg
Swizzle
09-01-2011, 12:10 PM
Nice but the ref has the arms flared out
I think that's why they have a ball joint.
Ryan Smith
09-01-2011, 12:17 PM
Thanks gais.
I'm honestly just creating it as I go. I originalyl intended for the scene just to consist of the arms and the central orb. I am building it to create a portal/wormhole complex effect that you would see in a real-time cut scene or keypoint in the story of a game. I got carried away and decided that it would be great hard surface modeling practice to just finish the scene.
SaferDan
09-01-2011, 01:07 PM
Haven't been able to work on this as much as I would like. Mostly just messed with the teeth today. Sorry if this is getting to be repetitive.
This is awesome! I love the detail! What brushes are you using?
This thread is loaded with inspirational eye candy. Awesome things happenin!
Looking for some crit on my incubator before I move to lighting in UDK for the folio shots.
The texture is good but I feel it needs a bit more detail and just work on your material definition a bit more? Like I assume it's mostly made of metal? Racers tutorials are really good for metal, I have followed them myself!
Model for a class assignment
Gah your hard surface stuff is awesome!
I have started texturing! It all still needs a lot of work, I need so much practice! Emissives haven't really been touched either, I just wanted to see what it will look like!
Any and all crits on my texturing would be awesome, I really want it to look good. I still need to do a proper grunge pass.
concept is here - http://sixduck.org/prop/big/ControlBox.jpg
http://i158.photobucket.com/albums/t92/ddexter2/wip1.jpg
ambitious_nomad
09-01-2011, 01:11 PM
Such amazing work here guys. I have been following for the past few months and finally decided to join in.
Here is a progress shot of my character I am doing for the comicon challenge this year. Basically an armored version of batman post 2012. Lots of work left as well as a lot of polishing to do.
Hope you all like it.
http://img641.imageshack.us/img641/6696/upperbodyp1.jpg
Pangahas
09-01-2011, 03:25 PM
http://img.photobucket.com/albums/v669/nivramzurc/wardogprisonisland4.jpg
zenarion
09-01-2011, 03:31 PM
Calling this done. WIPs in sketchbook.
http://www.molcanov.com/images/snufkin_heads.jpg
disanski Thanks man, your observation helped me a lot!
Blaizer you have such amazing style dude, those creatures would look amazing in 2d animation.
So here is an small update for my Natalie Portman Space mariner;
http://i23.photobucket.com/albums/b374/rodrigocox/nat2.jpg
Arcadehero
09-01-2011, 04:26 PM
been working on painting some more. I'm trying to get better at painting humanoid subjects so I've started on this four armed goddess thing. Tell me what you guys think.
http://i1121.photobucket.com/albums/l513/thebrokendisk/Goddess-paint.png
Blaizer
09-01-2011, 04:33 PM
thanks guys!
Cox, my dream when i was a child was to have my own Manga.
Here's another one, in my PC Sketchbook there's more.
http://blog.whiteblaizer.com/wp-content/uploads/2011/09/Soldados_Lagarto.jpg
Wetterschneider
09-01-2011, 04:38 PM
not even capable of seeing what else it needs,....please clone your brain so I may eat it and gain your powers?
I'm thinking I could set this up as an SDK. It wouldn't be game art, but it would be fun.
biofrost
09-01-2011, 05:05 PM
Took a break from it and now im trying to finish this up. C&c are welcome and wanted.
http://img29.imageshack.us/img29/9308/fdsfsdafsad.jpg
http://img853.imageshack.us/img853/9374/fdsfsdaf.jpg
Ryswick
09-01-2011, 05:40 PM
http://www.kenr3d.com/images/workingslowly.jpg
Slowly working on my new environment, just blocked everything out.
richwderby
09-01-2011, 06:47 PM
I had a go at the 3D Motive High Poly Modelling Tutorial:
http://img6.imageshack.us/img6/3543/controlwr.jpg (http://imageshack.us/photo/my-images/6/controlwr.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Can anyone recommend any metal rendering tutorials for either Maya or Max? because I cant render atm
XenoKratios
09-01-2011, 06:52 PM
I am not worthy to post here... but I shall add to the collection :).
Still newbie at sculpting/sculptris. Finding it a bit hard to do hair...
http://i53.tinypic.com/6e3csi.png
Tried a textured brush for the beard.
http://i52.tinypic.com/5phmba.png
http://i54.tinypic.com/mlute.png
Rock test really, or soft metal... Hard to get super sharp edges. Could achieve better rocks in max but not a bad result I think! Off to find more tutorials!
oobersli
09-01-2011, 06:53 PM
finished up most of the major details. just need a polish pass to sharpen it all up.. and to start on the bolts.
http://i461.photobucket.com/albums/qq332/oobersli/shield03.jpg
Doodlin'
http://img820.imageshack.us/img820/5813/20110901speedsculptbird.jpg
Aigik
09-01-2011, 08:39 PM
Something I'm working on for fun... DL44 blaster from Star Wars... Episode V version. Time to start working on the low poly.
http://dl.dropbox.com/u/15390227/dl44_2.png
http://dl.dropbox.com/u/15390227/dl44_1.png
http://dl.dropbox.com/u/15390227/dl44_3.png
Tokoya
09-01-2011, 09:21 PM
So much amazing hi-poly talent in here, it's insane!
update on my sci-fi barrel, much happier with these results but there are a few smoothing group/uv issues to take care of
http://i220.photobucket.com/albums/dd211/Tok0ya/Plagued/scifibarrel3.png
Sectaurs
09-01-2011, 09:26 PM
dii, that's awesome
seforin
09-02-2011, 12:01 AM
I cant hear out of my right ear god damnit!
http://dl.dropbox.com/u/11483203/GD_CultistProp_06.jpg
André Boström
09-02-2011, 12:05 AM
Love the artwork on this thread!
I didn't want to start a new thread, so I'd rather ask here:
I made this T-80 tank a while ago, and I'm wondering if I should make a low poly?
I'm getting into cinematic art but I'm not sure if I want to unwrap this whole lump of steel!
http://i.imgur.com/ett4I.jpg
--------------------------------------------------------------------------------------------------
http://i.imgur.com/owZJN.jpg
- André
Rowsdower
09-02-2011, 12:06 AM
Working on my comic-con entry....hashing out costume stuff in maya.
http://dl.dropbox.com/u/16406156/3d/archangel5a.jpghttp://dl.dropbox.com/u/16406156/3d/archangel5b.jpg
jaythurm
09-02-2011, 04:01 AM
Very nice work this week :) Just finished another lowpoly
http://www.jeremythurman.com/polycount/fan_render_jeremythurman_com.jpg
Great work everyone D: will post some stuff later
Lazerus Reborn
09-02-2011, 05:24 AM
André Boström (http://www.polycount.com/forum/member.php?u=33164)
Low poly and unwrap that shit. It'd be a waste not to!
katana
09-02-2011, 06:26 AM
Dan! : Fantastic set of toons! Looking forward to seeing more from you.
XenoKratios : That's a good style to work in. To get nice edges, you might try Flatten, followed by hPolish.
Jeremy Tabor
09-02-2011, 07:54 AM
I made this T-80 tank a while ago, and I'm wondering if I should make a low poly?
I'm getting into cinematic art but I'm not sure if I want to unwrap this whole lump of steel!
Yea, why not? right?
One thing I would consider before jumping right into the low however, is how some of those details on the high will bake down.
Being made for cinematic stuff I'm sure you went for a replica of tank with real-world scaling for all of the little accessories, and while that's great, and certainly an accomplishment in itself, some alterations may need to be made to an offshoot of the high, so that it would serve better as a baking mesh.
e.g. texel density on the LP of the panel above the tread may make it difficult to include some of those little bolts and details. So typically what you'll see on a high-poly mesh made for use in the game-art pipeline is a little bit of exaggeration in the size of those elements which are normally pretty tiny, which is like I said before, is mostly the result of technical necessity in realistic models, and occasionally just a liberty the modeler takes to improve the overall readability.
Also, and its hard to tell with a matcap out of zbrush, but some of those edges do look a little crisp, and there a lot of 90 degree angles on some of those smaller details which wouldn't warrant geo individually defining them. So you would probably want to go in and soften up some of those edges and rework some of those smaller elements so that your bake comes out nice and chunky.
A lot of this stuff may work out just fine, and is completely dependent on where you can find ways to maximize texture resolution, but things like the crispness of the edges on the HP will just detract from the final result of the LP no matter what you do. And in games, the Lowpoly is the only thing which really matters, with the Highpoly just being a method to achieve certain results in the Low.
I'm sure a lot (or all :\) of this stuff you're already aware of, but since you said you were looking to get into cinematics, I just wanted to point out some of the accommodations that need to be made for models for games.
TLDR: Yea dude, go for the LP, but there may be some tweaks that need to be made to the Hipoly before you can get the best out of it.
SaferDan
09-02-2011, 08:53 AM
I had a go at the 3D Motive High Poly Modelling Tutorial:
Can anyone recommend any metal rendering tutorials for either Maya or Max? because I cant render atm
Here is an awesome one for maya http://www.nextgenhardsurface.com/showthread.php?41-Rendering-Maya-Rendering-Tutorial-Images
and just google max ones there are so many!
Envelope
09-02-2011, 10:22 AM
Some painting practice last night.
http://4.bp.blogspot.com/-Tiq1UF7lxrU/TmCMcd9gEKI/AAAAAAAAAVE/T1X9Ur7KsW4/s1600/smidge.jpg
dfacto
09-02-2011, 10:31 AM
Dig those colors envelope.
Pangahas
09-02-2011, 10:43 AM
http://img.photobucket.com/albums/v669/nivramzurc/wardogprisonislandFIN-1.jpg
Crap too many awesome pieces. I'd have to quote the whole page!
Working on some polypainting.
http://img833.imageshack.us/img833/6807/testtp.jpg
Ganemi
09-02-2011, 11:53 AM
Does anyone recognize this movie actor? : O
Also, do you see any errors?
http://img198.imageshack.us/img198/9144/boredofhim.jpg
Skillmister
09-02-2011, 12:09 PM
Low polying.....
http://dl.dropbox.com/u/25976783/47k.JPG
EiGHT
09-02-2011, 01:18 PM
Some painting practice last night.
http://4.bp.blogspot.com/-Tiq1UF7lxrU/TmCMcd9gEKI/AAAAAAAAAVE/T1X9Ur7KsW4/s1600/smidge.jpg
Why you want me to make out with you.
Please gimme moar!!!!!!!!!!!!
is it nicholas cage Ganemi?
mesh looks a little untidy though, ears need a lot of work
Marshal Banana
09-02-2011, 01:45 PM
Know what I like? Static patterns:
http://i93.photobucket.com/albums/l43/Marshal_banana/Vannewmore.png
r0xmys0x
09-02-2011, 01:57 PM
No strictly game art but its WIBWO so :poly127:
Inspired by Jordu Schell.
http://www.opifex.co.uk/wp-content/uploads/2011/09/SchellBust.jpg
CataFa
09-02-2011, 02:16 PM
dii: pretty cool doodle :)
calling this done.
http://forgestd.com/tempwork/ecm_02.jpg
Ganemi
09-02-2011, 02:22 PM
is it nicholas cage Ganemi?
mesh looks a little untidy though, ears need a lot of work
Noap, Javier Bardem.
Which part seems messy? : O Do you meen it's lumpy?
http://img35.imageshack.us/img35/9055/85544285.jpg
oobersli
09-02-2011, 03:33 PM
lowpoly next I think. dropped the bolts, wasn't feelin them.
http://i461.photobucket.com/albums/qq332/oobersli/shield_sides.jpg
Checko
09-02-2011, 04:10 PM
@ Lonewolf - Your renders always look so awesome. What do you render in?
@ SaferDan - Thanks for the feedback. I will definitely check out those tutorial and work on my texture a bit more.
@ Pangahas - can we expect to see your island compound textured?
@ BioFrost - have you assigned a spec map? if so maybe some more contrast in the spec. The lights are washed out as well. Maybe some more hard surface details baked in your normal can help it pop. Good progress!
really nice rox. reminds me of the deep ones from lovecraft
MasteroftheFork
09-02-2011, 05:31 PM
cross-posting my attempt at the ArenaNet art test.
http://www.drewgarnerdesign.com/wip/ArenaKnight_wip04.jpg
Ganemi - actually there is a fair bit wrong, the ears just don't sit on the head right, not enough geo to make the shape and the eyes don't really sit well in the skull. I would just double check the basic structure.
the bottom lids are just thin sheets, not enough volume and the top lids don't overlap in the corners.
Line on the bottom lips seems too harsh and no supporting volume.
Lots of weird 'crimping' going on in places, like the nostril edges.
keep going though as trhe overall form is not too bad
james567
09-02-2011, 05:48 PM
This forum is getting better by the minute. A lighting update, c&c welcome on what else I should add. The scrolls and hammer aren't textured yet
http://4.bp.blogspot.com/-wChNUtwWkHU/TmF4yk3RhpI/AAAAAAAAADQ/NfFa1L7dtGQ/s1600/burnett_J_WIP4.jpg
are you gonna finish the shoulder pads like in the concept MasteroftheFork:)
not too keen on that shader, looks a bit like dirty monochrome skin
coming along ok though, just needs that extra bit of care and attention
richwderby
09-02-2011, 07:00 PM
@ SaferDan - Thanks for the link, but ive tried that before and can't seem to get it right :(
I just sculpted my first ever rock! It is just a base texture with AO and Normal map on. I think it might be a little too low poly, I dont know though
I can easily raise the polycount to make it smoother, just not sure:
http://img856.imageshack.us/img856/720/unled2ks.jpg (http://imageshack.us/photo/my-images/856/unled2ks.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
james567
09-02-2011, 07:18 PM
@ SaferDan - Thanks for the link, but ive tried that before and can't seem to get it right :(
I just sculpted my first ever rock! It is just a base texture with AO and Normal map on. I think it might be a little too low poly, I dont know though
I can easily raise the polycount to make it smoother, just not sure:
http://img856.imageshack.us/img856/720/unled2ks.jpg (http://imageshack.us/photo/my-images/856/unled2ks.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
I think your mesh looks good, but it seems it's triangulated or the smoothing groups are messed up. If you want it smoother, just add smoothing groups in max. select the element (hotkey 5) and hit autop smooth to start, then take off the smoothing where you want it to be rough. Another option is to take that mesh if it has nice edge loops, duplicate it and smooth it with turbo smooth as long as you constrain your edge loops, then bake it onto that one to give it an updated normal. Lookin good and keep it up
hawken
09-02-2011, 09:29 PM
Low polying.....
http://dl.dropbox.com/u/25976783/47k.JPG
you may want to optimise the wheel hubs there, they look like they are using as many triangles as the rest of the mesh combined.
sparrow
09-03-2011, 02:29 AM
Here is a little project I have been working on in my lunch brakes.
http://i207.photobucket.com/albums/bb52/ashleysparling/knight_01.jpg
barnesy
09-03-2011, 03:20 AM
http://i676.photobucket.com/albums/vv125/barnesy35/portman.png
This is a character that I have been working sparingly on for the last couple of months.
Just retopping the gun at the moment.
El Pollo Loco
09-03-2011, 04:34 AM
Loving the character sparrow! I think some kind of chin in his helmet thing would make it more interesting though.
Update on my DareDevil dude. WIP Textures, and I still have to bake the normal for the belt (so don't mind that weird pattern on it). Weighs in at about 5K
http://i.min.us/iB9bkYf519NAI.PNG
snake85027
09-03-2011, 04:52 AM
Working on some polypainting.
http://img833.imageshack.us/img833/6807/testtp.jpg[/QUOTE]
looks like something I saw after a night of drinking.except the eyes were black.
acapulco
09-03-2011, 05:54 AM
Update for my little Island project. Will paint some more definite concepts for the background next week. Hope y'all like it. Textures are all not finished! at all!
http://simonkopp.de/Kunst/2011/GondaPicchu/insel/scrnst-4.jpg
jaythurm
09-03-2011, 06:24 AM
very nice lighting acapulco (http://www.polycount.com/forum/member.php?u=26983)can't wait to see it finished.
http://www.jeremythurman.com/wp-content/uploads/2011/09/gloves_highpoly.jpg
richwderby
09-03-2011, 07:13 AM
Thanks for the feedback James567. I used Zbrush to sculpt it, then meshlab to reduce the polycount.
I know I shouldn't really do this for topology reasons, so which is the easiest retopology program to use?
http://img143.imageshack.us/img143/5126/unled5nr.jpg (http://imageshack.us/photo/my-images/143/unled5nr.jpg/)
(http://imageshack.us)
passerby
09-03-2011, 08:01 AM
@richwderby for organic things like this there is actually no real reason not to just use meshlab or decimation master in zbrush to decimate the HP to make the LP.
topology doesn't matter much on organic models unless your going to animate them.
richwderby
09-03-2011, 08:10 AM
@richwderby for organic things like this there is actually no real reason not to just use meshlab or decimation master in zbrush to decimate the HP to make the LP.
topology doesn't matter much on organic models unless your going to animate them.
ok thanks :)
passerby
09-03-2011, 08:55 AM
ok thanks :)
ya worst case it's a bit harder to UV because you don't got nice full edge loops but that isnt a huge deal, just manually mark your seams and pelt map and your good to go.
Wetterschneider
09-03-2011, 09:42 AM
No strictly game art but its WIBWO so :poly127:
Inspired by Jordu Schell.
http://www.opifex.co.uk/wp-content/uploads/2011/09/SchellBust.jpg
He's a lover, not a fighter.
Mellon3D
09-03-2011, 09:51 AM
Create a stone wall, impressed by "Orb" environment
208 tris 1024 texture
http://fc02.deviantart.net/fs71/f/2011/246/3/5/aztec_wall_by_mellon3d-d48pydo.jpg
katana
09-03-2011, 10:09 AM
Here is a little project I have been working on in my lunch brakes.
http://i207.photobucket.com/albums/bb52/ashleysparling/knight_01.jpg
Love toons like this...great job.
POFFINGTON
09-03-2011, 01:01 PM
http://dl.dropbox.com/u/7010003/worm6.JPG
this is lookin sweeet! Are you using the 3 point shader in this or just nice lightings?
james567
09-03-2011, 01:26 PM
Thanks for the feedback James567. I used Zbrush to sculpt it, then meshlab to reduce the polycount.
I know I shouldn't really do this for topology reasons, so which is the easiest retopology program to use?
http://img143.imageshack.us/img143/5126/unled5nr.jpg (http://imageshack.us/photo/my-images/143/unled5nr.jpg/)
(http://imageshack.us)
The best work flow if you want good uv's is to start with a basic shape in max or maya or whatever 3d program you use and basically this mesh is 3 rectangles. So what I woulda done is make the 3 rectangles attached to one another, give them even edge loops then export it to zbrush and up the sub divs in zbrush, then take it back in and bake it. There are so many options to use. but decimation in zbrush does a good job as well.
Allan-p
09-03-2011, 01:43 PM
It's been a while. Just figuring out a few locations for a mini-game I'm starting with a friend.
http://dl.dropbox.com/u/21811201/saveher2.jpg
Ravenslayer
09-03-2011, 02:02 PM
http://leslievdb.com/temp/hithere.png
Emil Mujanovic
09-03-2011, 02:13 PM
Well I head back to school for the first time in 7 years, so to warm up I've been working on some art (and also trying to get my folio together to find work).
MoP's spacechick SDK (saw LoTekK doing it, so I thought I'd give it a quick go). Handpainted.
http://www.artbyemil.com/images/2011/wip_mop_spacechick-001.jpg
Sculpts from a cube with Photoshop paintovers:
http://www.artbyemil.com/images/2011/cube_sculpt-20110824.jpg
http://www.artbyemil.com/images/2011/emilmujanovic_speed_20110824.jpg
http://www.artbyemil.com/images/2011/speedsculpt_20110802-003.jpg
http://www.artbyemil.com/images/2011/speedsculpt_20110802-004.jpg
And a dwarf model from a Warhammer Online concept. Block in only. I'll make a thread for this once I make a bit more progress.
http://www.artbyemil.com/images/2011/wip_WAR-dwarf-002.jpg
More art and crap soon.
the chick with the nose bullring thing is pretty slick
jmiles
09-03-2011, 03:21 PM
Droared a weap based in the GoW3 universe..
http://img192.imageshack.us/img192/2584/mileswadsworthent304gow.jpg (http://imageshack.us/photo/my-images/192/mileswadsworthent304gow.jpg/)
mjackson126
09-03-2011, 03:26 PM
working on a creature for the ArenaNet internship program.
http://3.bp.blogspot.com/-_4kzLStfFFM/TmKcoKvCfQI/AAAAAAAAAck/7k-jqAQMscs/s1600/LowPoly_02.jpg
http://4.bp.blogspot.com/-FR1ujCH1BF0/TmKcylvBS7I/AAAAAAAAAc0/ifGDsOLXfQY/s1600/LowPoly_04.jpg
wasker
09-03-2011, 03:56 PM
Nice girl, Emil! I like the stylized dood too.
choco
09-03-2011, 04:15 PM
Currently working on some terrain
http://i.imgur.com/mgOBj.jpg
http://i.imgur.com/gRCIN.jpg
http://i.imgur.com/06Ne2.jpg
Sukotto
09-03-2011, 04:17 PM
My entry for Comicon, a Ronin Hellboy. Might open up a thread here as well. http://i32.photobucket.com/albums/d37/whitey5944/wip-1.jpg
Andreas
09-03-2011, 04:27 PM
Currently working on some terrain
http://i.imgur.com/mgOBj.jpg
http://i.imgur.com/gRCIN.jpg
http://i.imgur.com/06Ne2.jpg
Looks like a painting, amazing!
looks nice choco! what was the process of this, if you dont mind?
sltrOlsson
09-03-2011, 04:52 PM
Rebaked this MFer. Shamless crosspost..
http://dl.dropbox.com/u/1415501/PolycountPictures/HouseBakeWIP2.jpg
dang87
09-03-2011, 05:04 PM
you may want to optimise the wheel hubs there, they look like they are using as many triangles as the rest of the mesh combined.
Yeah, true. I don't know if you just started/blocking the low poly or what not. I always see the collapse every other edge trick on tires and other round objects. :)
choco
09-03-2011, 05:19 PM
Thanks ! As for the workflow for making this kind of terrain :
- I used Worldmachine to generate a procedural terrain from which I extracted a heightmap (4096x4096, 16bit tif format)
- Then I used the heightmap as a displacement map in mudbox on a flat plane which had the size of 512x512 (maya units)
- In mudbox, I subdivided the plane up to 16.7 million polygons (4096x4096 = 16.7m polys) to fit perfectly the resolution of the heightmap and get the maximum detail.
- After displacing the plane with the heightmap, I started adding some artistic details in mudbox to make the terrain look less procedural. Texturing is also done in mudbox since the displaced plane was already UVed.
Right now I'm currently baking the ambient occlusion,normals, cavity and edge high-light maps, which will take a bunch of hours sigh :(
Massbot
09-03-2011, 05:27 PM
cool stuff Emil!
Will finish this dood off tomorrow, just a sculpt with polypaint. Gonna paint him up with druid symbol stuff's etc.
Nice one sparrow!
http://www.curtad.com/poly/drood.jpg
seven
09-03-2011, 06:25 PM
suburbbum suggested that he ought to have more body hair. Finally got around to it.
http://blog.andrewkinabrew.com/WIP/2011/08/kiltguy.jpg
Jackwhat
09-03-2011, 07:51 PM
So rugged!
one day ill finish something in a timely fashion
http://dl.dropbox.com/u/814247/0903monolith.jpg
Joseph Silverman
09-03-2011, 09:02 PM
http://img.photobucket.com/albums/v229/SupRore/Skullsmall.jpg
and a bunch of other sketches (http://www.polycount.com/forum/showthread.php?t=71137&page=2)
Daven
09-03-2011, 10:33 PM
Emil: Looking sweet man. I can't wait to see what art school does to those skills.
Ravenslayer: Very cool :)
Virtuosic: Awesome stuff Ryan.
mjackson: That came out looking great. I'll await the rest of those textures.
choco: Holy crap haha. Very painterly and very awesome.
Massbot: Haha, man that is crazy. More stuff like this please.
seven: Yes! He's a manly man now. I'm not sure if they outline look on his body matches the rest of the stuff he's got on him (hair, ropes, barrels, beards). I'd try fiddling around with a bit more detail in that area; just for kicks :P
Jackwhat: Always a pleasure. Those speed portraits of yours in your sketchbook are looking great as well.
SupRore: Good, now push it further! Flush that sucker out!
http://i181.photobucket.com/albums/x234/suburbbum/9_4.png
Joseph Silverman
09-03-2011, 10:49 PM
That design is so goddamn cool, tiny robot arms have adorable swag.
Dylan Brady
09-04-2011, 12:35 AM
feckin balls to the walls awesome stuff evryone
http://soundcloud.com/bonebrew/deteriorate
techno.
hopefully soon ill have time to work on some 3d.
Aigik
09-04-2011, 01:14 AM
Made the low poly, baked, and textured my DL44 blaster pistol. What do you guys think so far? Texturing has always been my weakest skill, one I'm trying to improve:
http://dl.dropbox.com/u/15390227/dl44_1.jpg
http://dl.dropbox.com/u/15390227/dl44_2.jpg
itismario
09-04-2011, 01:39 AM
Sweet stuff choco, massbot, subburbum, everyone =).
Waaaays to go, but now bed time. 5,000 tris.
http://img840.imageshack.us/img840/6944/poopd.png
rooster
09-04-2011, 03:06 AM
Aigik that's awesome! man, and I never realised before now how the blaster is just a mauser with a doodad on the barrel and a scope!
I guess it's because I hadn't played any wwII games before I watched starwars :D
Pangahas
09-04-2011, 03:46 AM
wip of a semi futuristic scifi rifle. Practicing sub d high poly modeling
http://img.photobucket.com/albums/v669/nivramzurc/Untitled-2-1.jpg
Cordell Felix
09-04-2011, 03:58 AM
Choco, thanks for sharing!
Mellon3D
09-04-2011, 04:37 AM
Made the low poly, baked, and textured my DL44 blaster pistol. What do you guys think so far? Texturing has always been my weakest skill, one I'm trying to improve:
http://dl.dropbox.com/u/15390227/dl44_1.jpg
http://dl.dropbox.com/u/15390227/dl44_2.jpg
Cool,low-poly geometry and bake are awesome, keep work on texture!
choco
09-04-2011, 06:24 AM
Thanks :) , getting close to the final result, I'll probably add a bump map to add some fine detail.
Here is how it looks like in maya (realtime preview) on a medium resolution mesh (1mil polys)
I'll just have to figure out how to use mental ray and make a nice preview render with some atmospheric effects.
http://i.imgur.com/AEu5X.jpg
http://i.imgur.com/w6UDK.jpg
http://i.imgur.com/UztaU.jpg
brandoom
09-04-2011, 06:49 AM
Looks awesome Choco. Really nice indeed.
Now you just need a skybox and some mountain lions :D
future-fiction
09-04-2011, 07:00 AM
This thread is always so inspirational!
Making a model roughly based on this concept
http://3.bp.blogspot.com/-tLxKLWXjBWA/Tjaq9nnERlI/AAAAAAAAAXI/aeOv816icv0/s1600/wipeoutpilots.jpg
Pimping out my boyfriend's artblog (http://crrrutch.blogspot.com/)
He's gonna be a Wipeout pilot with lots of hard surface stuff that I can practise. Been using refs of F1 drivers right now, please ignore his bare feet and blank space on his back where the pack's gonna be.
http://i52.tinypic.com/15i9oat.jpg
Crits at this stage would be awesome.
dan89
09-04-2011, 08:29 AM
WIP on the ArenaNet environment art test
http://img38.imageshack.us/img38/253/testrendersheet02.png (http://imageshack.us/photo/my-images/38/testrendersheet02.png/)
cyberflame
09-04-2011, 09:53 AM
my arc gun from district 9 textured
http://img13.imageshack.us/img13/9841/marmosetrender2.jpg (http://imageshack.us/photo/my-images/13/marmosetrender2.jpg/)
http://img193.imageshack.us/img193/1500/marmosetrender3.jpg (http://imageshack.us/photo/my-images/193/marmosetrender3.jpg/)
http://img842.imageshack.us/img842/4521/marmosetrender1.jpg (http://imageshack.us/photo/my-images/842/marmosetrender1.jpg/)
Jackwhat
09-04-2011, 10:41 AM
skypirate dudes~
http://dl.dropbox.com/u/814247/0903skypiratesv2.jpg
Massbot
09-04-2011, 11:40 AM
Love all of them Jackwhat! Really like your unique style, keep 'em coming!
crazyfool
09-04-2011, 11:57 AM
looking great so far Future-Fiction :D back of the leg folds look a bit mad so far, some more ref may help you out, really like his face, very natural.
..........Your mans stuff is amazing aswell!!!!! wish I could paint that good lol.
sltrOlsson
09-04-2011, 12:53 PM
Starting to get some textures in.. Obvious shit stuff is hopefully kinda obvious :P
And yeah, I've heard that Comic sans is coming back?
http://dl.dropbox.com/u/1415501/PolycountPictures/HouseCornerWIP4.jpg
dempolys
09-04-2011, 01:02 PM
Nice building sltrOlsson !!! Can't wait to see it done ^ ___ ^ looks ace
Stromberg90
09-04-2011, 01:27 PM
sltrOlsson: pff, Comic sans has never been gone.
Building looks great, I think the texture might lack some contrast, that may be from the postprocess settings :)
Magnas
09-04-2011, 03:27 PM
I think this is the first real post I've made on these forums. Got tired of lurking and figured I'd finally throw my hat in and learn something. I realize there are flaws in the anatomy and probably the topology. Might make a thread for it later.
http://dl.dropbox.com/u/40451600/bodyprog2.jpg
Massbot
09-04-2011, 03:49 PM
http://www.curtad.com/poly/drood2.jpg
Nearly finished with my self portrait. Mudbox screen render with a lil photoshop.
I think this is the first real post I've made on these forums. Got tired of lurking and figured I'd finally throw my hat in and learn something. I realize there are flaws in the anatomy and probably the topology. Might make a thread for it later.
http://dl.dropbox.com/u/40451600/bodyprog2.jpg
Hey, looks great so far! Is this just going to be a sculpture like thing? If you're planning to animate it, it's not going to work well with the arms at the side like that.
Slaught
09-04-2011, 06:18 PM
http://i4.photobucket.com/albums/y106/Dropkick60606/warip.jpg
Just doodling some shapes.
Jackwhat
09-04-2011, 06:24 PM
<3 mass
http://dl.dropbox.com/u/814247/0905study.jpg
richwderby
09-04-2011, 06:49 PM
I sculpted this in zbrush, then baked in maya. Its gonna be apart of a little scene im doing for my portfolio.
I may add shaper edges to the rock, as I feel the left side is too smooth atm. The strange shadows are coming from some of the dodgy corners, that need sorting.
Also its just a block colour with AO and Normals
http://img198.imageshack.us/img198/1807/screenshot00000v.png (http://imageshack.us/photo/my-images/198/screenshot00000v.png/)
Magnas
09-04-2011, 07:07 PM
Hey, looks great so far! Is this just going to be a sculpture like thing? If you're planning to animate it, it's not going to work well with the arms at the side like that.
Hey, thanks, man!
The arms are down at the moment because I wanted to test the way the deltoids deformed with the current topology. You can't tell, but it's got a bit more of a tube shape going on.
I think I'll raise the arms again at some point. I just always have an issue with the arms deforming and looking natural when I just straight up rig them. But definitely gonna raise them. Might sculpt it later for high polies, but I'm not sure where I'm going with it right now. Started as an arm exercise because I'm always busting my head over the topology of the shoulder.
Update:
Early form blocking
http://dl.dropbox.com/u/40451600/bodyprog3.jpg
A few more forms blocked out:
http://dl.dropbox.com/u/40451600/bodyprog4.jpg
Thank god for the bmesh builds. I really missed the Silo workflow when using Blender. amazing how much easier it is to model when you can use ngons, eh?
It's 'boulangerie' -sltrOlsson , hate to be that spelling nazi, soz
massbot - that's mental, looks like a really old ace garp from 2000AD :)
self partrait eh, you have changed since I last saw you.
AtlusZMH
09-04-2011, 08:13 PM
Here's two guns I completed recently :) Thought I'd toss em up for funsies.
http://k.min.us/iNlEsNcn3X9IL.jpg
http://k.min.us/iSSs8UfRFVndN.jpg
keres
09-04-2011, 08:28 PM
my arc gun from district 9 textured
image
image
image
Get a spec map on there! Great modeling, bad specular. Normal mapped details don't really stand out without a spec map either.
I did this today throughout the duration of a bad headache, and I'm not 100% happy with it; I think I'm getting rusty.
http://i.imgur.com/vaIFo.jpg
Funky Bunnies
09-04-2011, 09:02 PM
I keep missing weeks of this thread and end up spending hours catching up on amazingness. Lovely work everyone!
It's been a long time since I posted any work so I did a generi-head and been trying to think of what to use it for but I'm at a loss, so I guess it'll just be a study haha.
I already got some help from some peeps here, but any more crits would be awesome
http://funkybunnies3d.com/Work/genericgurlhead2.jpg
picked back up on my comicon Beast-adjustments to how I was handling the dreads etc. Trying to choose if I should give him some voodoo body paint or not.
http://dan-art.com/images/beastBPtest.jpg
wasabi
09-04-2011, 11:17 PM
http://i591.photobucket.com/albums/ss354/tigertp/Dolly_presentation.jpg
Dolly... textured... xoliul render..
Emil Mujanovic
09-04-2011, 11:19 PM
A quick sketch, trying out some ideas based on that female bust I posted a few pages back. Might model this if I can bust out a solid concept I'm happy with.
http://www.artbyemil.com/images/2011/emilmujanovic-fightgirl-01-sweat.jpg
leeuwen12
09-05-2011, 12:25 AM
@Dan! : definitely!
rest looks awesome guys keep them coming i need the inspiration and motivation that i get from seeing your work :)
I keep missing weeks of this thread and end up spending hours catching up on amazingness. Lovely work everyone!
It's been a long time since I posted any work so I did a generi-head and been trying to think of what to use it for but I'm at a loss, so I guess it'll just be a study haha.
I already got some help from some peeps here, but any more crits would be awesome
Well one crit I can give ya, more of a technical one than art - I'd suggest to get in the habit of putting hair on a separate layer .. it's way too obvious
You can always duplicate the head, scale down a bit then make the hair.
I know you're an experienced artist, but making the hair like that, even if its just a practice mockup - just limits yourself.
Cap Hotkill
09-05-2011, 02:53 AM
Emil, That looks awesome! I love the concept! :)
dansher
09-05-2011, 03:09 AM
A quick sketch, trying out some ideas based on that female bust I posted a few pages back. Might model this if I can bust out a solid concept I'm happy with.
http://www.artbyemil.com/images/2011/emilmujanovic-fightgirl-01-sweat.jpg
awwwweeeeeeeeesooooommmmmeeeee
pekoe
09-05-2011, 03:31 AM
I just finished my first rig! Forgive me for my blinding choice of blue.
http://i86.photobucket.com/albums/k90/teasociety/sweatergirlgroup.jpg
GoSsS
09-05-2011, 05:29 AM
Loooong time I haven't do some chara/head sculpt (more than a year) so I'm kind of rusty :D
http://gaetm.free.fr/3d/2011/Sculpts/Head_01.jpg
I'll try to do some more (next will probably be a body).
Makkon
09-05-2011, 05:55 AM
Guys, I seriously don't feel worthy to post in this thread anymore. This is all so overwhelming.
Old revidited concept, painted in Paint Too SAI. I enjoy that program a lot because of the way the brush tool blends colors, and because of the water tool. That tool alone makes this program a huge time saver.
http://dl.dropbox.com/u/5301613/paintings/2011/10-27-2010_ninja.jpg
Mask_Salesman
09-05-2011, 09:01 AM
Hey thanks for the great feedback guys! I noted them all down on a check list, here's hoping newer decisions haven't interfered with them heh.
I am perhaps alittle worried that choosing such a strong colour for the hair overpowers the rest of the colour scheme? despite making her stand out abit more... :/
http://cghub.com/files/Image/161001-162000/161713/477_max.jpg
Bill Lowe, I tried to tone down the sharpness of the jeans altho I'm not sure if any hue variations in the hair are now over powered by its overall strawberry strength..
Yo Woog! Great advice on the hair, trying to follow the sculpt bake had been bitchin effort. >_<;
Heh I suppose I should have made a thread for her when I started rather than just the odd appearance in WAYWO. I do intend to make a thread Very Soon tho for general Portfolio crits & sculpts, so be on the look out I guess lol :P
Fabio Brasilien, I made good effort to messy up the texture altho looking at the back now it's still fairly symmetrical. :(
Cheers for the link Ruz, what a Fiend that guy is ;_;
I've plastered a load of layers below the chin, they shoot off before the tips alphas. Your Bruce Willis looks very clean considering the state he's usually in. You've got some good lighting set ups for him & soldier guy.
Thanks Dan! I added some occlusion to the lace area and toned down the shoe dirt. Nice tank class concept thing lol.
Sick sketches Dfacto, I won't be surprised if some one starts sculpting off one soon.
Mega Thanks Neox for the insight on the cloth, I imagine you may be able to shorten that workflow now to just inside zbrush due to their new "claytime" mode, from what I've seen they've pretty much just stuck in the tri-based workflow from sculptris. Looks great fun :D
also I tweaked the belly button and darkened the inner nostrils.
I'm Lovin that Mech Wester, very StarWars ATST feel to it.
Nice biohazard guy Robat.
Still constantly banging out Awesome concepts I see Tactic Math :thumbup:
Nice sculpt Future-Fiction, you've caught some real character in his face. I'd spend some more time on the ears tho and the creases on the back of his legs seem weirdly rounded by comparison to the style in the other creases.
Stunningly Beautiful Head Sculpt Funky Bunnies!
Pekoe I adore your little character & poses! >v<
almighty_gir
09-05-2011, 09:48 AM
i demand hair workflow.
daphz
09-05-2011, 10:00 AM
Emil - I dig the acacia strain shirt :D
Pekoe - that character would look great in motion
Makkon - that ninja dude is rad, and i wanna try out SAI now...
Mask_Salesman - incredibly sexy character! I agree with you about the hair color taking focus from the character though, maybe have it a little less saturated and more brown, with red highlights at the tips?
Magnas
09-05-2011, 10:38 AM
Mask_Salesman: Maybe try some blonde/golden highlights? A lot of natural redheads in real life tend to have a slight yellow reflection/tint. I agree with Daphz- bump the saturation down a little. A darker red with blonde highlights?
cyberflame
09-05-2011, 10:41 AM
Get a spec map on there! Great modeling, bad specular. Normal mapped details don't really stand out without a spec map either.
agreed, i know my texturing isn't particulary great, but hey, something to work on =)
d1ver
09-05-2011, 10:55 AM
Hey, Mask_Salesman, nice curves you've got going on!
A few ideas from me if you don't mind
http://s1.postimage.org/om0odpp5/Feed_1.gif
- Head too Big
- Nose too Big
- Nose too Tall
- Blue jeans. Blue is a classical complementary color for red. Otherwise she feels to hot color-wise for me
- Shadow from hair and cloths
- A little less green in the shirt to play off the boots and fur better
- Brighter fur to match the boots
- Girls usually have lipstick color match something. Hair seems to be a logical choice
- Also maybe some hairplanes to make fur and hair more "fluffy"?
- Hair specularity
Btw if you're going to render her with udk you might consider some anisotropic lighting for hair and fur.
http://stephenjameson.com/tutorials/anisotropic-shader-for-hair/
these are all very optional and I just hope you get the best out of this character, man. Good luck.
~ Nice work. Desperately needs painted occlusion! Tooooo flat right now. Careful with the super noisy pants too.
http://i2.photobucket.com/albums/y9/TruthWalker/paintover_012.gif
Variate the hair colour a tiny bit too. Hair is lighter + duller towards the tip as the sun bleaches it out over time. Nose is preety wide and unshapen too. Especially as you haven't made her Septum lower than her Alar Wing. Also her face is really big. Not just her head, but her whole face. And her feet are bit large too.
http://www.idrawdigital.com/wp-content/uploads/2010/03/nose-anatomy.jpg
Good job overall though! :)
Nice to see you finishing a model, dude
http://cghub.com/files/Image/161001-162000/161713/477_max.jpg
nice work on the model, proportions look fine to me. i think the nose is fine as well. not every nose has to fit to the generic cg girl standard.
regarding the color scheme, i think it is fine. the hair color is fine but the painted strands are too thick to look like real hair. also, the looks of hair depends a lot on the specularity than the diffuse. be more subtle with the painted strands and multiply those details in the specular. also push the specularity in the metal parts and the necklace.
also, if you are going for photo realism then dont add an uniform layer of AO.
if you do add it then make sure to spread it wide and be subtle with it.
adding realtime shadows would help compensate the lack of AO quite a bit.
anyways, i got some critiques regarding the textures. right now the jeans surface doesn't quite read as jeans. also the seams of the jeans don't look like jeans seams, usually they have more faded or stone washed effect. i see some of that going on but the placements are not looking right.
if that is suppose to be a leather jacket then there is the same problem with the surface. it doesn't read as leather to me.
work more on both the jeans and leather surface, get better photo ref of these materials and apply them.
last but not least, the hair split around the back of head looks odd. usually if it is a straight long style like that then the split does not go all the way to the back of the head. most of the time it ends where the hair swirl is at the top.
greevar
09-05-2011, 01:22 PM
http://cghub.com/files/Image/161001-162000/161713/477_max.jpg
She's a beauty! My first thought was that she looks like a dead ringer for Mary Jane Watson.
Not sure what this guy is for yet but he is built in a modular kind of way so that I can make lots of armour sets, still gotta do his arm guards and shin guards.
http://www.gd3dart.com/images/dungeondude_show1.jpg
Blaizer
09-05-2011, 01:59 PM
I just finished my first rig! Forgive me for my blinding choice of blue.
http://i86.photobucket.com/albums/k90/teasociety/sweatergirlgroup.jpg
Nice style there!
You also have very nice drawings in your deviant profile, keep it up!
Great stuff Mask_Salesman!
Here's my WIP for the Comicon challenge, still a bunch of placeholder/basemesh stuff in there and the pants are rough. It's my take on Lobster Johson, as a lady in a post-apocalyptic world. The hose on her chest is used to suck nutrients from dead bodies.
http://dl.dropbox.com/u/9051867/LobsterJoanna/1.jpg
EiGHT
09-05-2011, 02:14 PM
I keep missing weeks of this thread and end up spending hours catching up on amazingness. Lovely work everyone!
It's been a long time since I posted any work so I did a generi-head and been trying to think of what to use it for but I'm at a loss, so I guess it'll just be a study haha.
I already got some help from some peeps here, but any more crits would be awesome
http://funkybunnies3d.com/Work/genericgurlhead2.jpg
Talk about elegance man.
How'd you go about making the eye lashes?
Jaco - That is an amazinggggg start man!Can't wait to see this completed.Your stuff is always top notch.
alloa
09-05-2011, 02:39 PM
I love the style of your character, it looks like a figurine. especially the part of the legs.
I hope you wont lose this style when you'll define better those parts.
URL="http://dl.dropbox.com/u/9051867/LobsterJoanna/1.jpg"][/URL]http://dl.dropbox.com/u/9051867/LobsterJoanna/1.jpg
Mask Salesman: definitely much better, i agree with MM and also with Dreamer, the AO definitely does a great job selling the piece, but i have to say i totally disagree with most of what D1ver said, don't make her the generic chick type, we see those way too often - its really refreshing to see someone believable.
Funky Bunnies
09-05-2011, 03:23 PM
Thanks Chai, the hair actually is on a separate layer, I just wanted to see it all together :)
Thanks EiGhT, I tried to figure out a cool way to do it in ZB but... I couldn't. I just ended up UVing planar eyelashes how you would on the game mesh and make a B&W alpha map, and apply that as a texture with transparency on.
Mask Salesman, that looks really nice man! sorta looks like jenna fischer. I agree with MM on the materials and others about the hair, I think it has too much explicit high frequency detail where more low frequency form and subtle little shading with nice highlights would look a lot more natural to me.
Jaco, that's wicked man! i feel like her boob armor makes her boobs feel a little low though
disanski
09-05-2011, 03:24 PM
Amazing work everybody.
Jaco --- loving this already :) everything feels very balanced. Good luck with it.
Mask_Salesman - I think proportions are fine as they are but I agree the hairs is letting it down. It is just too noisy and there is hardly any specular on it as it was mentioned already. And yeaa.. feels a bit flat atm without any shadows or AO.
GoSsS this turned out hot man :) love the face - has so much character in it.
Massbot
09-05-2011, 03:25 PM
Jaco that's ace, agree about the boobs, only just though!
Mark salesman, great stuff
mjackson126
09-05-2011, 03:33 PM
Still moving along on this guy.
http://1.bp.blogspot.com/-Vc56neamDmo/TmVG3MbxApI/AAAAAAAAAdE/Y51dg2hofzg/s1600/LowPoly_05.jpg
lloyd
09-05-2011, 03:52 PM
any Maya users here know of a pinch edge script? so I can move edge loops into place. like the slide edge but so they slide away from each other.
keres
09-05-2011, 04:02 PM
You could try inserting an edge loop then use the offset edge loop tool to create two more, then double click on the one you created before and remove it (Shift+RMB if I recall.)
Blaizer
09-05-2011, 04:03 PM
Jaco, very cool progress so far.
More old sketches shadowed in PS
http://blog.whiteblaizer.com/wp-content/uploads/2011/09/Conceptos_24.jpg
Ouija
09-05-2011, 04:04 PM
http://dl.dropbox.com/u/5485355/cr8.jpg
An attempt to remake a mesh from an old PSX game. A clumsy one at best.
Thanks Chai, the hair actually is on a separate layer, I just wanted to see it all together :)h
Sorry meant separate mesh :P
Bbox85
09-05-2011, 05:26 PM
Thanks :) , getting close to the final result, I'll probably add a bump map to add some fine detail.
Here is how it looks like in maya (realtime preview) on a medium resolution mesh (1mil polys)
I'll just have to figure out how to use mental ray and make a nice preview render with some atmospheric effects.
http://i.imgur.com/AEu5X.jpg
http://i.imgur.com/w6UDK.jpg
http://i.imgur.com/UztaU.jpg
So awesome!
Blaizer you definitely have a comic/manga quality to your sketches I love it.
Checko
09-05-2011, 06:09 PM
looking for some feedback to help me make this look its best. This is a quick screen grab from UDK. Is there a way to get better quality from UDK? really not happy with the shadows. Just have a basic light. Textures are still WIP and the materials look like crap. I'm kinda green and looking for good crit and advice. My goal is to get Portfolio Quality renders!http://ryanpacheco.files.wordpress.com/2011/09/incubatorwip6b.jpg
EiGHT
09-05-2011, 06:27 PM
Jaco, very cool progress so far.
More old sketches shadowed in PS
http://blog.whiteblaizer.com/wp-content/uploads/2011/09/Conceptos_24.jpg
You are pissing me off with your sexy ass'ness.Keep up the good work man.I especially love your linework.
Funky Bunnies - Learn something new everyday.Thanks for the tip man.
Ryan Smith
09-05-2011, 06:32 PM
got some work done on this.
http://dl.dropbox.com/u/7010003/worm8.JPG
Checko
09-05-2011, 06:49 PM
@Virtuosic - Awesome!
barnesy
09-05-2011, 07:45 PM
http://i676.photobucket.com/albums/vv125/barnesy35/portmanp.jpg
Some more progress on the female character
XenoKratios
09-05-2011, 10:06 PM
Random renders, took me a while to get the sculptris obj files into max... Both renders are straight out of max/mental ray, no post.
This first one is around 8k polygons with normal map.
http://oi52.tinypic.com/4zvvxi.jpg
This one is just me trying the PAINT mode in sculptris... yeah I'm horrible ahahaha. just a diffuse map here. (lighting could be better too, what you see cannot be unseen...{left eye})
http://i52.tinypic.com/sgj2op.jpg
james567
09-06-2011, 12:09 AM
looking for some feedback to help me make this look its best. This is a quick screen grab from UDK. Is there a way to get better quality from UDK? really not happy with the shadows. Just have a basic light. Textures are still WIP and the materials look like crap. I'm kinda green and looking for good crit and advice. My goal is to get Portfolio Quality renders!http://ryanpacheco.files.wordpress.com/2011/09/incubatorwip6b.jpg
Your glass needs some type of reflection vector for udk, take a basic cube map and apply it. Your glass looks really flat with out it, on the bottom where the tube meets the ground needs some grunge or wear, the clamps with the emmissive is what i'm talking about. I like your yellow tube you have going into it. Everything needs a little wear or story if you will to sell the tube. Is this pod reference from quake 4 or paul richards? he has some great stuff. Lastly your spec is a little weak on your metal, a reflection vector can help with that too, but you need to increase your spec highlights, give some scratches. Your model ability seems really good, you are in the same boat I am. As our textures go, its a good base for a work in progress. The spec is what is going to sell this piece, and to ground your shadows, make sure your lightmap on the ground is set pretty high, if its a udk plane, i recommend using a flat plane mesh and import it in, UDK planes are still a little buggy.
Shadownami92
09-06-2011, 01:42 AM
Feel like my drawing skills are lacking so I tried doing a study from a photo.
http://i.imgur.com/Fybnc.png
http://www.supermodels.nl/Upload/News/1109/karmen-pedaru_mario-testino_allure-september-11_03.jpg
Still gotta do a lot more of these to improve, gonna do some fullbody ones next.
teaandcigarettes
09-06-2011, 05:58 AM
I just finished my first rig! Forgive me for my blinding choice of blue.
http://i86.photobucket.com/albums/k90/teasociety/sweatergirlgroup.jpg
That character is absolutely fantastic. I love when people make something that's extremely simple and yet it feels just right :)
nice work on the redhead chris!
rooster
09-06-2011, 06:04 AM
ditto, love it (that was at pekoe :) )
afisher
09-06-2011, 07:18 AM
Another update for my comicon entry :)
http://img836.imageshack.us/img836/2186/bmanhp01.jpg
Checko
09-06-2011, 08:08 AM
Your glass needs some type of reflection vector for udk, take a basic cube map and apply it. Your glass looks really flat with out it, on the bottom where the tube meets the ground needs some grunge or wear, the clamps with the emmissive is what i'm talking about. I like your yellow tube you have going into it. Everything needs a little wear or story if you will to sell the tube. Is this pod reference from quake 4 or paul richards? he has some great stuff. Lastly your spec is a little weak on your metal, a reflection vector can help with that too, but you need to increase your spec highlights, give some scratches. Your model ability seems really good, you are in the same boat I am. As our textures go, its a good base for a work in progress. The spec is what is going to sell this piece, and to ground your shadows, make sure your lightmap on the ground is set pretty high, if its a udk plane, i recommend using a flat plane mesh and import it in, UDK planes are still a little buggy.
Thanks for all your feedback. Gonna go through some tutorials on work on the udk materials and the textures and will post an update. The concept is my own but I have worked from Paul Richards concepts for an autopsy table and crate I did for my folio. His stuff is awesome! Thank you again!
RPTGB
09-06-2011, 08:29 AM
This thread is always so inspirational!
Making a model roughly based on this concept
http://3.bp.blogspot.com/-tLxKLWXjBWA/Tjaq9nnERlI/AAAAAAAAAXI/aeOv816icv0/s1600/wipeoutpilots.jpg
Pimping out my boyfriend's artblog (http://crrrutch.blogspot.com/)
He's gonna be a Wipeout pilot with lots of hard surface stuff that I can practise. Been using refs of F1 drivers right now, please ignore his bare feet and blank space on his back where the pack's gonna be.
http://i52.tinypic.com/15i9oat.jpg
Crits at this stage would be awesome.
Hi Blair, that's looking nice, both you and your fella have some considerable talent, looking at your websites.
Having just spent three years working on products with F1 drivers, there are a few things that pop out to me as maybe needing a bit more work.
The creases on the back of his thighs. At the moment there are a lot of "compression" type wrinkles you have there, I think you could tone some of these down a bit, at the moment they take away from some of the nice shapes you have in your suit design.
The inner panelling looks a bit heavy, if you are in zbrush and those areas are on different layer, it may be worth toning down their intensity a bit.
The suit may look nice with some quilting similar to that found on a F1 race suit, to help give it that slightly padded look, its probably easier to add this in photoshop, though you do not want it too look too uniform.
I think I would be inclined to raise his collar a bit too, make it deeper, the collars on an F1 race suit have a really nice shape where they dip towards the front and as they get to the rear of the neck they raise up in a slight curve. Its a nice little design that give the suit a bit more shape.
Also, just for that extra ounce of realism, its worth remembering that F1 drivers have to cope with huge G-forces. They all have quite thick, bullish necks and in general are quite broad across the shoulders, maybe worth pushing this a bit more on your guy?
Just some thoughts.:)
benji
09-06-2011, 08:42 AM
Awesome stuff everyone... I feel in debt to the universe seeing all this amazing work and not contributing anything back :P
Pekoe, you captured so much character in those poses!
Shadownami92, I think you need to work on the proportions and forms. Try upping the contrast of your source image and sketching by observing values rather than lines.
Envelope
09-06-2011, 10:20 AM
Some sketch as I was finishing up work this weekend.
http://2.bp.blogspot.com/-NIq1xLdLzYA/TmHLq9sLNSI/AAAAAAAAAVM/sMTh9BuZWME/s1600/spp_001.jpg
Pope Adam
09-06-2011, 10:49 AM
OMG there's some awesomeness on here
@Virtuosic - SHIIIIIIIIIT NICE!!
@AFisher - dude.... love the batman.
Here's a pic of my current WIP for a contest I'm doing over at NGHS
http://dl.dropbox.com/u/29303569/NGHS/Progress_Shots/udk_update.jpg
here's a link to the thread.
http://www.nextgenhardsurface.com/showthread.php?903-Nghs-future-contest-adamw3d
Cheers!
ADM
Mrskullface
09-06-2011, 10:58 AM
I keep missing weeks of this thread and end up spending hours catching up on amazingness. Lovely work everyone!
It's been a long time since I posted any work so I did a generi-head and been trying to think of what to use it for but I'm at a loss, so I guess it'll just be a study haha.
I already got some help from some peeps here, but any more crits would be awesome
http://funkybunnies3d.com/Work/genericgurlhead2.jpg
hot!
martinszeme
09-06-2011, 01:25 PM
First time posting on WAYWO thread. Nervous :D
It's a model of a zeppelin carrying cannon for a top down kind of arcade game me and friend of mine are working on. Still not sold on the silhouette, but I am slowly getting. One thing I realized just now is that there are loads of small little details there which won't be seen after its been resized for the game. Any tips, critiques, ideas?
http://img692.imageshack.us/img692/5361/zeppelin05f.jpg (http://imageshack.us/photo/my-images/692/zeppelin05f.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Daven
09-06-2011, 02:10 PM
What's not to love?
future-fiction - great start :) Loving those greyscales.
Envelope - Sweet comp. Planning on taking it any further?
Pope Adam - Very cool man. I'll check the thread.
http://i181.photobucket.com/albums/x234/suburbbum/femaledrone.png
lloyd
09-06-2011, 02:39 PM
Thats nice pope adam, i've always wanted to try modular pieces!
does anybody in here know of a maya script to stick an object to another? like a rivet script
konstruct
09-06-2011, 02:42 PM
@sunburnbum
AWESOME!!! although head seems a litle like a wasted opportunity. I demand MOAR better-ness!
WesleyTack
09-06-2011, 03:08 PM
@pope adem:
It's a shame it's all nicely round and smooth but you keep the actual ground in the corners square.
I did a quick paint over on one corner with what I mean, hope you don't mind. I think it would look better to keep the round and smoothness everywhere.
http://www.wesleytack.com/upload/udk_update_edit.jpg
Pope Adam
09-06-2011, 03:36 PM
@pope adem:
It's a shame it's all nicely round and smooth but you keep the actual ground in the corners square.
I did a quick paint over on one corner with what I mean, hope you don't mind. I think it would look better to keep the round and smoothness everywhere.
http://www.wesleytack.com/upload/udk_update_edit.jpg
dude - thank you!! I was thinking the same thing... trying to come up with the right solution while keeping everything modular - I'll make the changes tonight!
ADM
Saman
09-06-2011, 03:41 PM
I've been seeing so much cool stuff here that I feel like posting something myself. It's been ages since I last did it though :S
http://goraaz.se/sean_110906.jpg
I've got more work to do on this one. Critique is very welcome!
PenGuin1362
09-06-2011, 04:34 PM
http://i.imgur.com/26vpF.jpg
Stoop_Kid
09-06-2011, 07:22 PM
https://lh6.googleusercontent.com/-ciq6MFfIlXo/TmQ57nbsTcI/AAAAAAAAADE/X3rhJTQLBSU/s912/Final3.jpg
Coloring is painful >.<
I love what I see in this place! Very encouraging.
Ganemi
09-06-2011, 07:34 PM
I keep missing weeks of this thread and end up spending hours catching up on amazingness. Lovely work everyone!
It's been a long time since I posted any work so I did a generi-head and been trying to think of what to use it for but I'm at a loss, so I guess it'll just be a study haha.
I already got some help from some peeps here, but any more crits would be awesome
http://funkybunnies3d.com/Work/genericgurlhead2.jpg
She's tasty, but the hair on her left side seems jaggy or something. : O
http://img109.imageshack.us/img109/4209/sammel.jpg
My current rendition of Richard Sammel
Nelis
09-06-2011, 07:55 PM
I've been seeing so much cool stuff here that I feel like posting something myself. It's been ages since I last did it though :S
http://goraaz.se/sean_110906.jpg
I've got more work to do on this one. Critique is very welcome!
Good job on this man!
duncan
09-06-2011, 08:06 PM
Hay everyone :) Good work all heaps of rad stuff in this thread (as usual)
Just thought I would post up a wip of my comicon character. maybe get some extra crits.
So basically I am going for a "docOck" cross "Vladimir Harkonnen" from dune. Really fat guy covered in sores and boils.
http://img535.imageshack.us/img535/4225/wip07.jpg
Comments and crits welcomed :)
keres
09-06-2011, 08:10 PM
My material is better now after a little more work. Maybe?!
http://i.imgur.com/FxZUQ.jpg
http://i.imgur.com/sIsER.jpg
@duncan, nice! I think the metal could use some beating up, though. Big old sloppy guy in a clean and perfect machine doesn't make much sense - at least not in the context of this picture. Keep it up! :D
duncan
09-06-2011, 08:39 PM
@ keres: hahaha thanks sorry, I should have mentioned I will be scratching and rusting up the metal possibly with Ndo after the bakes.
cross post in my thread: http://www.polycount.com/forum/showthread.php?t=87948
http://aelevel.net/DeadRising07.jpg
biofrost
09-06-2011, 10:31 PM
Some texture baking for the NGHS contest.
http://img84.imageshack.us/img84/9405/screenshot9dg.jpg
shotgun
09-06-2011, 11:17 PM
Duncan: dune meets matrix?!? awesome
Grimm_Wrecking
09-07-2011, 12:40 AM
Suburbbum: Hot stuff!
http://dl.dropbox.com/u/2323296/Enviroments/Shadowrun/ProcBld_Test_2.png
Nothing major.
Playing with UDK building tools. Just checking to see how well it lod's. Figured I might as well post it. Just blockmesh/mats, nothing special.
Snefer
09-07-2011, 01:44 AM
cross post in my thread: http://www.polycount.com/forum/showthread.php?t=87948
You are burning your black way too much, you should try toning it down a notch :]
@Sectaurs, CataFa: Thanks guys :D
http://img196.imageshack.us/img196/425/triceratusks.jpg
Picked this thing for the ArenaNet internship. Dunno if it has a name but I call it triceratusks.
scrawld
09-07-2011, 02:25 AM
That looks really great dii, love how powerful the jaws look.
Raider
09-07-2011, 02:45 AM
Couple weapons i did like 8 months ago for a dlc which should be getting released soonish..
type 100 smg
http://img37.imageshack.us/img37/3056/beauty3o.jpg
http://img263.imageshack.us/img263/4568/beauty2r.jpg
http://img33.imageshack.us/img33/6974/thompsondisplay.jpg
alexdubbeat
09-07-2011, 03:12 AM
more weapons :D
currently working on this rifle... i`d say hp 99% ready, maybe some minor tweaking later...
http://img821.imageshack.us/img821/8994/xm8highpolyclayrender1.jpg (http://imageshack.us/photo/my-images/821/xm8highpolyclayrender1.jpg/)
http://img231.imageshack.us/img231/2433/xm8highpolyclayrender2.jpg (http://imageshack.us/photo/my-images/231/xm8highpolyclayrender2.jpg/)
http://img535.imageshack.us/img535/2831/xm8highpolyclayrender3.jpg (http://imageshack.us/photo/my-images/535/xm8highpolyclayrender3.jpg/)
sparrow
09-07-2011, 05:03 AM
@Sectaurs, CataFa: Thanks guys :D
http://img196.imageshack.us/img196/425/triceratusks.jpg
Picked this thing for the ArenaNet internship. Dunno if it has a name but I call it triceratusks.
http://www.curtad.com/poly/drood2.jpg
Nearly finished with my self portrait. Mudbox screen render with a lil photoshop.
Massbot: I really liking this character man. well done
dii: This is looking really cool man. I can wait to see this finished.
sparrow
09-07-2011, 05:11 AM
http://4.bp.blogspot.com/-8WfaBsFtk8E/Tmdersr6ZUI/AAAAAAAAAXQ/xHRpf_R48rg/s1600/knight_wip_3.JPG
Here is another update on my knight character. starting to add detail to him now.
christermime
09-07-2011, 06:42 AM
I've been seeing so much cool stuff here that I feel like posting something myself. It's been ages since I last did it though :S
http://goraaz.se/sean_110906.jpg
I've got more work to do on this one. Critique is very welcome!
This is looking awesome, it captures the character really well. You might want to make more skin tone show through the shaved part of his head. I know the official art has it gray, but the sprite definitely has a more shaved-head look.
http://media.strategywiki.org/images/0/09/SF3_Sean.gif
You should make a little basketball to go with him too. :D
What's not to love?
future-fiction - great start :) Loving those greyscales.
Envelope - Sweet comp. Planning on taking it any further?
Pope Adam - Very cool man. I'll check the thread.
http://i181.photobucket.com/albums/x234/suburbbum/femaledrone.png
Yes! Loving this one, great silhouette and shapes, and just a great design!
This may be cliched, but try adding just a few well placed glowing rings or dots or something.
dii: Gorgeous sculpting work man! I wish I had something more constructive to say though.
Duncan: That seriously made my day! Great work, and I'm looking forward to seeing some color on him.
- Livewire -
09-07-2011, 09:15 AM
I'm new to texturing, I know it's terrible and doesnt really deserve to be posted here, but I was wondering if you guys could tell me what's shit about it, and how I can improve it. (I know the nozzle hasn't been done yet, just looking for feedback on the barrel)
http://img710.imageshack.us/img710/8982/screenshot0q.jpg
Pope Adam
09-07-2011, 09:39 AM
@WesleyTack
fixed that for ya
http://dl.dropbox.com/u/29303569/NGHS/Progress_Shots/udk_corner_fixup.jpg
thanks for the paintover ;D
choco
09-07-2011, 09:51 AM
I've been trying out some rendering, I'm still having a hard time to get what I want.
Here is what I have ended with. Let me know which one you prefer :)
http://i.imgur.com/zZijy.jpg
http://i.imgur.com/FEE89.jpg
martinszeme
09-07-2011, 09:58 AM
Great update Pope. Looks a lot better now. Is it going to be a map or a full sci-fi environment?
Livewire: You got any reference images you were going for? At the moment it looks pretty random texturing wise. The top is completely rusted, while the logo is in almost perfect condition. Also coloring of it looks weird - the top outside rim is greyish, while those two middle sections are almost white. At the moment it looks like there is no direction with how and where you put rust, also almost no dirt, scratch marks. For example the bottom part would be more dirty, with few rust patches while top would have oil spillage/leak marks and those two middle rims would have been scratched to bare metal.
Try and find food reference images and just copy them for now. Hard to do this kinds of stuff from head.
Envelope
09-07-2011, 10:28 AM
Pretty sweet! I like! What are you planning to do with this? Just practice?
No plans on taking these studies I've been doing much further... but after a few more weeks of doing them, I'm going to pick one and detail it out a lot more.
What's not to love?
future-fiction - great start :) Loving those greyscales.
Envelope - Sweet comp. Planning on taking it any further?
Pope Adam - Very cool man. I'll check the thread.
http://i181.photobucket.com/albums/x234/suburbbum/femaledrone.png
Envelope
09-07-2011, 10:35 AM
What are you doing these in?
I've been trying out some rendering, I'm still having a hard time to get what I want.
Here is what I have ended with. Let me know which one you prefer :)
http://i.imgur.com/zZijy.jpg
http://i.imgur.com/FEE89.jpg
OrganizedChaos
09-07-2011, 10:37 AM
@Sectaurs, CataFa: Thanks guys :D
http://img196.imageshack.us/img196/425/triceratusks.jpg
Picked this thing for the ArenaNet internship. Dunno if it has a name but I call it triceratusks.
Very nice Dii- I really like this so far :)
- Livewire -
09-07-2011, 11:06 AM
Great update Pope. Looks a lot better now. Is it going to be a map or a full sci-fi environment?
Livewire: You got any reference images you were going for? At the moment it looks pretty random texturing wise. The top is completely rusted, while the logo is in almost perfect condition. Also coloring of it looks weird - the top outside rim is greyish, while those two middle sections are almost white. At the moment it looks like there is no direction with how and where you put rust, also almost no dirt, scratch marks. For example the bottom part would be more dirty, with few rust patches while top would have oil spillage/leak marks and those two middle rims would have been scratched to bare metal.
Try and find food reference images and just copy them for now. Hard to do this kinds of stuff from head.
Thank you, I'll keep practising. This was my ref.
http://blog.rv.net/wp-content/2008/12/oil_barrel11.gif
Rebliviate
09-07-2011, 11:08 AM
more weapons :D
currently working on this rifle... i`d say hp 99% ready, maybe some minor tweaking later...
Too good, man!
Quack!
09-07-2011, 11:19 AM
Small little side project for me, based on a concept of a backpack from Firefall the game.
http://dl.dropbox.com/u/2344272/firefall/backpack_3.jpg
Ganemi
09-07-2011, 11:32 AM
She's tasty, but the hair on her left side seems jaggy or something. : O
http://img109.imageshack.us/img109/4209/sammel.jpg
My current rendition of Richard Sammel
I'm wondering if anyone thinks it looks accurate, or if there's something off that I'm not noticing. : O
Lazerus Reborn
09-07-2011, 12:39 PM
Small little side project for me, based on a concept of a backpack from Firefall the game.
http://dl.dropbox.com/u/2344272/firefall/backpack_3.jpg
Good to know im not the only one who instantly wanted to use there style.
chrisradsby
09-07-2011, 01:23 PM
Materialstudies for an environment I'm setting up:
http://dl.dropbox.com/u/20141186/3d%20stuff/texturer/concrete/wip/concrete3_clean_1000px.jpg
gauss
09-07-2011, 03:28 PM
Yes! Loving this one, great silhouette and shapes, and just a great design!
This may be cliched, but try adding just a few well placed glowing rings or dots or something.
this is why we can't have nice things
AlecMoody
09-07-2011, 03:33 PM
@chrisradsby
that concrete looks great
High poly scroll and leaf for an environment
http://www.alecmoody.com/stuff/wall_panels.jpg
fearian
09-07-2011, 03:45 PM
I've been trying out some rendering, I'm still having a hard time to get what I want.
Here is what I have ended with. Let me know which one you prefer :)
http://i.imgur.com/zZijy.jpg
http://i.imgur.com/FEE89.jpg
Bloody gorgeous. I quite like the top left moody one. The top right looks a bit odd because the sky doesn't match the bright hills, but I'm assuming the skys are just placeholder photos or something.
erik!
09-07-2011, 04:31 PM
Small little side project for me, based on a concept of a backpack from Firefall the game.
http://dl.dropbox.com/u/2344272/firefall/backpack_3.jpg
keep going!
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