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Oh man, baking those ribbons looks like they would be a nightmare, lookin' awesome Swizzle.
Did some sketching this evening!

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, spline,
137 Posts,
Join Date Nov 2004,
Location San Mateo, CA
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cheers scudz and jramauri!
diggin the character swizzle, good distribution of details / shapes. Helmet?
excellent heads vorge, love the polypaint
another doodle from the other day... maybe thinking about turning it into a full monster character... probably not

Last edited by Ferg; 02-03-2012 at 03:52 AM..
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, card carrying polycounter,
2,158 Posts,
Join Date Jan 2006,
Location seattle
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Quote:
Originally Posted by Geledonutt
Moaa updates

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Looking good! Not sure what engine you are using, but you might try a dirt or decal pass to help hide some of the tiling. If you are doing this in UDK you could do some vertex painting to help with this as well.
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, spline,
109 Posts,
Join Date May 2011,
Location Atlanta, GA
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Holy shit Swizzle, the body is great but the face is just awesome. How many triangles?
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, polygon,
742 Posts,
Join Date Nov 2007,
, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
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Swizzle - i love that character. He's got a nice semi-cartoony feel to his face, a bit like Rage.
A piece im doing in school for my portfolio. Comments and critics is very welcome.
A penny for your thoughts
Last edited by St4lis; 02-03-2012 at 08:35 AM..
Reason: pun
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, spline,
193 Posts,
Join Date Dec 2010,
Location Ubisoft Massive - Malmö, Sweden
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Finally had the time to play a bit with nDo
Need to make more of these .
Practice practice practice

Come give some comments on my work, I probably will give some on yours (Current thread).
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Muezli.com with yoghurt and lots of fresh fruits.
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, spline,
173 Posts,
Join Date Jul 2006,
Location Amsterdam
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ferg: awesome x2
The avatar tells all
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, dedicated polycounter,
1,887 Posts,
Join Date Nov 2004,
Location Israel
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@bertmac
Can't wait to get my taxes... nDo2 will be mine! xD
What do you think of it so far?
Also, don't be afraid to take some giant screen grabs from Marmoset and post those... I wanna see some of those small det's ^^
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, spline,
182 Posts,
Join Date Sep 2011,
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Vorge, your sketches are tight little pieces of deliciousness.
Oskar, since you asked for crits, here's something... There seems to be a slight problem of scale with the different elements you've picked to build the bot. The parts that make up the back definitely look like they should be much larger. A portable radio is a certain size, and so is an oldy time camera. Both of those things are smaller, in most cases, than the honking big pieces of computer equipment you have there.
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, spline,
144 Posts,
Join Date May 2005,
Location Austin, Texas
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Quote:
Originally Posted by benji
haha wow! I say it every time I post, but I love this thread!
I'm working on the textures for this cinematic moped : any crits at this stage? it's just a viewport grab by the way, diffuse/basic spec only.

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Sure, this is a fairly old looking ride here. Could you ding it up some? It's shaped, right now, like a brand new scooter, even though it's very rusty and a little scratched up. Maybe some crumpled edges, something, I don't know...
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, spline,
144 Posts,
Join Date May 2005,
Location Austin, Texas
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as always ... amazing works !
just finished my artwork of xiaoyu

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, null,
5 Posts,
Join Date Jan 2012,
Location Germany
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Skin test in UDK.

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, null,
7 Posts,
Join Date Aug 2009,
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Thanks Rogue One, I'll make a thread over the weekend.
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, spline,
146 Posts,
Join Date Oct 2011,
Location Toronto Canada
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Quote:
Originally Posted by Froyok
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great work man.
One thing I'd like to outline are the carpets.
1) u've got 2 identical carpets, but one is just non-uniformly 2x scaled revealing the squashed texture. It's a bad thing to do because the eye can easilty spot not only deformed texture, but also the same texture pattern near by in another carpet with different proportions.
2) it would be subtle, but having some folds would work nice for the carpets.
keep it up!
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, polygon,
592 Posts,
Join Date Aug 2007,
Location Montreal, Canada
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Quote:
Originally Posted by Ferg
cheers scudz and jramauri!
diggin the character swizzle, good distribution of details / shapes. Helmet?
excellent heads vorge, love the polypaint
another doodle from the other day... maybe thinking about turning it into a full monster character... probably not

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Do it! This guy would be super awesome... he's a freaky mofo!
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, triangle,
324 Posts,
Join Date May 2005,
Location Albuquerque, NM
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Quote:
Originally Posted by Ferg
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So cool- would love to see a process video for this guy.
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, card carrying polycounter,
2,032 Posts,
Join Date Nov 2004,
Location three oh three.
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 some progress, got the whole thing colored. still do to: background, some proper crashing action and particles.
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, vertex,
29 Posts,
Join Date Jan 2012,
|
Quote:
Originally Posted by St4lis
Swizzle - i love that character. He's got a nice semi-cartoony feel to his face, a bit like Rage.
A piece im doing in school for my portfolio. Comments and critics is very welcome.
A penny for your thoughts
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Werry intresting pice, i really like it the only thing i could suggest would be to maybet play around some with the textures for the back part to make it look more like metal as that waht im guessing it is.
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, polygon,
531 Posts,
Join Date Jan 2010,
Location Sweden
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Hey guys, I'm new here, but I thought I would post up a bust sculpt I did in zbrush. The concept is a mix between an angler fish/eel, and a space marine. I wanted to give him a cool story to him, so I ripped off one of his fins and attached a medical apparatus that part of him to keep him healthy.

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, line,
55 Posts,
Join Date Jul 2011,
Location Pittsburgh Pa
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Quote:
Originally Posted by Matroskin
great work man.
One thing I'd like to outline are the carpets.
1) u've got 2 identical carpets, but one is just non-uniformly 2x scaled revealing the squashed texture. It's a bad thing to do because the eye can easilty spot not only deformed texture, but also the same texture pattern near by in another carpet with different proportions.
2) it would be subtle, but having some folds would work nice for the carpets.
keep it up!
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Thanks, I agree with you !
I will keep these advices for my future work ! 
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, polycounter,
797 Posts,
Join Date Jun 2010,
Location Namur, Belgium
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I just finished making my character. Yay!

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, triangle,
387 Posts,
Join Date May 2010,
Location Sweden
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Vorge:
The ribbony bits were a pain in the ass to optimize and UV, but the hardest part to bake so far has actually been the cuirass. Getting the belt and straps and whatnot to actually be visible without weird distortion was a bit of a challenge. I'm sure the boots are going to give me some trouble as well.
Ferg:
I'm not quite sure if I want to give him a helmet yet, but if I do it'll probably resemble a conquistador helmet or something along those lines.
t4paN:
It's at about 16,500 tris, give or take a few hundred. I still have some optimization to do.
St4lis:
I actually based the larger shapes off of Brink concept art, but I can certainly see the Rage look in there as well.
Last edited by Swizzle; 02-03-2012 at 05:20 PM..
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, card carrying polycounter,
2,310 Posts,
Join Date Dec 2007,
Location Fremont, CA
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Koola: Sweet stuff man
Here is a practice texture:

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, triangle,
266 Posts,
Join Date Feb 2009,
Location Dallas, TX
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Ferg, Swizzle: i'm in awe of your mad skills
Skyerzz: really nice hard-surface armor! the tail looks weird, tho.
I wish I knew more about hi-poly hard-surface modeling. here's a poopy sci-fi helmet.
and here's my wip thread for more poop: http://www.polycount.com/forum/showthread.php?t=93823
Last edited by eazy; 02-03-2012 at 04:09 PM..
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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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