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Quote:
Originally Posted by jramauri
oh, I love it! Can we see wires and flats, please?
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Yarp. Heres the wires and flats. (I was a sloppy hobo)

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, line,
56 Posts,
Join Date Aug 2010,
Location Aliso Viejo, CA
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Quote:
Originally Posted by allaze-eroler
is that a staff of jafar from alladin's disney ? 
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It stays like a staff so I can rig/bake as I like
Here's an update BTW:

Last edited by EmAr; 02-10-2012 at 02:26 PM..
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, dedicated polycounter,
1,379 Posts,
Join Date Nov 2004,
Location Ankara,Turkey
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Mrandk: Oh, thanks. this goes straight to my reference/inspiration folder. Very well done.
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, polycounter,
1,203 Posts,
Join Date Dec 2006,
Location Brazil
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Learning Anatomy, Currently applying what i know/Seen, Modeling mainly the Chest, back and shoulders
Am ah doin it right?
/Bump
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, triangle,
354 Posts,
Join Date Sep 2011,
Location Columbus
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Here's a high poly airship I'm working on. Right now I'm adding the missing smaller elements and putting in small bolts and greebles, then low poly and textures. I'm going to ZBrush the dinged metal around the engine and the wood paneling will be textured separately.
Crits greatly appreciated
Also - I'm new here. Would it be legit to make my own thread for a project like this?
Hi poly:
Original concept by Mark Tedin:

Last edited by Marchwarden; 02-10-2012 at 05:38 PM..
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, spline,
110 Posts,
Join Date Nov 2011,
Location Redmond, WA
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@Marchwarden; Hell yea. Go for it.
Btw, great start. 
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, triangle,
381 Posts,
Join Date Apr 2009,
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Quote:
Originally Posted by Marchwarden
I'm new here. Would it be legit to make my own thread for a project like this?
|
Quote:
Originally Posted by Marchwarden
Crits greatly appreciated 
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for sure, especially if you want feedback and are willing to listen and post progress
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, triangle,
465 Posts,
Join Date Apr 2011,
Location Ontario, Canada
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Some building facades I've been tooling away on. I think I'm calling em done for now, and will come back to em tomorrow with some fresh eyes. Due to constraints, each building has a single 1024 diffuse texture only, No spec or normal unfortunately. Also, no text/recognizable symbols.
The 6 together are just shy of 4k Tris.
They are based off a few buildings in Boulevard Fernand Moureaux, Trouville-sur-mer, France: http://g.co/maps/ycm2r
Last edited by darbeenbo; 02-10-2012 at 06:18 PM..
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, triangle,
443 Posts,
Join Date Jun 2010,
Location Toronto, Ontario, Canada
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Nice work on that wall masteroftheFork, love the textured look.
Working on a guy sculpt. still not sure exactly what character im going to do but he will be african-american and posed.. and probably in a modern/Schi-fi genre.

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, polycounter,
897 Posts,
Join Date Dec 2010,
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video update of my environment. Just some props and whatever nothing huge.
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Shamless crosspost,
Finished this bust..
Thread with more pics and construction shots is here:
http://www.polycount.com/forum/showthread.php?t=94477
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, dedicated polycounter,
1,670 Posts,
Join Date Dec 2010,
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I usually do environments, but I decided to make a human head to learn character modeling. I used
this polycount thread for info on topology So, without further ado, my first human head... ever:
Last edited by bgivenb; 02-10-2012 at 08:53 PM..
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, vertex,
38 Posts,
Join Date Jan 2012,
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Quote:
Originally Posted by Bonebrew22
Nice work on that wall masteroftheFork, love the textured look.
Working on a guy sculpt. still not sure exactly what character im going to do but he will be african-american and posed.. and probably in a modern/Schi-fi genre.

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dude you should actually give this guy like a crystal-ish head :P
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, card carrying polycounter,
2,262 Posts,
Join Date Jul 2009,
Location Irvine, CA.
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I put the spaceman into Marmoset, a little overkill

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, Moderator++,
6,810 Posts,
Join Date Oct 2004,
Location Austin, TX
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Still playing around with this chick in Marmoset. Back and forth on the lights and skin

Last edited by ericdigital; 02-11-2012 at 09:53 AM..
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, polygon,
725 Posts,
Join Date Sep 2008,
Location Austin, Tx
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Justin that is just about my favorite thing ever.
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, veteran polycounter,
3,638 Posts,
Join Date Jul 2005,
Location Texas
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happy enough with the cutscenes now.. the stand-in guard at the end is just a placeholder..
noticed that the storytelling fucks up as the main character falls down after bumping into a guard that's waiting for him..he's not there in the next shot (can't have him that close rly..) wondering how to fix that.. just another camera angle as the boy falls down perhaps?
the gameplay bit is boring as all hell atm as well.. going for a kind of uncharted 3 thing when you're chased on the rooftops.. meh, might get there.. got to figure out how to get this shit to play in unity as well
thatanimator.com/dump/boywips/boy_storyboard_1.jpg
so yeah, the storyboard is realized at least  yay, goal reached!
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, triangle,
380 Posts,
Join Date Jul 2010,
Location Sweden
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@Mrandk - dude that looks fantastic! Cut in a few loops on his back and really get that fur to pop out and give him some more silhouette though!
Quote:
Originally Posted by nordahl154
Looks superb so far Gannon, though I would probably tone down the purple a tiny bit. :P
I'm interested as to how you did the rocks... are the parts highlighted in red a tillable mesh while the greens are filler/transition props?
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Thanks, I'm just kinda noodling around with it in my spare time but I hope to be finished by next week.
You're correct in how you've seperated out the assets. The red are tileable walls and the green are filler/transitional pieces.
When I blocked out the walls I just intersected a bunch of odd shaped cubes with even subdivisions. Once I got into sculpting I just focused on the major forms and kept everything else subtle so it didn't get too noisy.
I set them up similar to Hugo Beyers tutorial
Last edited by Gannon; 02-11-2012 at 12:06 AM..
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, polygon,
726 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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There is some really great stuff in here guys!! Love this thread!!

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, triangle,
463 Posts,
Join Date Jul 2011,
Location Denver, CO
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Mrandk, Darbeenbo, Justin_Meisse, really nice.
'Nother thing I am looking to make progress on. Really quick polypaint to help visualize what I'm going to do next.

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, line,
83 Posts,
Join Date Dec 2004,
Location Vancouver, Canada
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Quote:
Originally Posted by Sputch
Little more work on ol' what's his nose.

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river phoenix ... recognized it already from first post ...
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, triangle,
384 Posts,
Join Date Nov 2009,
Location Hamburg
, dedicated polycounter,
1,658 Posts,
Join Date Sep 2009,
Location Sweden/Malmö
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sup homies? here's a sketch to start off my latest portfolio project. This is actually a cross-post from my wip thread (sorry!): http://www.polycount.com/forum/showt...26#post1518026
Keep the awesome art rolling in! I love seeing the work you guys are putting up
Last edited by eazy; 02-11-2012 at 02:31 AM..
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, spline,
178 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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Thinking it's time I design a character and modeled it.
ninja, maybe?

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, dedicated polycounter,
1,458 Posts,
Join Date Jan 2005,
Location Utah, USA
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Quote:
Originally Posted by kemny
Hi, I'm new here! There is such amazing work here, It's intimidating to post but here it goes :]
An interior I'm working on:

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Right, so I see your hand-painted reference, but I don't see yo- sweetmotherofgod that's good!
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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