, veteran polycounter,
2,946 Posts,
Join Date Oct 2004,
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Very cool stuff posted here as usual. I'm almost feeling bad that I don't visit this thread too often. :/
@Gauss: Cool stuff! I like how the scene looks like it's turning digital toward the right(looks laser'ish). Was that intentional?
@Jeffro: That looks cool. Perhaps you could add some more light on the rock surfaces emitting from those lanterns?
@SeanV: I think you can only get so far with that rock sculpt. It looks good as it is but if you want to further improve it you should add more stuff around it like grass and stuff, make a little pedestal scene or place it in an environment.
@afisher: That looks great! The folds on the pants look too similar though, I would have changed one side more for the sake of asymmetry.
Cross-posting some stuff from my character thread;
Here is an update of the knight. I'm done with the normal map bake. Let me know if you have any critique or something;
I also played around some more with the mass effect lady's smile(more of a smirk actually). Does it look weird? I've been struggling with it for a while but can't seem to get it right;

Last edited by Saman; 02-28-2012 at 11:51 PM..
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, polycounter,
1,128 Posts,
Join Date Apr 2010,
Location Sweden
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Nice jeffro, now make it 3d! I'm diggin that arshlevon. Nice jaco, that's some serious multitasking if you can do that and watch the walking dead XD. That's a fun guy(s) dan!.Thanks rollin, and I totally dig your work, especially that guy. He's so chunky =). Thanks for the input dii, it's pretty different now. Keep up the awesome work everyone.
So here's the final on that knight guy, concept by eric hart. And a gif too =). More on my website.

Last edited by itismario; 02-29-2012 at 12:23 AM..
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, triangle,
420 Posts,
Join Date Jan 2010,
Location Winter Park, FL
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Low-Poly steam-punk scientist.
I've started a thread here, so you are more than welcome to comment and critique 
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, triangle,
254 Posts,
Join Date Feb 2007,
Location Bulgaria
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A sketch I've done in a couple of days in my everyday 30 minutes warm up xD
Trying to give it a well polished look
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, spline,
127 Posts,
Join Date Nov 2011,
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Rion411, fusedgore:
Thanks!
ScudzAlmighty:
Shells with alpha for the base and then planes perpendicular to get rid of some of the weird layered effect. It's pretty simple; no shader magic or anything.
Chai:
If I could make the lenses look like that with Marmoset's current toolset and it wasn't completely faked, I totally would.
Almost finished with this.

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, card carrying polycounter,
2,315 Posts,
Join Date Dec 2007,
Location Fremont, CA
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Quote:
Originally Posted by gauss
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HOLY PISS.
More info, please!
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, dedicated polycounter,
1,437 Posts,
Join Date Jan 2005,
Location Utah, USA
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Last edited by Kingblue; 02-29-2012 at 05:24 AM..
Reason: Updating
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, null,
24 Posts,
Join Date May 2011,
Location Italy
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Kingblue, that is the greatest image I have ever seen.
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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getting back to my old love for lowrez texturing 
I'm trying to work on it a little after coming back from work but i don't have much time :/
texture is 512˛ though

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, triangle,
291 Posts,
Join Date Jul 2011,
Location Nimes - France
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Wow, so much great art in this thread =D!
So here is my little contribution, a bust I made for practice and then added horns for fun and a quick skin polypaint.

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, vertex,
46 Posts,
Join Date Jun 2011,
Location Belgium
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crossposting from my wip thread, lp and bakes done
edit some colors

Last edited by Inkfish; 02-29-2012 at 08:53 AM..
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, spline,
153 Posts,
Join Date Aug 2007,
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Quote:
Originally Posted by Slaught
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Immediately recognisable, but that hole in the hood for the ears idea just reads as very very silly to me, I personally don't think it works, sorry  Why not just have the ears folding up against the head from the pressure applied by the hood or something?
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, Banned,
5,305 Posts,
Join Date Dec 2008,
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 Fresh "Organic" Dynamesh, going for an alien plant sorta feel :-)
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, line,
87 Posts,
Join Date Aug 2010,
Location Montreal
, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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Quote:
Originally Posted by Andreas
Immediately recognisable, but that hole in the hood for the ears idea just reads as very very silly to me, I personally don't think it works, sorry  Why not just have the ears folding up against the head from the pressure applied by the hood or something?
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Maybe if instead the hole were cut, or sewn in, and were not natural to the hood?
Like "I found this tunic with a hood, but my ears couldnt fit, so i cut it open so my ears can come through!"
just a thought :>
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, spline,
125 Posts,
Join Date Mar 2011,
Location Pittsburgh
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odium , that is super-impressive for the amount of time it was made in! very cool.
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, triangle,
499 Posts,
Join Date Jun 2010,
Location Tampa, Fl.
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Cheers shin. I did use a base mesh for the head of course, but it was still a fresh high poly from scratch. Really trying to get my workflow speeded up a bit.
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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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So much good stuff in this thread. I really must get in the habit of visiting this daily!
Here's a shot of a city model i've been working on for a client project. Almost out of project time, so have to move to rendering soon, but would love to add more detail to this if I get the chance.

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, line,
57 Posts,
Join Date Dec 2010,
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Figured this would be as good a place as any to start posting at Polycount and show a bit of what I'm working on. I'm a concept artist, not so much a 3d person, though gradually trying to figure out zbrush so I can do some character modelling for ideating, was told at a party last GDC that polycount actually isn't JUST for 3d people so finally decided to start posting here. Doing some clean up on this piece to try and add some more designed details in and bring it home in time for GDC.

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, null,
5 Posts,
Join Date Feb 2012,
Location CA
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That's really nice @Gyg!
I love the stroke style.
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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Quote:
Originally Posted by gateian
So much good stuff in this thread. I really must get in the habit of visiting this daily!
Here's a shot of a city model i've been working on for a client project. Almost out of project time, so have to move to rendering soon, but would love to add more detail to this if I get the chance.

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You need a ferry, s tug or two and a tanker ship, basically harbor traffic 9a break wall with a lighthouse), but not alot to take away from the great city, just enough to give some life.
Looks great.
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, polycounter,
750 Posts,
Join Date May 2007,
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Quote:
Originally Posted by gateian
So much good stuff in this thread. I really must get in the habit of visiting this daily!
Here's a shot of a city model i've been working on for a client project. Almost out of project time, so have to move to rendering soon, but would love to add more detail to this if I get the chance.

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Now thats an interesting topic! ;) I like it. However, if you are going for a realistic downtown area, you need much more buildings to be placed into the empty spaces.
Isn't the whole point of building skyscrapers to get more space for offices and stuff when the whole ground is already covered with buldings?
But, at the other hand, it could exactly be the whole point of that project of your client to show a different concept of city organization...
Also, you have many highrise buildings, but almost none low buildings, only the shapes indicated on the ground... Maybe you could add real models for them as well?
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, line,
90 Posts,
Join Date Oct 2011,
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Did two designs I want to bring on some shirts soon.
Please chek out my blog to see the progress: Three Angles
 
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, line,
63 Posts,
Join Date Sep 2009,
Location Frankfurt Germany
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Thanks Pogop!
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, null,
24 Posts,
Join Date May 2011,
Location Italy
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