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Yay, bricks in UDK

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, vertex,
37 Posts,
Join Date Jan 2010,
Location Pittsburgh
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Quote:
Originally Posted by zenpat
whatcha mean Lazerus ? ;D
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I thought it was cute haha ;'D Give it puppy dog eyes :P
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, polycounter,
868 Posts,
Join Date Mar 2009,
Location Liverpool, UK
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Suburbum and Spacey: Great stuff!
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, polycounter,
1,129 Posts,
Join Date Apr 2010,
Location Sweden
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Low poly version done and done. Sits at 7,880 tri's which is still a little high but i knocked off 20k of fat so not too bad.
Quick turn around;
*Turn around screwed by two compression passes.
Going to unwrap and what not next.
Last edited by Lazerus Reborn; 01-02-2012 at 11:11 AM..
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, polycounter,
868 Posts,
Join Date Mar 2009,
Location Liverpool, UK
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Quote:
Originally Posted by Jessica Dinh
Happy New Year's Polycount!!!! <3<3<3

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This is awesome! I love the style... it looks 3d ish ?
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, spline,
225 Posts,
Join Date Jan 2011,
Location Valencia Ca
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I am loving your topology on that model Lazerus : )
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, triangle,
268 Posts,
Join Date Jul 2010,
Location Seattle, Washington
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I spent a good chunk of my xmas vacation this year feeding my head with tutorials and info. I went through a bunch of stuff on 3D Motive and I bought a copy of nDo2 to get up to speed on how to use that. This is what I ended up with for my efforts:
The trees and grass are from a foliage tutorial, the ground texture from a tileable texture tutorial, the barrel as a result of watching high poly modeling and UV unwrapping videos, and the cube at the bottom is my play around with nDo 2.
Fun!!
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, dedicated polycounter,
1,306 Posts,
Join Date Aug 2010,
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Quote:
Originally Posted by WarrenMarshall
The trees and grass are from a foliage tutorial
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Please do share ;)! The foliage is looking absolutely boss! Also - note to self - purchase nDo2 asap.
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, spline,
196 Posts,
Join Date Nov 2011,
, line,
55 Posts,
Join Date Jul 2008,
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Quote:
Originally Posted by Lazerus Reborn
Low poly version done and done. Sits at 7,880 tri's which is still a little high but i knocked off 20k of fat so not too bad.
Quick turn around;
*Turn around screwed by two compression passes.
Going to unwrap and what not next.
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Why do you have so many polys in the face? If you are baking it there's really no need, they don't add to the silohetter.
He does look cool though.
Great at starting projects...
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, polycounter,
1,107 Posts,
Join Date Jun 2007,
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Quote:
Originally Posted by KartoonHead
Please do share ;)! The foliage is looking absolutely boss! Also - note to self - purchase nDo2 asap.
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Oh, sorry, all the tutorials I did were on 3D Motive! Forgot to mention that. Really great stuff.
And, yeah, I've only had nDo 2 for a few hours now and I've already made stuff that I would easily consider to be usable - all without ever starting up Max. :P
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, dedicated polycounter,
1,306 Posts,
Join Date Aug 2010,
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low poly bake

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, line,
57 Posts,
Join Date Sep 2009,
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choco: I love how the grass makes me feel like I'm looking at a slightly miniature environment
excellent bake PenGuin, will be cool to see it finished
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, veteran polycounter,
2,947 Posts,
Join Date Oct 2004,
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Awesome stuff guys
Jessica Dinh - That looks amazing.! Absolutely love the style
Choco - That is insane ha.! It looks so cool  Cant wait to see where you take that scene
Still chugging away at this asset  Just trying fill the scene out a bit, Still not completed the Petrol pump yet got a lot to do and obvs still need to bake the actual pump. Still trying to get a more Borderlands look so any Any crits would be awesome
The barrels are the ones from UDK atm and are just placeholders at the moment to give me an idea of the scene

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, null,
23 Posts,
Join Date Mar 2010,
Location Derby, England
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Grantthompson - Looking good. I think you captured the Borderlands feel quite well.
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, triangle,
263 Posts,
Join Date Apr 2010,
Location Norman, OK
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jramauri - thanks dude! im headin back to work, but i should still be supdating regularly.
Jessica, hold your tongue and say that out loud! ;P
Lazerus - lookin pretty cool. all mayan like n stuff. im a fan of that culture bein in 3d artz. your legs are lookin really string beany though. they really dont look muscular enough in the hamstring/ quadricep areas. and the knees just kinda blend in at that bend. ide check out some pics of like dog anatomy n stuff. get that lookin a bit more refined.
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, spline,
249 Posts,
Join Date Mar 2010,
Location Richmond
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Here is my first personal creation for 2012,
not much to say about it,

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, line,
78 Posts,
Join Date May 2011,
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We decided to do a new lets play with a bunch of the new features, which oddly enough is going to be outdated in the next update! So maybe we will have to redo this or do another one, we shall see!
I think I end up getting mic-recording shyness, where I lose train of thought and forget things!
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, spline,
215 Posts,
Join Date Nov 2009,
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Thanks for the feedback guys!
6,990 tris;
Cleaned up the face, any little parts on the body i missed before scrapping off 1000 tri's. Added more geo to the legs to beef them up a little. Still a few tweaks here and there but i'll look at it with fresh eyes tommorow.
I kept the face higher poly at the start as it would charge/bite/claw so the players focus would be avoiding the head, so the detail should cluster a little. I'll just set some more texture space aside for it  Hopefully i'll be able to show you what i mean if i get to animating it !
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, polycounter,
868 Posts,
Join Date Mar 2009,
Location Liverpool, UK
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Nice work peoples... getting 2012 off to a good start.
some cross posting.

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, triangle,
255 Posts,
Join Date Sep 2008,
Location Irvine
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weird and cool. just the way i like it.
love the way u handled those "mummy" straps, good and original.
the "dotty" shoes dont to it to me... think there r enuf dots already on the model.
also try mixing some of the colors, pouring some of those green into the yellow pants (as u did with the octo-head, on the inside, and the shoes). Maybe some yellow/orange into the shadows of the straps would work well...
posts the flats!
The avatar tells all
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, dedicated polycounter,
1,893 Posts,
Join Date Nov 2004,
Location Israel
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I was wondering if anyone could give me a critique on the low poly geo I made for my arcade stick. I'm still pretty new to low poly and am not completely sure if I'm screwing up areas or overdoing the amount of geo. Right now I'm at 5050 tris for everything. Not sure if this is way too much for such a prop. The cable is driving up the poly count like crazy. It's 1,700 tris by itself. I've got it at 8 sided right now, not sure If I should go lower.
Also, as far as baking goes, do I need to make the top area water tight with all the buttons, or is it cool to keep everything separate and just give things unique material id's so they don't bake onto eachother?
Any suggestions would be much appreciated.
[IMGhttp://dl.dropbox.com/u/19341970/Posts/ArcadeStick/AS_LP_05.jpg[/IMG]
BTW,
Axios that teleleport chambers are epic.
Choco the grassland is looking great.
gillmeister74: what level of finish are you looking to take that? It's looking nice as a concept sculpt, but if your gonna go to a polished model I'd export it into something else and start building the armor over the top of it or seperate it in zbrush so you have more control sculpting individual pieces.
Online Portfolio: www.b-boyd.com
Modeling and texture artist currently available for work.
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, null,
11 Posts,
Join Date Sep 2011,
Location Hawaii
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Quote:
Originally Posted by seven
Nice work peoples... getting 2012 off to a good start.
some cross posting.

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thats soo awesome! and weird!
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, polygon,
579 Posts,
Join Date Nov 2009,
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Quote:
Originally Posted by Glode
Chugging along 
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Love those colors Globe  what's your next steps ?
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, line,
69 Posts,
Join Date Sep 2010,
Location France
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Been working on a leather bench for a scene of mine. Gonna call this hi-poly finished! HAPPY NEW YEAAAR!!!

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, triangle,
443 Posts,
Join Date Jun 2010,
Location Toronto, Ontario, Canada
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