Ok figured i'd try and kick off my first (real) post by throwing myself into the fray here...and stop lurking
Doom logo, because i couldn't bare to post a friggin' barrel as my first model on polycount heh, and well because all the x-com news last week has gotten me all giddy for oldschool games.
Note i'm not at all good at modelling, but i'm hoping that by contributing here will encourage me to learn more...instead of getting stuck!
Credit where credit is due: Tech texture is from the Original Doom logo by Don Ivan Punchatz
The upper body seems to be made with a naturalistic approach (muscles, somewhat possible anatomy) but the lower body seems comic-like (legs seem very skinny, does not fit the character "weight" in my point of view), the boots seem very roundish and "happy", abit like clown shoes. So the model has to much variance in terms of style. Keep one stylistic approach and the model will make a better impression.. I like the upper part, but the lower part doesn't fit in.
Thanks for all the help, sup/listen/marine/nick etc...
Made some adjustments to the other tree trunk and tried to take a bit of a different approach to this trunk I needed to do. Theres more distinct solid colour in there and clearer? forms I think. Probably not to everyones expectations still but w/e.
Almost ready to call this finished. Spec/gloss still needs work, but I've been looking at it for too long.
This has got a lot of love already but I totally dig it still
I'd like to see a few fresh scratches in the bottom area with a hot spec response compared to the duller dirty/rusty/tarnished metal, and I think you might benefit from maybe cracking one of the windows a bit just to break them up a little - a small crack that keeps one of the side panels functional enough not to replace but adds some interest, like a rock had flown up and cracked it or something, and building up some of the dirt around the window edges rather than keeping them quite so flat.
This has got a lot of love already but I totally dig it still
I'd like to see a few fresh scratches in the bottom area with a hot spec response compared to the duller dirty/rusty/tarnished metal, and I think you might benefit from maybe cracking one of the windows a bit just to break them up a little - a small crack that keeps one of the side panels functional enough not to replace but adds some interest, like a rock had flown up and cracked it or something, and building up some of the dirt around the window edges rather than keeping them quite so flat.
Thanks a lot for the kind words and critique man, much appreciated.
I completely agree that the windows need some work, and I never even thought of adding a crack to it. I'll see what I can do with that.
Sean VanGorde, that's awesome. great texture work, although I think it needs some variation in hue and value as it all seems to merge together. The scratches/detail is all quite high frequency and I think more of a balance between high and low would read better.
iConstruct, sword looks great, love the design. Can't think of many crits; maybe add some variation to the blade? scratches/discolouration?
Jackwhat, that trunk looks great, although the leaves and the trunk still don't really match in terms of saturation and detail level. Perhaps the leaves would look better with some subtle noise/dirt brush painted over?
Hi there!
So here is sword which I'm working on.
Any advices will be appreciated!
I love the looks of this sword, it has a nice fantasy feel. I think the colors are holding back it pop though. Maybe a bit more saturation of the colors would help - of course that really would depend on the concept and style that you are going for. It does look good and keep it up.
Ok figured i'd try and kick off my first (real) post by throwing myself into the fray here...and stop lurking
Doom logo, because i couldn't bare to post a friggin' barrel as my first model on polycount heh, and well because all the x-com news last week has gotten me all giddy for oldschool games.
Note i'm not at all good at modelling, but i'm hoping that by contributing here will encourage me to learn more...instead of getting stuck!
Credit where credit is due: Tech texture is from the Original Doom logo by Don Ivan Punchatz
Oh man, that reminds me of Doom 64 which had a similar 3D logo in the intro (with demons fighting on it and all). This would totally rock as a sort of remake. Nice work.
Looking pretty nice Matt, UDK is not that hard to learn. You will be able to control the lighting much easier with it.
Some more progress on this DeusEX scene. Still need to get the hand rails in, replace the wall on the right. Might add some more props to give it some life. Don't want it to end up looking like every other sci fi hallway.
A lot of sick stuff guys!
Dan! - That's dope! Looks like it was fun to sculpt... got that Resident Evilness goin on.
Here's a Metroid Prime 2 pirate trooper I'm workin' on... based off of James Hawkins' concept. Still a lot of work to do but thought I'd share where I'm at.
A lot of sick stuff guys!
Dan! - That's dope! Looks like it was fun to sculpt... got that Resident Evilness goin on.
Here's a Metroid Prime 2 pirate trooper I'm workin' on... based off of James Hawkins' concept. Still a lot of work to do but thought I'd share where I'm at.
Please.... PLZZZZZZZ finish this! I recognized the images before reading the text
Really cant wait to see some color on that!
foolin' around lightmass and colourbleeding in UDK, i'm effin in love with this game
engine, and should dive into it deeep. the more i know about gamedev the more i love it.
do you guys know a good tut upon reflections.. or cubemap i guess, not really into terminology yet
Working more on my Quake 2 (id tech 2) powered engine update. Gun model/player models by own3r, rest by myself, lots of foliage/effects missing, so it may look a bit sparse and underdetailed in places. All 100% in-game with zero editing in photoshop of course:
Been jumping on the bandwagon with those "make something every day for 365 days" projects this year. Decided to go with one hard surface model per day. The one I made last night took me about an hour, but I also took incremental screenshots along the way and pasted them together in an animated gif to show workflow. Just thought it might be interesting to post.
Model:
Workflow:
I imagine there is probably an easier way I could have done that "bool" operation, but it only took me ~2 mins to array the tubes, sliced them to fit the ends, delete the faces, and bridge the gaps.. so I'm not complaining too much.
I decided to stop blowing up WAYWO with my shit, so here's a last post for now - and i'll crosspimp my preview post here as well in case any of you awesome doods wanna keep tabs on my artness.
Here's McThread http://www.polycount.com/forum/showthread.php?t=93193
Replies
Doom logo, because i couldn't bare to post a friggin' barrel as my first model on polycount heh, and well because all the x-com news last week has gotten me all giddy for oldschool games.
Note i'm not at all good at modelling, but i'm hoping that by contributing here will encourage me to learn more...instead of getting stuck!
Credit where credit is due: Tech texture is from the Original Doom logo by Don Ivan Punchatz
Thanks
I guess we can call it his "resolution" for the new year :poly121:
Hey, there are several things that I notice..
The upper body seems to be made with a naturalistic approach (muscles, somewhat possible anatomy) but the lower body seems comic-like (legs seem very skinny, does not fit the character "weight" in my point of view), the boots seem very roundish and "happy", abit like clown shoes. So the model has to much variance in terms of style. Keep one stylistic approach and the model will make a better impression.. I like the upper part, but the lower part doesn't fit in.
Made some adjustments to the other tree trunk and tried to take a bit of a different approach to this trunk I needed to do. Theres more distinct solid colour in there and clearer? forms I think. Probably not to everyones expectations still but w/e.
Quick switchout of trunks for this image;
This has got a lot of love already but I totally dig it still
I'd like to see a few fresh scratches in the bottom area with a hot spec response compared to the duller dirty/rusty/tarnished metal, and I think you might benefit from maybe cracking one of the windows a bit just to break them up a little - a small crack that keeps one of the side panels functional enough not to replace but adds some interest, like a rock had flown up and cracked it or something, and building up some of the dirt around the window edges rather than keeping them quite so flat.
Thanks a lot for the kind words and critique man, much appreciated.
I completely agree that the windows need some work, and I never even thought of adding a crack to it. I'll see what I can do with that.
Awesome work from everyone lately, as usual.
iConstruct, sword looks great, love the design. Can't think of many crits; maybe add some variation to the blade? scratches/discolouration?
Jackwhat, that trunk looks great, although the leaves and the trunk still don't really match in terms of saturation and detail level. Perhaps the leaves would look better with some subtle noise/dirt brush painted over?
Love the design. The only issue I see is that it'd be impossible to hold, since there's not really anywhere to hold the handle.
yeh i had a tough time lighting in marmoset. i currently dont know how to use UDK but its on the list of things to learn
link
I love the looks of this sword, it has a nice fantasy feel. I think the colors are holding back it pop though. Maybe a bit more saturation of the colors would help - of course that really would depend on the concept and style that you are going for. It does look good and keep it up.
Oh man, that reminds me of Doom 64 which had a similar 3D logo in the intro (with demons fighting on it and all). This would totally rock as a sort of remake. Nice work.
Some more progress on this DeusEX scene. Still need to get the hand rails in, replace the wall on the right. Might add some more props to give it some life. Don't want it to end up looking like every other sci fi hallway.
indeed... it's so.... veeeeeiny.
Looks great! Just like the concept! Any idea who did the concept? I don't remember where I've seen it before
Dan! - That's dope! Looks like it was fun to sculpt... got that Resident Evilness goin on.
Here's a Metroid Prime 2 pirate trooper I'm workin' on... based off of James Hawkins' concept. Still a lot of work to do but thought I'd share where I'm at.
Everyone here is so inspiring. I want to get better! Any comments, critiques, and advice are much appreciated.
Nix> was my initial idea, would love to just remake E1M1 with the same classic feel.
Hobodactyl> haha mission accomplished!
Alberto drgz, Gannon> Thank you
Ive also posted a thread of WIP, if anyone would care to crit... Cheers
Here's two sculpts ive been working on.
Thanks alot guys. All crits welcome.
Please.... PLZZZZZZZ finish this! I recognized the images before reading the text
Really cant wait to see some color on that!
New Update on my hand painted textures - WoW project
looks nice..
i think the concept might be The Monk from Diablo 3
.
and buckets !!
engine, and should dive into it deeep. the more i know about gamedev the more i love it.
do you guys know a good tut upon reflections.. or cubemap i guess, not really into terminology yet
Model:
Workflow:
I imagine there is probably an easier way I could have done that "bool" operation, but it only took me ~2 mins to array the tubes, sliced them to fit the ends, delete the faces, and bridge the gaps.. so I'm not complaining too much.
Can see my other models here: http://o3visuals.com/category/365_2012/ (please ignore the Day 4 zbrush monstrosity >< )
Definitely plan on finishing, glad you recognized it. Color is on the way, gotta finish the sculpt and retop the low first... Thanks!
Here's McThread http://www.polycount.com/forum/showthread.php?t=93193
here's a couple of my concepts
I'm just learning 2D