Been working on this(2º year classwork) and here with the raider in 3d http://studio.verold.com/projects/518c192d5987c9020000005e, what software did you use as model viewer? I model in 3dmax, and as 3dmax have a mess of model viewer I upload to model viewers like this one to see my model...:
hey everyone, this is the finished version of my hive tyrant aside from aome tweeks. any feed back?
This is looking awesome so far! If you add different colours to the spec maps, that may make it look a bit more bug-like or slimy. And maybe the tip of the gun can be a little bit sharper, seems smoothed. Great work!
Man, it's been ages since I post even if I do lurk (hi eonix). So this is going to be a bit blabby.
Part of that was probably because after launching Social City as the art director I got pulled into Disney and spent just about two years into a cancelled project at Disney Interactive as the Senior Art Director, but the project was NDA'd and locked up. SO MUCH STUFF PUT INTO THE VAULT! Luckily, my buddy who I had contracted out to got a release to show some of the pieces he worked which kind of showed the style of the game a bit.
After that I started an indie shop and we put out an iOS/Android game, that did pretty bad (150k downloads but really bad monetization). I was pretty happy with the art, but bummed the game didn't do well. (http://quickshooter.com).
So now I'm back to working on a PC/OSX game, still casual for now. It is coming along great and I'm excited for our chances. I figured it would be a good time to start posting in the thread again. I am lucky enough to have some really great artists helping me out to get this guy shipped!
Just about to start rigging this guy.
Wrapped up a little bit of visualization using the assets I've been breaking out, trying to get the in-game working. I dated this wrong, I forgot this was May (zzz).
We are even mixing 3D & 2D animation for somethings because we are crazy.
Wrapped up the logo and website as well! Had to kind of rush, so only got to put about two days into designing and building it out so we could turn it on tonight.
Here is my M40A1 sniper rifle work in progress, practice using nDo2... I created 36 tileable camo texture variants for it, just needs some final tweaking on the textures and to clean up some distortion in the normals around the trigger. 4021 Tris.
Hey, everyone I could really do with some help/opinions.
I'm working on the final submission images for our (Team Tempura) Escape Challenge entry, Sushi Run.
But Im having some trouble with the general brightness and contrast when looking at the image on different monitors. At home its looks pretty consistent, but on my works machine (which is colour calibrated) its considerably darker and really high contrast.
Whats peoples opinions? Is it too dark? Could it be brighter? Too much contrast?
The main shot is below and there's more in our thread.
Sorry for the cross post, but don't want to fall at the last hurdle. If anyone has any best practices for getting this kind of thing right, or any other general criticism shout em' out.
Working on a dungeon hallway.
I'm experimenting with the floor, so far i dont have a pleasant result.
It stills looks too flat and i'm not really experienced with making lowpolys.
allan-p: loving those colors
Hazardous: great pose, reminds me of a lecture from marco djurdjevic where he mentioned you need to bring your pose to the point where the person is about to tip over to give it a dynamic feeling, this is an awesome example of that.
Hi everyone! I've lurked for quite a while drooling over everyone's fantastic artwork, but now I have brought myself to finally post something of my own. Go easy on me, I know you're all wizards. Anyway here is the work, my first gun. Thanks in advance for any comments / critique!
Replies
This is looking awesome so far! If you add different colours to the spec maps, that may make it look a bit more bug-like or slimy. And maybe the tip of the gun can be a little bit sharper, seems smoothed. Great work!
-> Check more here: http://www.polycount.com/forum/showthread.php?t=120179
Really happy with how he turned out....for about the next 15 minutes.
This is for an attack and defend style shooter game I've been working on for a school project over the last couple of months.
Critiques/feedback would be very much appreciated before I polish him up.
Thanks.
Part of that was probably because after launching Social City as the art director I got pulled into Disney and spent just about two years into a cancelled project at Disney Interactive as the Senior Art Director, but the project was NDA'd and locked up. SO MUCH STUFF PUT INTO THE VAULT! Luckily, my buddy who I had contracted out to got a release to show some of the pieces he worked which kind of showed the style of the game a bit.
After that I started an indie shop and we put out an iOS/Android game, that did pretty bad (150k downloads but really bad monetization). I was pretty happy with the art, but bummed the game didn't do well. (http://quickshooter.com).
So now I'm back to working on a PC/OSX game, still casual for now. It is coming along great and I'm excited for our chances. I figured it would be a good time to start posting in the thread again. I am lucky enough to have some really great artists helping me out to get this guy shipped!
Just about to start rigging this guy.
Wrapped up a little bit of visualization using the assets I've been breaking out, trying to get the in-game working. I dated this wrong, I forgot this was May (zzz).
We are even mixing 3D & 2D animation for somethings because we are crazy.
Wrapped up the logo and website as well! Had to kind of rush, so only got to put about two days into designing and building it out so we could turn it on tonight.
http://contraptionmaker.com
Also, I'm still doing some soundtrack work for mods & games and shit because I don't have enough to do obviously.
https://dl.dropboxusercontent.com/u/3116127/Untitled7.mp3
Highpoly and wireframe.
I love this because it's not tight latex!
Great style for concept arts... love this. It has such a colorboard feeling to it.
Wip of Morrigans Hair - long hair sculpting for figurines is breaking my balls.
I'm working on the final submission images for our (Team Tempura) Escape Challenge entry, Sushi Run.
But Im having some trouble with the general brightness and contrast when looking at the image on different monitors. At home its looks pretty consistent, but on my works machine (which is colour calibrated) its considerably darker and really high contrast.
Whats peoples opinions? Is it too dark? Could it be brighter? Too much contrast?
The main shot is below and there's more in our thread.
Sorry for the cross post, but don't want to fall at the last hurdle. If anyone has any best practices for getting this kind of thing right, or any other general criticism shout em' out.
I'm experimenting with the floor, so far i dont have a pleasant result.
It stills looks too flat and i'm not really experienced with making lowpolys.
I'm trying to achieve something like Orb's floor.
Nevermind. Still not done. Got some amazing feedback about things I should change/fix to make it awesome.
ha I hear ya, it's not easy... coming along great:thumbup:
Here's a tiled texture test in marmoset. More of these to coming soon...
A little update on my officer lady,,,
I'll try and finish the pants and boots today before I hit the hay,,
Crossposting from my ESCAPE thread:
Here is my (late!) noob challenge project!
someone called for a true warrior?
BOOM!!!
Took me about an hour or so all in. Just need to figure out how to do the lighting from the street light.
Hmmmmmm didn't update in 3 years. mayve its time once he is done ^^
Nice ! But the third leg looks weird to me ... hmm ... oh wait !
Sorry for the resolution:
Hazardous: great pose, reminds me of a lecture from marco djurdjevic where he mentioned you need to bring your pose to the point where the person is about to tip over to give it a dynamic feeling, this is an awesome example of that.
zelly: awesome, very clean work and great style
Still working on this
http://www.berfrois.com/wp-content/uploads/2012/04/wabbit1.jpg
..then I scrolled down all the way to see the full image. lol
Are there some good courses on lighting, color and composition?
its actually based on a penny arcade comic
Got some variations but they somehow displease me.
#1 is my fav, needs more love tho.