I wanted to make a replica of the hand generator in Metro 2033. Metro last light also has it. I had only one reference image so this will not be exactly the same like in the game and I also wanted to put something different and self made style to it. I don´t have enought power in my system to play it put just enought to make something similar to that.
Modeling was done in 3ds max 2011, sculpting done in Zbrush 3,5, textures in Photoshop cs3, texture baking with Xnormal and rendering in Marmoset Toolbag. Textures are size 2x 1024x1024 and contains diffuse, normal and specular maps. Mostly hand painted put some photo textures were used as a base.
Feeling rather small but here's what I'm working on. Looking forward to making Virbil in ZBrush while right now I'm finally getting around to learning 3dsmax to make his girbil ball and animations for use in a new game I'm working on.
Fightpunch I think it would be cool if you through in some highlights/reflections in the dark area (lower jaw) so it looks like it's a thin covering of glass or plastic.
I've really been liking these sleek cyborg designs of yours! You should do a type of bat next, they have awesome faces ^.^
Just wanted to share my graduation project with everyone If you have any comments please put them in youtube as it is realy hard to keep track in this thread.
3-4 days worth of low poly and baking normals and AO. Still need to concept out her weapon and make an opacity map for her hair and eyelashes but ive been working enough on her. on to environment stuff.
3-4 days worth of low poly and baking normals and AO. Still need to concept out her weapon and make an opacity map for her hair and eyelashes but ive been working enough on her. on to environment stuff.
Awesome Low-Poly Model, would love to see the wireframe?
So . . . not a lot sculpting I need to do, at least, at the speed I'm moving at? If I need to get back into this, I don't think baking specific components is going to be terrible since I think the lowpoly geo will stay stable.
I think my High Poly is done. Shoes I'm probably just going to straight up make a final version in low poly, but it's prolly not going to show up in game.
Would someone please critique my autumn picture! please and thankyou!
I might not be able to see the critique unless you pm me
The first thing is to drop another layer of fill black ontop of your piece and set to saturation. That will give you an accurate picture as to where the reading of your piece misses. You want to shoot for a focal point and zones of contrast so that each part of the painting can be read without getting boring or lost.
Given that you are doing a landscape with a road that bends...then the logical thing would have the road be the thing that leads the viewer through the piece.
I won't do the work for you, but i did circle the areas that you could revisit.
Orange : The part of the road has detail and yet it's the furthest away from the point of view. The sunlight would wash some of it out, even though it's gets a stronger dose of light (since there are no trees in the way). So give it light, but eliminate some of those harder brushstrokes...soften things. The values should be lower contrast.
Blue : nearly the opposite of Orange. The light splits through the trees and hits the road, but there are no places on the road that shows this. As this is also the closer point of view, more attention to detail can be given. Sunlight is constant on a cloudless day with no obstructions, but clearly some is getting through the trees. Some hard light breaks through but by the time it hits that open area above the road those beams break apart (but still provide the light over a larger area)
Red : The values of the grass in the foreground and the road are to close together. You can lighten the road a bit more (with the highlights mentioned previously and darken that grass in the FG in order to peer through the grass into a lighter area....it's similar to a foil. A foils is like a dark cutout around a picture or a least covering part of it....think silhouette.
Green: The value will drop here and also be lower contrast, nearly the opposite of orange. We should see shape, not detail...This area actually reads well on it's own, but needs to be pushed darker for it to work with the piece.
We should want to travel down the road from the left, feel the warmth of the sun coming through the trees and the be curious enough to want to continue deeper into the Autumn forest...
I'm making a damaged tiles for abandoned town scene. I'm gonna try to make all tiles to look as good as possible. Here is what I have so far. Rendered with UDK, 1104 polys.
Something I've been playing around with from time to time in the hangout. Didn't get to work on it for a while though, waiting till I free up a bit and maybe get back to it. Still a ways to go but I got to like this little dude
Some amazing stuff folks, I should really hangout more often.
Replies
and an overview
still working on this one
Sweeeeet stuff :thumbup:
If you love explosions, hopefully you'll love this.
[ame="http://www.youtube.com/watch?v=vHfSe1dEHrk"]Dock Destruction - Sherlock Holmes VFX UDK - YouTube[/ame]
A breakdown can be found here, it's a snooze.
http://www.polycount.com/forum/showthread.php?t=116965
RavenSlayer: awesome job as usual
Modeling was done in 3ds max 2011, sculpting done in Zbrush 3,5, textures in Photoshop cs3, texture baking with Xnormal and rendering in Marmoset Toolbag. Textures are size 2x 1024x1024 and contains diffuse, normal and specular maps. Mostly hand painted put some photo textures were used as a base.
Guedin I'm an epic SG1 Fan, what your doing is Awesome :thumbup::thumbup::thumbup::thumbup::thumbup:
I decided to paint a shield over the weekend, been years since I just hand painted anything, still alot to do from my scribbled out concept.
Ravenslayer, that's so freaking dope.
Feeling rather small but here's what I'm working on. Looking forward to making Virbil in ZBrush while right now I'm finally getting around to learning 3dsmax to make his girbil ball and animations for use in a new game I'm working on.
I've really been liking these sleek cyborg designs of yours! You should do a type of bat next, they have awesome faces ^.^
[ame="http://www.youtube.com/watch?v=0CT7S7EtxC4"]Graduation Project - UDK, Destructible Building. - YouTube[/ame]
Thanks!
Will be a office calendar.
For every mounth a "employee of the month".
4 are done, 8 to go.
here is an update on one of our old characters :
you can find more pictures on our page here : http://cgptt.me/2013/05/25/demon-chick-2/
cheers
just finished year 1 at uni working on a dog.
Cross post!
Practising more cloth ethereal lighting for this paranormal military soldier.
Thanks for looking!
Working on this lil guy right now.
Here's the TPA Ezreal skin I helped worked on with the skins team that was released recently!
Heres Classic Sejuani rework I help worked on with Josh Singh!
Here's Baseball Trundle rework with Pio Ravago and Josh Singh
Here's a Tiger Tank I've been working on recently.
I might not be able to see the critique unless you pm me
http://www.lucasmichel.com/project-dungeon.html
E'ko, the scout drone
Awesome Low-Poly Model, would love to see the wireframe?
WIP 8
So . . . not a lot sculpting I need to do, at least, at the speed I'm moving at? If I need to get back into this, I don't think baking specific components is going to be terrible since I think the lowpoly geo will stay stable.
I think my High Poly is done. Shoes I'm probably just going to straight up make a final version in low poly, but it's prolly not going to show up in game.
just experimenting at giving Athena a makeover :poly142:
Haha, so cool! Shame he's stopping performing live soon
fightpunch, I'm really loving so much of your recent stuff.
[SKETCHFAB]vJheX12AcLwyk0Fcxzuk4wHeqWR[/SKETCHFAB]
trying out sketchfab
The first thing is to drop another layer of fill black ontop of your piece and set to saturation. That will give you an accurate picture as to where the reading of your piece misses. You want to shoot for a focal point and zones of contrast so that each part of the painting can be read without getting boring or lost.
Given that you are doing a landscape with a road that bends...then the logical thing would have the road be the thing that leads the viewer through the piece.
I won't do the work for you, but i did circle the areas that you could revisit.
Orange : The part of the road has detail and yet it's the furthest away from the point of view. The sunlight would wash some of it out, even though it's gets a stronger dose of light (since there are no trees in the way). So give it light, but eliminate some of those harder brushstrokes...soften things. The values should be lower contrast.
Blue : nearly the opposite of Orange. The light splits through the trees and hits the road, but there are no places on the road that shows this. As this is also the closer point of view, more attention to detail can be given. Sunlight is constant on a cloudless day with no obstructions, but clearly some is getting through the trees. Some hard light breaks through but by the time it hits that open area above the road those beams break apart (but still provide the light over a larger area)
Red : The values of the grass in the foreground and the road are to close together. You can lighten the road a bit more (with the highlights mentioned previously and darken that grass in the FG in order to peer through the grass into a lighter area....it's similar to a foil. A foils is like a dark cutout around a picture or a least covering part of it....think silhouette.
Green: The value will drop here and also be lower contrast, nearly the opposite of orange. We should see shape, not detail...This area actually reads well on it's own, but needs to be pushed darker for it to work with the piece.
We should want to travel down the road from the left, feel the warmth of the sun coming through the trees and the be curious enough to want to continue deeper into the Autumn forest...
Hope that helps.
Here's Jane Fonda in Barbarella and Dredd wip.
AWESOME work, May i give this concept a go? would love to try model that..
then got distracted with playing around with it!
http://farm8.staticflickr.com/7386/8843800868_3074795456_o.jpg
Some amazing stuff folks, I should really hangout more often.
Amazing, beautiful render. Animated version soon?
Sunday's work: