@Gungriffon Geona thx.
The barbed wire it's more stiff like a normal wire, believe me and try to check this in real life.
Maybe it's not realistic, but I use this to hammer looks more extra, special when I sculpts this model for me. Metal I made with rust and scratch(texture metal) alpha brush. I hope that the next time my next model looks better.
Thx, for your critique!
saindon
Definitely nailing the likness!
Looksgreat!
WOuld you mind telling what matcap youreusing? ive seen it been used but dont know which one it is.Any help wouold be appreciated!
I picked it up with a lot of others matcap in the matcap thread on zbrushcentral but I think this is the one. http://www.zbrushcentral.com/showthread.php?93536-zbrush-comic/page3 at post 39 from Luxo. The Matcap is called L03. There's actually 3 different tone of this matcap (doesn't change much tho)
Not really game art related but, I just received a Makerbot Replicator 2 and this is my first print of my art. Only 3cm tall and a third of the res so I can go a lot higher with detail and scale
Im still a bit of a zbrush noob, so this was certainly a learning experience trying to make this thing. It's a weird skeleton based off a drawing I made, based of a drawing a kid made, based off a drawing I made after 5 evolved generations. You can see the image lineage here, haha http://evolutionanimation.wordpress.com/2013/01/15/3-d-turtlebones/
Charlton AR. Rendered in Blender's Cycles engine which is absurdly easy to use. I'm not great at hard surface stuff, so I'm looking to improve that. This guy will get his own thread once I get onto the bakes.
Hot stuff, Haz. I like that skin shader; it makes it look almost like something from ParaNorman, which is super cool.
Workin' on some poops:
Been getting frustrated with how so many models of women look like more or less the same person, so I'm trying to make a character that's attractive but also looks kind of different. Probably not succeeding at the moment, but it's worth a shot anyway.
Swizzle, I love what you're trying to do. Even at this point she seems to have a lot of personality.
So this year I decided to quit my job and go straight up indie to develop my own game all by my loneself. If that doesn't pan out, I hope to have a much better looking portfolio at least.
The player character for our Metroidvania game, Dark Matter. Decided to add some Polycount love; Nobody will ever see it, but we'll know it's there, and isn't that what counts?
Awesome work BoBo, may I ask you for a small breakdown in how you make those presentations? That shader looks awesome with the wireframe on top of it. Tried to achieve that kind of result but I wasn't able to.
Awesome work BoBo, may I ask you for a small breakdown in how you make those presentations? That shader looks awesome with the wireframe on top of it. Tried to achieve that kind of result but I wasn't able to.
way i do it is to clone the mesh... put a black material on the new mesh that only shows the wireframe and use push to bring it out a tiny bit (max)
oh and in zbrush i theirs something in the preferences or something like that where u can take the colour from polygroups out and thicken the lines up
Hey Guys, I've been working on re-texturing one of my older characters. I was having trouble with texturing damaged and worn leather and this is what i have so far. The metal still needs work and so does the underside of the leather.
some superb work being posted!
rendered one of the hawken models i worked on. some kit bashed parts in there so cred to the hawken team. more on my site.
I would've never heard of this topic before today, and I almost regret never finding it. The works here are incredible :O. I fear I've found a new place to spend my time on now XD
Replies
The barbed wire it's more stiff like a normal wire, believe me and try to check this in real life.
Maybe it's not realistic, but I use this to hammer looks more extra, special when I sculpts this model for me. Metal I made with rust and scratch(texture metal) alpha brush. I hope that the next time my next model looks better.
Thx, for your critique!
MjNinjutsu:
Love that doodle!
Still chugging along with this guy just made the body today, z spheres.
Promise next update won't be so bland, and c&c is welcome.
Will start a thread of work for myself soon in pimp'n if I survive that long.
I picked it up with a lot of others matcap in the matcap thread on zbrushcentral but I think this is the one. http://www.zbrushcentral.com/showthread.php?93536-zbrush-comic/page3 at post 39 from Luxo. The Matcap is called L03. There's actually 3 different tone of this matcap (doesn't change much tho)
(original thread here)
Kerosene blowtorch
Im still a bit of a zbrush noob, so this was certainly a learning experience trying to make this thing. It's a weird skeleton based off a drawing I made, based of a drawing a kid made, based off a drawing I made after 5 evolved generations. You can see the image lineage here, haha http://evolutionanimation.wordpress.com/2013/01/15/3-d-turtlebones/
Cross-post from my thread again, update on this guy:
More shots of this guy in the PNP thread here: http://www.polycount.com/forum/showthread.php?t=115754!!
Hazardous> love it man, very cool nice materials and style.
Workin' on some poops:
Been getting frustrated with how so many models of women look like more or less the same person, so I'm trying to make a character that's attractive but also looks kind of different. Probably not succeeding at the moment, but it's worth a shot anyway.
Swizzle - So nice man.Dat jawline.So sex.
Swizzle, I love what you're trying to do. Even at this point she seems to have a lot of personality.
So this year I decided to quit my job and go straight up indie to develop my own game all by my loneself. If that doesn't pan out, I hope to have a much better looking portfolio at least.
Here are two of my characters so far:
nice! she reminds me of Geena Davis.
The player character for our Metroidvania game, Dark Matter. Decided to add some Polycount love; Nobody will ever see it, but we'll know it's there, and isn't that what counts?
http://cargocollective.com/Spatz
wow love where this is going!
I posted it, thanks! http://www.polycount.com/forum/showthread.php?p=1757049#post1757049
- BoBo
bobotheseal.blogspot.com
way i do it is to clone the mesh... put a black material on the new mesh that only shows the wireframe and use push to bring it out a tiny bit (max)
oh and in zbrush i theirs something in the preferences or something like that where u can take the colour from polygroups out and thicken the lines up
That Asuka is really beautiful
[ame="http://www.youtube.com/watch?v=8xywjoGKVds"]Leather Texture Test - YouTube[/ame]
He asked if I fancied trying some out in 3d.
So, I was going to censor it, but hey - this is polycount
Basemesh SEX!
I like it, you should make the other characters hes done too, they are soo random haha!
rendered one of the hawken models i worked on. some kit bashed parts in there so cred to the hawken team. more on my site.
Well, here's what I'm working on atm:
You can follow the project on http://www.polycount.com/forum/showthread.php?t=115756
The list of things to do is huge, but I can do it (well maybe not without you guys help, but still XD)
http://www.polycount.com/forum/showthread.php?t=115060
Just roughing in some folds to get a break from the head
let me know here... http://www.polycount.com/forum/showthread.php?t=115589
...and some texture work on the arm...colour scheme subject to change...
More shots here in my thread here...
http://www.polycount.com/forum/showthread.php?p=1757348#post1757348
I think so...
Great looking Character Fat-Cap loving the texture work as well!
Working on my small kitchen scene. Still have much to do. Just over 5000 polys so far ...
Tileset for a Buddhist themed dungeon/level for my game.
Ignore the tree to the right, & the water too, it's still WIP.