Starting texture work on my SC2 inspired gun. Working on the Chrome right now, trying to get that blue burnt chrome look. Anyone know what that shit is actually called? Its in Marmoset atm
It could be heat treatment or anodization, anyway, cool design
Here is the latest progress shot from my temple environment. still trying to get to grips with unreal.
This ones got floating light sources where i plan to install candle fixtures
Nice theme tadpole3159, I'd slap a parallax on those textures tho, their pretty flat looking atm.
I jumped back into Zbrush, did a pore layer. I've been super delicate with it since I went ott with the chick, although I'm not sure if it's too soft now? However I am relatively young so I wouldn't have crazy wrinkles anyway I suppose
Well I'll bake and wack it over into UDK again, see how defined it is or not.
Made a Dota 2 armor set for the omniknight. I don't think Valave will accept it, but I had a lot of fun working on something small, that only takes a few hours
Diffuse only right now. Final version will replace painted spec with shader magic
Nice theme tadpole3159, I'd slap a parallax on those textures tho, their pretty flat looking atm.
I jumped back into Zbrush, did a pore layer. I've been super delicate with it since I went ott with the chick, although I'm not sure if it's too soft now? However I am relatively young so I wouldn't have crazy wrinkles anyway I suppose
Well I'll bake and wack it over into UDK again, see how defined it is or not.
I like it, but I am curious why the poly count is so low and the texture size is so (relatively) high. Modern day hardware can take care of large vert counts without much problem, so texture sizes are more often the issue. I would like to see this guy either optimized for mobile (lower texture sizes) or bumped up for current/next gen (higher vert count).
Seems you need some fixing on the cockpit for example to optimise it
More geometry? Or adjusting the size of the diffuse map? I'm not sure what you mean. This is my 1st low poly model and 1st try texturing. Thanks for looking!
@ Slobade: Thanks!
@ Red Republic - This piece is a test for Gameloft and I was required to use up to 900 tris and 1024 maps. If it was up to me I would have given this guy at least 11K tris but eyyyy
@ Seth - You got it! Glad you think so . That texture is coming out really nice so far but personally I think the Burgundy color is drawing too much attention to areas that are hardly focal points. Either play with the hue/saturation of those areas or add some color elsewhere. In any case looking forward to seeing that guy done!
Here's the actual mesh with textures in marmoset I was baking everything out over the weekend, and laying down the basic colors, I'll be doing a polish pass (scratches, grease..etc) for next week, hope you guys like it!
Here's the actual mesh with textures in marmoset I was baking everything out over the weekend, and laying down the basic colors, I'll be doing a polish pass (scratches, grease..etc) for next week, hope you guys like it!
Replies
It could be heat treatment or anodization, anyway, cool design
Thread:
http://www.polycount.com/forum/showthread.php?t=122124
Based on the art of Tradd Moore in 'The Strange Talent of Luther Strode' comic.
Still a WIP and it's now just a hi-poly sketch from 3D coat. But, I intended to make a lowpoly with maps for it sometime soon!
Here is the latest progress shot from my temple environment. still trying to get to grips with unreal.
This ones got floating light sources where i plan to install candle fixtures
I jumped back into Zbrush, did a pore layer. I've been super delicate with it since I went ott with the chick, although I'm not sure if it's too soft now? However I am relatively young so I wouldn't have crazy wrinkles anyway I suppose
Well I'll bake and wack it over into UDK again, see how defined it is or not.
I love this.
Indie work. Lite, top down arcade shooter.
Little polypaint study:
I think I'm still too subtle.
I also made a turntable but the compression destroy all the details...
https://www.youtube.com/watch?v=Ha3QCzCApL0
Made a Dota 2 armor set for the omniknight. I don't think Valave will accept it, but I had a lot of fun working on something small, that only takes a few hours
Diffuse only right now. Final version will replace painted spec with shader magic
Not my concept. I couldn't find the concept artist's name.
I did some marketing illustrations for our sets
Celestial Starlight
Eternal Eclipse
Awesome work dude! Bloom seems a bit too high, though.
And the artist is Mr. Davenport. Screw that guy and his awesome concept art:
I have the one on the left modeled and I'm gunna texture it soon:)
Thanks for his site!
my mind playing tricks or resemblance?
Great work! I hope you get *hired, and the animation is sick.
Seems you need some fixing on the cockpit for example to optimise it
I like it, but I am curious why the poly count is so low and the texture size is so (relatively) high. Modern day hardware can take care of large vert counts without much problem, so texture sizes are more often the issue. I would like to see this guy either optimized for mobile (lower texture sizes) or bumped up for current/next gen (higher vert count).
More geometry? Or adjusting the size of the diffuse map? I'm not sure what you mean. This is my 1st low poly model and 1st try texturing. Thanks for looking!
beteckler: love it.
shameless texture wip crosspost.
thread here : The Cossack
@ Red Republic - This piece is a test for Gameloft and I was required to use up to 900 tris and 1024 maps. If it was up to me I would have given this guy at least 11K tris but eyyyy
@ Seth - You got it! Glad you think so . That texture is coming out really nice so far but personally I think the Burgundy color is drawing too much attention to areas that are hardly focal points. Either play with the hue/saturation of those areas or add some color elsewhere. In any case looking forward to seeing that guy done!
Made a few final tweaks.
Got the outer rim for the machine in.
HighRes
LowRes In-Game
Main Threadsicle http://www.polycount.com/forum/showthread.php?t=119041&page=3
You're redesigns are so rad!
critiques are welcome!
www.goswick.carbonmade.com
rest @ crosspost :thumbup:
Just posting the face I have been working on hope you all like!