I mostly post in the low poly thread, but besides work, i'm doing this Judge Dredd redesign. I wasn't so happy with either the Stallone or the new Karl Urban versions. I loved the new one as a movie, because of the closer representation to the original character, but i still hated the costume design. I wanna keep the original elements as much as possible...anyway, here's some progress and there are more sketches on my blog.
That's looking nice almighty_gir, I'd change some of the settings for those simulated pants tho, I think alittle too much bunching at the waist and the folds on the legs are super harsh making the material look paper thin.
But the resemblance is great tho, I could tell who it was straight away :thumbup:
Awesome Style lotet! I love it!
Sweet fucking Tank Slave_zero! I'd be tempted to push the spec abit more, cool design.
Guedin you beautiful beast! I think the green may be a bit too potent tho, it's usually fairly desaturated. But Great likeness and crease work!
I did some texturing yesterday, trying to boost my polypainting skills. Although alot of details seem to appear weaker despite a strong diffuse, well I won't know for realz till I test it in Unrealz.
I noticed zbrush's flat mat makes it seem alittle noisy aswell.
Sweet fucking Tank Slave_zero! I'd be tempted to push the spec abit more, cool design.
Guedin you beautiful beast! I think the green may be a bit too potent tho, it's usually fairly desaturated. But Great likeness and crease work!
I did some texturing yesterday, trying to boost my polypainting skills. Although alot of details seem to appear weaker despite a strong diffuse, well I won't know for realz till I test it in Unrealz.
I noticed zbrush's flat mat makes it seem alittle noisy aswell.
This is a city environment I created for a school game project. I worked with six other students, two programmers, three designers, and one other artist. We built an attack and defend multiplayer shooter with the goal being to advance on your enemy and destroy their base. I built the city environment while the other artist, @dropkick287, was in charge of the ships and interactive assets. I used texture paging to generate roughly 90% of the environment off of a 2048 x 2048 texture page. We were using unity as our engine and didnt have much of an idea of limitations so we decided from an early stage to do our best to minimize draw calls and keep a relatively small texture library so we could make the environment as large as possible. I built out the level once we had a basic layout from our designers, set dressed, did all the shader work, and lit the level. Feedback/critiques would be much appreciated
Chris Kuhner Im not really sure what that is, but I think i like it xD Lavitz that is looking sweet! wizo yeey more dragonball stuff, I love when awezome ppl bring my childhood to life
Thanks for all the kind words the last time I posted this character.
here are some of my final shots. hope u like em
That's looking nice almighty_gir, I'd change some of the settings for those simulated pants tho, I think alittle too much bunching at the waist and the folds on the legs are super harsh making the material look paper thin.
But the resemblance is great tho, I could tell who it was straight away :thumbup:
Awesome Style lotet! I love it!
Sweet fucking Tank Slave_zero! I'd be tempted to push the spec abit more, cool design.
Guedin you beautiful beast! I think the green may be a bit too potent tho, it's usually fairly desaturated. But Great likeness and crease work!
I did some texturing yesterday, trying to boost my polypainting skills. Although alot of details seem to appear weaker despite a strong diffuse, well I won't know for realz till I test it in Unrealz.
I noticed zbrush's flat mat makes it seem alittle noisy aswell.
Looks great, although I'd say you're using too many pinks and yellows.
You might want to try and get some implied colours in there, some blues and greens. Obviously they should be subtle but they can help a lot.
And I'd also say the dark areas on the lips could do with being less extreme. My two cents, looking really nice though.
Not super satisfied with my normal bake. Any suggestions?
I can see the problem with the arm/tummy well enough although I don't know how to avoid it without doing some serious reconstruction on the model. I didn't really build it with normal-baking in mind.
Up close you can really see the seams, but that might just be the lack of a diffuse texture? I didn't have much space for padding so there's only a 3px border on stuff.
Not super satisfied with my normal bake. Any suggestions?
I can see the problem with the arm/tummy well enough although I don't know how to avoid it without doing some serious reconstruction on the model. I didn't really build it with normal-baking in mind.
Up close you can really see the seams, but that might just be the lack of a diffuse texture? I didn't have much space for padding so there's only a 3px border on stuff.
Hi guys, i`m modelling a character for games of "The Walking Dead", Merle Dixon. Today, finally i ended the sculpting, now have a long way to the end.
C&C are welcome!,
Thanks Bardler. I've read those before but never had anything to try to put them into practice with. I'll go through them again and try using some of those tips.
Some progress on a scene im working on, in Cryengine 3. I've had this diorama in my mind for the past few years and I finally wanted to focus on destruction and baroque, my 2 favorite flavors. This weekend I baked out the fireplace and put some base colors on it to try and set it into the scene.
Looks great, although I'd say you're using too many pinks and yellows.
You might want to try and get some implied colours in there, some blues and greens. Obviously they should be subtle but they can help a lot.
And I'd also say the dark areas on the lips could do with being less extreme. My two cents, looking really nice though.
Agreed. The modeling is awesome you have a great base for the texture but you need to work in some temperature zones like in this picture. Vertex also has a more detailed breakdown of temp zones in the face. Yellows in the forehead, reds in the cheeks and nose, and blues around the jaw. All very subtle though
Replies
nice man, nice
I have been working on a colt over the past week crit is welcome!
My Thread
http://www.polycount.com/forum/showthread.php?p=1870570#post1870570
Best viewed in 1080p. [ame="http://www.youtube.com/watch?v=gexOUQ6t9mg"]Lawgiver - weapon design - YouTube[/ame]
Dat Game of Thrones withdrawal syndrome.
almost done!
Thanks! I'm glad you like it
Walkthrough details :
Completely done with modeling and UVing my Geiger Counter model. On to texturing with dDo !
LOVE THIS! very cool style.
- BoBo
Beautiful model! Great job! :thumbup:
To start off, something based on a Creature Box concept:
512 dif
But the resemblance is great tho, I could tell who it was straight away :thumbup:
Awesome Style lotet! I love it!
Sweet fucking Tank Slave_zero! I'd be tempted to push the spec abit more, cool design.
Guedin you beautiful beast! I think the green may be a bit too potent tho, it's usually fairly desaturated. But Great likeness and crease work!
I did some texturing yesterday, trying to boost my polypainting skills. Although alot of details seem to appear weaker despite a strong diffuse, well I won't know for realz till I test it in Unrealz.
I noticed zbrush's flat mat makes it seem alittle noisy aswell.
Here are some old works from a while back:
This next one is the face for my Mixamo contest entry. He is going to be an indian chief.
critiques appreciated
Need to install a new server to produce the final render for the van signage which will be coming relatively soon.
maaaan so gooooood!!!!
wip of a savage character for an art test
rendered in keyshot
photoshop for post
more pictures on my portfolio http://willnunesportfolio.carbonmade.com/projects/4861547
[IMG][/img]Uploaded with ImageShack.com
Uploaded with ImageShack.com
Uploaded with ImageShack.com
Uploaded with ImageShack.com
Uploaded with ImageShack.com
Uploaded with ImageShack.com
Not happy with this texturing, but not really sure what else to do with it...
Gonna add more objects and then work on the lighting for real.
Lavitz that is looking sweet!
wizo yeey more dragonball stuff, I love when awezome ppl bring my childhood to life
Thanks for all the kind words the last time I posted this character.
here are some of my final shots. hope u like em
Looks great, although I'd say you're using too many pinks and yellows.
You might want to try and get some implied colours in there, some blues and greens. Obviously they should be subtle but they can help a lot.
And I'd also say the dark areas on the lips could do with being less extreme. My two cents, looking really nice though.
Not super satisfied with my normal bake. Any suggestions?
I can see the problem with the arm/tummy well enough although I don't know how to avoid it without doing some serious reconstruction on the model. I didn't really build it with normal-baking in mind.
Up close you can really see the seams, but that might just be the lack of a diffuse texture? I didn't have much space for padding so there's only a 3px border on stuff.
Read these threads to help understand how normal maps work and how to get clean bakes.
http://www.polycount.com/forum/showthread.php?t=81154
http://www.polycount.com/forum/showthread.php?t=107196
shoutout to Andy Bosold for his awesome rocks in Halo 4. Was good inspiration/reference for my sculpt.
Finally took the time to learn how to capture a video in Cryengine 3!
So here's a little turntable of my latest character!
[ame="http://www.youtube.com/watch?v=RiNIqqeAfT0"]Adam video game character turntable - YouTube[/ame]
Hope you guys like it!
C&C are welcome!,
Cheers!
Sebastian.
The thread
http://www.polycount.com/forum/showthread.php?t=122727
Some progress on a scene im working on, in Cryengine 3. I've had this diorama in my mind for the past few years and I finally wanted to focus on destruction and baroque, my 2 favorite flavors. This weekend I baked out the fireplace and put some base colors on it to try and set it into the scene.
Agreed. The modeling is awesome you have a great base for the texture but you need to work in some temperature zones like in this picture. Vertex also has a more detailed breakdown of temp zones in the face. Yellows in the forehead, reds in the cheeks and nose, and blues around the jaw. All very subtle though
@ wizo : Great sculpt. She has a great natural vibe going on. Great work.
@ wizo : I am looking forward to seeing your scene all textured up.
@ lotet : I really dig that character. The gun feels a bit odd for her but either way looks great.
@ sebastianez : HAHAHA! AWESOME!
Running out of time before we fly out so I have decided to call it quits on this guy.
http://www.polycount.com/forum/showthread.php?p=1871455#post1871455