its a vehicle made by Mark Stevens, pics of his awesome kit here
Great model! But watch out: Your wheels seem to differ in position relativ to the hull. The original model seems longer and the wheels are not as even spaced. Your model seems quite leaning to the front in terms of stability.
But anyway great start and thanks for the link to this awesome sculptor. A ton of great reference there.
Lots of cool stuff around here. Did this for the hawken contest:
This is for the tshirt contest right? I really like your design man! I think it could be cleaned up a bit though, since it's going on a shirt. Personally, I would prefer just the design and "Hawken." I feel like the fog, subtitle, and little lights are cluttering it. Having said that, good luck with the contest! Some awesome prizes up for grabs.
beautiful rock! Love it. Photosourced texture?
It looks nice!
I'm still working on this designstuff. And I'm making progress =D
Still need to fix the composition and add some more details to the enviroment.
Vectorgraphics. It's really fun to work on this piece!
Daven! Fantastic concept! I love everything about it, the colors and lighting work so well with the shapes you've got. Love the head, and those are some wicked swords!
This is very first honest attempt at zbrush. I've tried before, but I'm trying REALLY HARD this time, and I'm not going to stop.
ysalex: My goodness that's cool!! Excited to see where it ends up
Here's a study of a passerby I captured in the city the other day... the idea of is to really test my 'understanding' of what's going on in the scene - underlying structures, lighting/form etc. and capture those subtle magic moments of natural body language - opposed to mindlessly imitating through observation.
As this is my first post on Polycount I thought I'd say hi
The render below is from an Iron Man animation I am currently working on with a good friend of mine. I've attached links and a few other pictures for you guys to peruse at your leisure. Any support for our work would be greatly appreciated.
The hair is all generated using fibremesh in zbrush because it gave me the best results and most control. I have been extremely keen to have everything visible and runtime in Maya when animated so I painstakingly took the time to model all the creases into the topology. This means that by driving the facial rig with joints I can control the hair without having to combine it to the head mesh like I would with blendshapes. On top of this I have created all the wrinkles and secondary motion using blendshapes driven by the GUI so you will get fully displaced mesh wrinkles within the viewport rather than having to wait until render time.
Quick render showing the early stages of the facial setup and wrinkle prototyping. The primary facial deformation is created using joints as all the hair is geometry based and therefore would have to be combined in order to use blendshapes. The secondary deformation likes wrinkles is all blendshape driven as the use of displacement maps mean you can't view the results realtime. This was painstaking because all of the topology needed to follow the wrinkles, but will be worth the extra effort in the end. You can see an example of this in the brows narrow where the skin dimples in above the eyebrows and on the brows up where the forehead creases.
Finally some screenshots from the actual short film sequence
This is actually my first complete scene. I just wanted to get some feedback good or bad so i can kind of gauge what i need to do. All comments are welcome guys.
PS.....i need help getting rid of the seam in the grass at the front.
Replies
Thx alot! I really appreciate your comments. I made a lot of sketches before making the pear so I might make a few more when I have some time over.;)
am working on game level with cryengine 3 , and here screenshot.
http://www.crydev.net/download/file.php?id=100093
http://www.crydev.net/download/file.php?id=100093
LOVE your work!
- BoBo
This one inspired by concept, but only loosely based on:
This one based on concept for an art test:
Great model! But watch out: Your wheels seem to differ in position relativ to the hull. The original model seems longer and the wheels are not as even spaced. Your model seems quite leaning to the front in terms of stability.
But anyway great start and thanks for the link to this awesome sculptor. A ton of great reference there.
Big thanks to the guys in the hangouts for all the crits so far, you guys are awesome :thumbup:
More weapons from Firstkeeper concepts
Comments and Critiques appreciated
Here she is!
recognized it immediately, Stevens is a legend in Ma.K. great choice to model!
Most recent character set hot off the press:
Next a Last of Us inspired character.
Spent all the afternoon on it
This is for the tshirt contest right? I really like your design man! I think it could be cleaned up a bit though, since it's going on a shirt. Personally, I would prefer just the design and "Hawken." I feel like the fog, subtitle, and little lights are cluttering it. Having said that, good luck with the contest! Some awesome prizes up for grabs.
Working on this.
Currently working on some props and sculpts for a new environment piece I'm working on. C&C always welcome
Cool layout. Simple but it reminds me of a Hammerite cathedral as one would see from the Thief games.
Any thoughts on this would be appreciated.
Here's an update on this Fella
Wish I'd waited for R6's Zremesher before retopologising this guy, but oh well.
I'm not keeping a thread for him on here, but you can find a thread at Zbrush Central:
http://www.zbrushcentral.com/showthread.php?178800-Morgan-s-Sketchbook
EDIT just realized you didn't actually reopo it with zbrush, but still looks good anyway
little texture update on this. In the process of skinweighting also
beautiful rock! Love it. Photosourced texture?
It looks nice!
I'm still working on this designstuff. And I'm making progress =D
Still need to fix the composition and add some more details to the enviroment.
Vectorgraphics. It's really fun to work on this piece!
Little something I wasted time on tonight.
Crosspost to my thread where there are more images: http://www.polycount.com/forum/showthread.php?t=121436
My project, finally got the suit finished and in marmoset. Face, weapon and shoulder pads next.
This is very first honest attempt at zbrush. I've tried before, but I'm trying REALLY HARD this time, and I'm not going to stop.
The calves are as large as his butt.
That is all.
coots: Brilliant! That's rocking.......... haha seriously though nice work
Daven: Ooo! nice design.. what was the inspiration?
Fenyce: Nice style. What's it for?
ysalex: My goodness that's cool!! Excited to see where it ends up
Here's a study of a passerby I captured in the city the other day... the idea of is to really test my 'understanding' of what's going on in the scene - underlying structures, lighting/form etc. and capture those subtle magic moments of natural body language - opposed to mindlessly imitating through observation.
It's a reversible monogram of S (me), R (her) and .
This is how the characters in Telltale's Walking Dead should look.
Don't get me wrong, the games are fantastic, but they really lack overall polish.
Your characters are top notch, good job!
The render below is from an Iron Man animation I am currently working on with a good friend of mine. I've attached links and a few other pictures for you guys to peruse at your leisure. Any support for our work would be greatly appreciated.
The hair is all generated using fibremesh in zbrush because it gave me the best results and most control. I have been extremely keen to have everything visible and runtime in Maya when animated so I painstakingly took the time to model all the creases into the topology. This means that by driving the facial rig with joints I can control the hair without having to combine it to the head mesh like I would with blendshapes. On top of this I have created all the wrinkles and secondary motion using blendshapes driven by the GUI so you will get fully displaced mesh wrinkles within the viewport rather than having to wait until render time.
Facebook Page
https://www.facebook.com/pages/Iron...5515492?fref=ts
Iron Man MKZ Armour Thread
http://forums.cgsociety.org/showthr...4&page=11&pp=15
Tony Stark Making of Thread
http://forums.cgsociety.org/showthread.php?f=153&t=1099780
Quick render showing the early stages of the facial setup and wrinkle prototyping. The primary facial deformation is created using joints as all the hair is geometry based and therefore would have to be combined in order to use blendshapes. The secondary deformation likes wrinkles is all blendshape driven as the use of displacement maps mean you can't view the results realtime. This was painstaking because all of the topology needed to follow the wrinkles, but will be worth the extra effort in the end. You can see an example of this in the brows narrow where the skin dimples in above the eyebrows and on the brows up where the forehead creases.
Finally some screenshots from the actual short film sequence
PS.....i need help getting rid of the seam in the grass at the front.