Quick anatomy study. Did the head once with the pose, but zbrush poseable symmetry got thrown off, so instead I did it as a separate tool and added it on after.
Imagine the birds animating and the fog/mist gently drifting across the land, maybe some subtle dust particles creating movement in the air and inviting menu sounds as you select your option...
[PRETTY IMAGES]
I would love a game like this. I'd imagine it being something along the lines of Journey, focusing on amazing visuals and exploration to create an artistic experience.
slowly plonking my way in this piece, worked alot more on the back and decided to try out some new rendering methods for once im done with this high-poly for showcasing
Hi guys I'm new here
The last few weekends I worked on a Rolex Daytona. The highpoly model is finished, now I'll go over to the lowpoly and try to bake it.
Hi guys I'm new here
The last few Weekend I worked on a Rolex Daytona. The Highpoly model is finished, now I'll go over to the lowpoly and try to bake it.
Amazing, the shadows looks so good in the toolbag render.
Just wondering is this the highpoly in toolbag?
Cause if so then that's awesome
Yeah this is the straight highpoly, a couple million tris or so. TB2 can easily load like, 5 million tris meshes now or so. With better support for dense meshes and some advanced displacement mapping features, TB2 should be much more capable of showing off highres models.
what is wrong with the rig? is it a maya rig? - that would explain why it's not all that great ;p
the basic mocap you've mapped is cool enough. will be tight after you've cleaned it I'm sure. I would have liked to see these kinds of animations handkeyed as you'd get way better timing and spacing between key poses.. but whatever :P
don't know if you're just messing around and if the game you're making(?) requires the animations to start and end in the same pose, because then you'll have to turn her around at the end there
was testing out pose ideas with the rig i was given for this character a while back (..its not great). then got distracted with some mocap.....
i was going to say for you to exagerate the poses then i read that was an mocap animation =]
are you going to clean the animation? take care with the feet moving and a more quick movement would look better for this character in my opinion
hi guys! i think i never posted this project here, this week my life is a little messy =]
its a character i made for Dota2 workshop. its called:
El Gato
it started last year but i reworked everything on it and the new version got accepted in game
i made this one in conjunction with the "Beyound the Summit", a group of casters on Dota to help them raise more funds to keep the great work casting games.
here is the ingame picture of it
And here the presentation video i made with source film maker
what is wrong with the rig? is it a maya rig? - that would explain why it's not all that great ;p
the basic mocap you've mapped is cool enough. will be tight after you've cleaned it I'm sure. I would have liked to see these kinds of animations handkeyed as you'd get way better timing and spacing between key poses.. but whatever :P
don't know if you're just messing around and if the game you're making(?) requires the animations to start and end in the same pose, because then you'll have to turn her around at the end there
bad ass character still though
it was supposed to be a nice maya rig with cloth and all that sexyness but animator guy bit off more than he had time for, so i ended up getting a rushed max biped....:thumbdown::poly118: but hey i'm was only using it to plan out a pose. would have been cool to see it in motion without the messy horribleness tho!!
mocap was from autodesks site.. we did shoot a bunch of mocap for her but again animator never fixed it up. i'm just going to use those 6 poses as a base and create the snap snot idea just as an image.
she was for a team project at uni, not a game but more of an art pitch for a game.
i was going to say for you to exagerate the poses then i read that was an mocap animation =]
are you going to clean the animation? take care with the feet moving and a more quick movement would look better for this character in my opinion
yeah i'm going to exaggerate the poses a little.. just using them as a template
not planning on animating it, just the snapshot duh dah.. would need to rig it again and all that fun stuff.. so just going to clean/ exaggerate/ make better those 6 poses in zbrush for now
Wow, I go away for a day and already another page full of amazing art, nice work everyone!
Calling the HP done, its not amazing but I've not used Zbrush in a long time
(ignore the fact some sections are duplicated and not flipped... I forgot to do it :X the skull lacks teeth but they are in a seperate file for now )
That is insane attention to detail, ODemuth! I am thoroughly amazed. Good job! :-)
I'm trying my hand at car modelling for the first time ever. Nothing serious, and there's still so many things to fix, but I'm having tons of fun trying to pin down all the details. I think I've finally got some sort of base down...
@ Neox - Thank you very much! I looooOooove your 3D Art, and I'm stoked you find some quality in my stuff. I never have any problems with people modeling from my concepts, so long as it's not for financial profit. I know Renaud already put some work into modelling her, but I don't know if he intends to finish the model. > http://www.youtube.com/watch?v=TPBJn6QXSsA
Cheers!
Tried some procedural modelling and ended up building a futuristic city on a moon. Thanks to "Free Bitmaps" for the planet texture which can be found here www.http://freebitmaps.blogspot.co.uk/
Replies
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Quick anatomy study. Did the head once with the pose, but zbrush poseable symmetry got thrown off, so instead I did it as a separate tool and added it on after.
Could really use an anatomy crit.
I would love a game like this. I'd imagine it being something along the lines of Journey, focusing on amazing visuals and exploration to create an artistic experience.
almost done...gotta fix some skin stuffs
Labyrinth fanart.
dabookerman: I'm inlove with your sculpt.
Amazing, the shadows looks so good in the toolbag render.
Just wondering is this the highpoly in toolbag?
Cause if so then that's awesome
That concept's pretty awesome and i love seeing that thing come along.
This is something i just recently finished up. A futuristic star wars speeder. Original concept by David Kang.
Mad props to all the amazing work posted so far.
Stop teasing us!
Has anyone here ever told you that you nailed the look?
Because you nailed the look.
Hahah, team buddies war such an awesome game back then
@CharlieD: sweet speeder bike :thumbup:
The last few weekends I worked on a Rolex Daytona. The highpoly model is finished, now I'll go over to the lowpoly and try to bake it.
Render:
Wireframe:
Modelled in Maya rendered with mentalray.
The last few Weekend I worked on a Rolex Daytona. The Highpoly model is finished, now I'll go over to the lowpoly and try to bake it.
Render:
Wireframe:
was testing out pose ideas with the rig i was given for this character a while back (..its not great). then got distracted with some mocap.....
gave me a cool idea tho!
ps. sry if this makes people lag! :poly122:
edit with a super quick and dirty version of that idea
let me know what you think....
also VVV...... fucking beautiful somnovus!
HEAVEN zone for Substrata - and that completes all 3 zones! Next... iteration or character/creature explorations...hmm hmm hmmmm
EDIT: oops forgot to link the soundtrack: http://snd.sc/1bNYS8z
Yeah this is the straight highpoly, a couple million tris or so. TB2 can easily load like, 5 million tris meshes now or so. With better support for dense meshes and some advanced displacement mapping features, TB2 should be much more capable of showing off highres models.
Looks good tho
the basic mocap you've mapped is cool enough. will be tight after you've cleaned it I'm sure. I would have liked to see these kinds of animations handkeyed as you'd get way better timing and spacing between key poses.. but whatever :P
don't know if you're just messing around and if the game you're making(?) requires the animations to start and end in the same pose, because then you'll have to turn her around at the end there
bad ass character still though
i was going to say for you to exagerate the poses then i read that was an mocap animation =]
are you going to clean the animation? take care with the feet moving and a more quick movement would look better for this character in my opinion
hi guys! i think i never posted this project here, this week my life is a little messy =]
its a character i made for Dota2 workshop. its called:
El Gato
it started last year but i reworked everything on it and the new version got accepted in game
i made this one in conjunction with the "Beyound the Summit", a group of casters on Dota to help them raise more funds to keep the great work casting games.
here is the ingame picture of it
And here the presentation video i made with source film maker
[ame="http://www.youtube.com/watch?v=ybtwzKsKKFU"]el Gato courier Beyond the Summit - SFM Full HD - YouTube[/ame]
here are some other links
Dota 2 wiki
Gamersbook
Worshop Project link
[ame="http://www.youtube.com/watch?v=bRFn7s1nUfM"]Dota Cinema[/ame]
hope you guys like it
have a great weekend
it was supposed to be a nice maya rig with cloth and all that sexyness but animator guy bit off more than he had time for, so i ended up getting a rushed max biped....:thumbdown::poly118: but hey i'm was only using it to plan out a pose. would have been cool to see it in motion without the messy horribleness tho!!
mocap was from autodesks site.. we did shoot a bunch of mocap for her but again animator never fixed it up. i'm just going to use those 6 poses as a base and create the snap snot idea just as an image.
she was for a team project at uni, not a game but more of an art pitch for a game.
yeah i'm going to exaggerate the poses a little.. just using them as a template
not planning on animating it, just the snapshot duh dah.. would need to rig it again and all that fun stuff.. so just going to clean/ exaggerate/ make better those 6 poses in zbrush for now
nice work!
https://www.facebook.com/Zbrushhangouts
Calling the HP done, its not amazing but I've not used Zbrush in a long time
(ignore the fact some sections are duplicated and not flipped... I forgot to do it :X the skull lacks teeth but they are in a seperate file for now )
want to model, can't resist, don't have time
awesome characters!
I'm trying my hand at car modelling for the first time ever. Nothing serious, and there's still so many things to fix, but I'm having tons of fun trying to pin down all the details. I think I've finally got some sort of base down...
Cheers!
"Hello again! Here is my latest project :
Much to improve here still i´ll have to call this one done.
C&C welcomed!"