I started learning UDK a few weeks ago, figure it was about time I finally at least try and make something with it, and holy shit am I fucking loving this engine!
Been basically following Tor Frick and Hourences tutorials and making this test scene at the same time, using same techniques and so on, so half the credit goes to them. xD
Everything is using a single texture (512*2048) other than the floor which is using one tillable 512*512.
@Pogo looking good bro, add some fog to help the mood!
New around here, crossposting from my own thread. I'm working on overall modeling technique -- I know a few areas I still need to work on, but am trying to get better with all the feedback and advice I can get. My current progress right now on my wolfman (and wolfwoman) bases is thus:
Any feedback would be appreciated greatly.
Hey, a few things I'd like to point out regarding posture and character leading. Leading isn't something you find a lot of information on spread over the web, unless you know what your looking for. In short, it's all about the stance of you character, defining the characteristics without the need to explain anything more then what you see in the image. Your wolfman character, be it male or female, is most likely a proud race, right? In terms of leading, this will come down to your char leading with it's chest, like in the quick paintover. This means the chest will be the most 'forward' mass of his/her body. A proud person will lead with his chest in a straight up posture while a medieval farmer will lead with his knees/hips and arc his/her back more in a slouch.
But a straight up posture doesn't mean you should have a 'boring' straight body. Work with curves to get some flow into your character. And maybe try and move the arms more to the sides and less forward, like the Blue curves in the paintover. The flow you'll create with that will pass on through to the curve that will continue on from the knees to the feet.
Play around with the head and how it attaches to the neck and the body and use real wolf reference. For example, more mass in the neck behind the head will give a more fierce look. Look at Raptors. Horses on the other hand have a neck connected below the head, with no mass behind the head, making it look less predatory.
Anyways, just a few design ideas t think about. I've had a few of my own stuff turn out a little more interesting after I spent some time thinking about these pointers I got from people helping me.
Interested in seeing where this will go!
Fixed for you it is a tricky site, try another host?
Looks great though.
Epic work all can't state individuals at the moment but god damn you all are inspiring.:poly136::thumbup:
Btw, I have an old irl blade that resembles this image a bit, minus the wall.
I started learning UDK a few weeks ago, figure it was about time I finally at least try and make something with it, and holy shit am I fucking loving this engine!
Been basically following Tor Frick and Hourences tutorials and making this test scene at the same time, using same techniques and so on, so half the credit goes to them. xD
Everything is using a single texture (512*2048) other than the floor which is using one tillable 512*512.
I was thinking, "damn this guy learns quick!" and then I saw that you worked on Crysis 3... so it all makes sense now Nice job!
Love browsing this topic just to see all the awesome work, and then fear to post mine.
Getting closer and closer, Aiming for the weekend to be done with modeling, Any comments, critiques and helpful advice that can be given is appreciated!
Not game art but here's a Shader for my Vancouver Film School demo reel.
First, that's an awesome shader you've got built. Well done.
Second, I'm not quite catching that Stucco Color section. You seem to be rerouting the same image through several RGB > HSV nodes and then into your final shader (well, A final shader that is implemented as part of the whole combined in the yellow section). What is that image being plugged into that doesn't come up redundant? I mean, this is all just for the color, right? I could see if there was something else between the final run and these RGB > HSVs, you could be altering sections of the image at a time. If they had different placement nodes, I could see that working, but with just the one node.... In my mind they should be coming up redundant, covering each other. What channels are these things piped into?
And I hope you'll excuse my confusion, I'm still new to this.
So one day I'm browsing deviantart when I run into the profile called RaynerAlencar and I become memorized with one of his art peaces titled The Cake Is A Lie. Long story short here's a WIP. Please critique! THANKS!
I am re-using the same Stucco texture to make the grunge color which is multiplied ontop of the original base stucco in the layered texture node. I then mask out that grunge color by plugging in the isolated grunge R, G, B, or A channel depending on which grunge I want (drips or overall grunge). For the grunge color instead of re-using the same Stucco texture with the color change, I could just have a black color or dark green thats multipled ontop of the base stucco and then use the grunge texture to mask out the areas I want to let that color come through over the base. I'm pretty sure I tried that and felt I had more variation and depth by multiplying a darker stucco texture ontop of itself. So all that just gets plugged into the Color channel of the Mia Material.
If you think of it as in photoshop. Base stucco. Then Stucco with a Hue/Saturation adjustment multiplied ontop with a layer mask that's a grunge texture. Do that 4 times for different grunge variations. If multiple grunge masks overlap you just end up with darker grunge in those areas of overlap, which just adds more variation and depth. Effectively thats all I'm doing, just in Maya, and the bonus is with multiple UV sets you can place those grunge mask anywhere, easy edits, and thousands of variation possibilities of grungy walls.
Hope that makes more sense. Let me know if you're still confused or have any other questions!
I am re-using the same Stucco texture to make the grunge color which is multiplied ontop of the original base stucco in the layered texture node. I then mask out that grunge color by plugging in the isolated grunge R, G, B, or A channel depending on which grunge I want (drips or overall grunge). For the grunge color instead of re-using the same Stucco texture with the color change, I could just have a black color or dark green thats multipled ontop of the base stucco and then use the grunge texture to mask out the areas I want to let that color come through over the base. I'm pretty sure I tried that and felt I had more variation and depth by multiplying a darker stucco texture ontop of itself. So all that just gets plugged into the Color channel of the Mia Material.
If you think of it as in photoshop. Base stucco. Then Stucco with a Hue/Saturation adjustment multiplied ontop with a layer mask that's a grunge texture. Do that 4 times for different grunge variations. If multiple grunge masks overlap you just end up with darker grunge in those areas of overlap, which just adds more variation and depth. Effectively thats all I'm doing, just in Maya, and the bonus is with multiple UV sets you can place those grunge mask anywhere, easy edits, and thousands of variation possibilities of grungy walls.
Hope that makes more sense. Let me know if you're still confused or have any other questions!
makes perfect sense now, thanks for the further explanation. That seems like a rather clever application of those nodes, but perhaps only from my standpoint. I still have a hard time thinking of nodes being as simple as layers.
did one more render shot- testing out my water shader. I had to make one for my own and I'm not really happy with Maya's ready made ocean shader. Well- here's my above render in mental ray.
looks tight man, BUT... i'd love it if just for once, someone who's including chain mail in their texturing, would stop the trend of just using a flat metallic diffuse/spec with the chainmail in the normals... there are gaps in the chains, why aren't those present in the texture?
it happens in every game with chainmail, and it looks hideous.
Hi all. Long time lurker, first time poster on pimping & previews. Love these forums, love all the work. Here's a stab from me. Never done art school, industrial design is my prof. but I'm very passionate about this field. I think speed is my main issue, I take too damn long to do something like this in my "spare" time, but I know...like everything practice and repetition. Would kill to get paid to do stuff like this all day. Look forward to critiques if any.
It looks really sweet! The only crit i have is the notches on the bar over the handle, it's kinda un-logical that it would be notched because in a swordfight the two blades would be clashing, while the bars wouldn't be hit, i think.
Here's what i've been working on. High-poly almost done.
I've been searching for some way to give the handle-cord some fabric texture. I've been trying to have a displacement modifier on it, but it just looks wierd. I've also tried to map a rope-normal map but as i said it just doesn't look right. It's supposed to be para-cord.
Comments and crits appreciated!
Street Sharks meets Borat? XD
I could see this guy as a swimming instructor or lifeguard in Animal Crossing or something. With some of the screenshots I've seen people post, he'd fit right in.
Titally Lee. I guess I should have prefaced this with, WIP, and stated that there is no AO at all yet. I'm going to be redoing the mail with micromesh in the future so I'll get all those nice gaps and it'll have more depth. I'll also be adding some more color variation into it.
Panda: I definitely will once he is all said and done, promise.
looks tight man, BUT... i'd love it if just for once, someone who's including chain mail in their texturing, would stop the trend of just using a flat metallic diffuse/spec with the chainmail in the normals... there are gaps in the chains, why aren't those present in the texture?
it happens in every game with chainmail, and it looks hideous.
As a guess, I'd say it's a noise issue. Even taking a few steps backwards, your spec would start swimming...
Street Sharks meets Borat? XD
I could see this guy as a swimming instructor or lifeguard in Animal Crossing or something. With some of the screenshots I've seen people post, he'd fit right in.
haha yea not too far off. He's a Russian body builder based on Arnie and Borat I call him Sharkini. Was lots of fun making him for a Uni project.
So one day I'm browsing deviantart when I run into the profile called RaynerAlencar and I become memorized with one of his art peaces titled The Cake Is A Lie. Long story short here's a WIP. Please critique! THANKS!
Replies
Been basically following Tor Frick and Hourences tutorials and making this test scene at the same time, using same techniques and so on, so half the credit goes to them. xD
Everything is using a single texture (512*2048) other than the floor which is using one tillable 512*512.
@Pogo looking good bro, add some fog to help the mood!
More sculpting on this guy from me during yesterdays lunch
Hey, a few things I'd like to point out regarding posture and character leading. Leading isn't something you find a lot of information on spread over the web, unless you know what your looking for. In short, it's all about the stance of you character, defining the characteristics without the need to explain anything more then what you see in the image. Your wolfman character, be it male or female, is most likely a proud race, right? In terms of leading, this will come down to your char leading with it's chest, like in the quick paintover. This means the chest will be the most 'forward' mass of his/her body. A proud person will lead with his chest in a straight up posture while a medieval farmer will lead with his knees/hips and arc his/her back more in a slouch.
But a straight up posture doesn't mean you should have a 'boring' straight body. Work with curves to get some flow into your character. And maybe try and move the arms more to the sides and less forward, like the Blue curves in the paintover. The flow you'll create with that will pass on through to the curve that will continue on from the knees to the feet.
Play around with the head and how it attaches to the neck and the body and use real wolf reference. For example, more mass in the neck behind the head will give a more fierce look. Look at Raptors. Horses on the other hand have a neck connected below the head, with no mass behind the head, making it look less predatory.
Anyways, just a few design ideas t think about. I've had a few of my own stuff turn out a little more interesting after I spent some time thinking about these pointers I got from people helping me.
Interested in seeing where this will go!
Fixed for you it is a tricky site, try another host?
Looks great though.
Epic work all can't state individuals at the moment but god damn you all are inspiring.:poly136::thumbup:
Btw, I have an old irl blade that resembles this image a bit, minus the wall.
http://www.polycount.com/forum/showthread.php?p=1889869#post1889869
crosspost of my wip thread
http://www.polycount.com/forum/showthread.php?p=1889899#post1889899
Scene WIP
[imglink]http://s13.postimg.org/kcwx5z9gn/Ruins_02.jpg[/imglink]
[imglink]http://s13.postimg.org/dc8xd77on/Ruins_01.jpg[/imglink]
Zbrush shots
[imglink]http://s13.postimg.org/n8a0cudgn/Pillar.jpg[/imglink]
[imglink]http://s13.postimg.org/bgm521iuf/Snakestairrail.jpg[/imglink]
[imglink]http://s13.postimg.org/kad1j55t3/Throne.jpg[/imglink]
What you say polycounters ?
what is it for? the first seems the best? the other two lighting doesn't really let the hand POP out as much as the red one I guess.
concept done for: http://koberon.com/
I was thinking, "damn this guy learns quick!" and then I saw that you worked on Crysis 3... so it all makes sense now Nice job!
still working on animations on Brian Choi's blood elf sdk, very fun character to animate
not too sure about the second animation..... hmm hmm
Calling it done. Still not 100% happy with it but I need to make time for the contest.
This would look so boss as a 3D printed statuette! Great job so far
Guns for a swappable weapons system.
looks pretty cool, but his arm proportions are way off. Looks like his elbows are at the height of his nipples.
10/10
Last image with PS post.
Thanks Dave!
Here's some actual game art for once.
Based on this concept from Andrew Domachowsky
http://cghub.com/images/view/157376/
here is a link to a timelapse
Getting closer and closer, Aiming for the weekend to be done with modeling, Any comments, critiques and helpful advice that can be given is appreciated!
Second, I'm not quite catching that Stucco Color section. You seem to be rerouting the same image through several RGB > HSV nodes and then into your final shader (well, A final shader that is implemented as part of the whole combined in the yellow section). What is that image being plugged into that doesn't come up redundant? I mean, this is all just for the color, right? I could see if there was something else between the final run and these RGB > HSVs, you could be altering sections of the image at a time. If they had different placement nodes, I could see that working, but with just the one node.... In my mind they should be coming up redundant, covering each other. What channels are these things piped into?
And I hope you'll excuse my confusion, I'm still new to this.
Can you share the spec and gloss map for that?
I am re-using the same Stucco texture to make the grunge color which is multiplied ontop of the original base stucco in the layered texture node. I then mask out that grunge color by plugging in the isolated grunge R, G, B, or A channel depending on which grunge I want (drips or overall grunge). For the grunge color instead of re-using the same Stucco texture with the color change, I could just have a black color or dark green thats multipled ontop of the base stucco and then use the grunge texture to mask out the areas I want to let that color come through over the base. I'm pretty sure I tried that and felt I had more variation and depth by multiplying a darker stucco texture ontop of itself. So all that just gets plugged into the Color channel of the Mia Material.
If you think of it as in photoshop. Base stucco. Then Stucco with a Hue/Saturation adjustment multiplied ontop with a layer mask that's a grunge texture. Do that 4 times for different grunge variations. If multiple grunge masks overlap you just end up with darker grunge in those areas of overlap, which just adds more variation and depth. Effectively thats all I'm doing, just in Maya, and the bonus is with multiple UV sets you can place those grunge mask anywhere, easy edits, and thousands of variation possibilities of grungy walls.
Hope that makes more sense. Let me know if you're still confused or have any other questions!
Thanks again for your time!
Finished the sword
398 tris
128x256 texture
roughly 9 hours from concept to completion
I'm pretty happy with the final result
original model and my concept can be seen here
http://www.threenineart.com/WIP/amorse_1h_sword_concept_01.png
looks tight man, BUT... i'd love it if just for once, someone who's including chain mail in their texturing, would stop the trend of just using a flat metallic diffuse/spec with the chainmail in the normals... there are gaps in the chains, why aren't those present in the texture?
it happens in every game with chainmail, and it looks hideous.
Closer to concept. now decimating.
It looks really sweet! The only crit i have is the notches on the bar over the handle, it's kinda un-logical that it would be notched because in a swordfight the two blades would be clashing, while the bars wouldn't be hit, i think.
Here's what i've been working on. High-poly almost done.
I've been searching for some way to give the handle-cord some fabric texture. I've been trying to have a displacement modifier on it, but it just looks wierd. I've also tried to map a rope-normal map but as i said it just doesn't look right. It's supposed to be para-cord.
Comments and crits appreciated!
Street Sharks meets Borat? XD
I could see this guy as a swimming instructor or lifeguard in Animal Crossing or something. With some of the screenshots I've seen people post, he'd fit right in.
Panda: I definitely will once he is all said and done, promise.
An environment I'm currently working on, based on a concept by Victor Jonsson.
haha yea not too far off. He's a Russian body builder based on Arnie and Borat I call him Sharkini. Was lots of fun making him for a Uni project.