Spent 3+ hours today fixing lighting issues and generally overhauling lighting in this scene.
This looks great! Some small crits would be the scale of the leaves. I really like the scale thats in the texture being blending on the building. maybe slightly larger and then scaling down all the other leaves to match that would do wonders for your scenes scale.
only other thing i would say is the building is the back is drawing my attention because of how cheap it is right now. make it look awesome and your gold on this piece. nice work!
I think the scene also needs some sort of center piece, since I don't wanna spend too much extra time on this, i grabbed an old asset I made a while ago and "destroyed" it.
I'm thinking about having a intact but rotten version of this little bot somewhere in a corner of the scene with some cloth on top of it, adding material variety.
Also, need to add loads more vegetation, make a rebar decal and add it to the destruction, and a few more little things. Aiming to have this finished this weekend.
I'm still not sure about a few things in my design here and this is still very much a WIP. I'm basing it on a real object, but I am trying to make it a little bit more sci fi at the same time. There are a few elements that I might need to move around for composition, etc. Let me know what you think.
As of right now, I've only taken the middle collar section into Zbrush to boolean some of the pieces and add in some welding scuzz. More to come!
The main thread where I am assembling these items.
I think the scene also needs some sort of center piece, since I don't wanna spend too much extra time on this, i grabbed an old asset I made a while ago and "destroyed" it.
I'm thinking about having a intact but rotten version of this little bot somewhere in a corner of the scene with some cloth on top of it, adding material variety.
Also, need to add loads more vegetation, make a rebar decal and add it to the destruction, and a few more little things. Aiming to have this finished this weekend.
Nice atmosphere! As you mentioned - a bot or two with cloth over them might add a bit.
My actually first post here. Whoo, exciting! Never really used Polycount before, because of its Forum structure. But I don't get the feedback I was looking for on other sites. So, I hope, here will I find some people who can provide feedback I can improve upon.
[edit]
Changed hosting to Imageshack. Thanks Daven!
I've been working on a Skyrim mod for the last five months. I'm creating custom amulets with a scripted enchantment system inspired by Ojibwa dream catcher lore. I've wrestled with the NifSkope pipeline for a good two weeks getting my models to import properly.
It was especially annoying since the Nexus forums were down well I tried to import them :poly127:
Any who,
Here's an image dump of the various dream catchers:
I'm still a greenhorn when it comes to modeling/texturing. So I decided to limit my self to a 256 map.
This particular dream catcher needs to be completely re textured after I complete build the quest.
A dream catcher attached to my character:
Another:
Here's one of the dream catchers on an NPC
The mod also comes with a little quest. I just finished implementing 80% of the Voice overs. I'm now creating all the levels. Then it's off to that strange task of attaching all the components of your game together.
beautiful sculpt, is there a concept? or just noodling? I have one crit, to me the hard edged mechanical shapes on the backpack are in such contrast to the rounded right angles you've got going on everywhere else that the backpack becomes too much of a focal point. Then the wobbly forms on the backpack read to me as organic shapes, and I think that's causing all the carapace shapes to kind of shift between looking mechanical and organic. To me that backpack is throwing off and weakening the rest of the otherwise strong design.
Thanks you for the comment! i am making it up as i go trying to do a mix of soft and hard surface for this character. Its still a wip so there is much i still want to do to the backpack and i do see what you mean i will try to work around it and if i cant i will simply remove it. Thanks for the advise.
I've been working on a Skyrim mod for the last five months. I'm creating custom amulets with a scripted enchantment system inspired by Ojibwa dream catcher lore. I've wrestled with the NifSkope pipeline for a good two weeks getting my models to import properly.
It was especially annoying since the Nexus forums were down well I tried to import them :poly127:
Any who,
Here's an image dump of the various dream catchers:
I'm still a greenhorn when it comes to modeling/texturing. So I decided to limit my self to a 256 map.
This particular dream catcher needs to be completely re textured after I complete build the quest.
A dream catcher attached to my character:
Another:
Here's one of the dream catchers on an NPC
The mod also comes with a little quest. I just finished implementing 80% of the Voice overs. I'm now creating all the levels. Then it's off to that strange task of attaching all the components of your game together.
Replies
Wip update
currently working on KOF Mr. big for 3d fan art challenge on facebook
https://www.facebook.com/groups/153136344875405/
girl model i recently started working on, good break from all the dudes, dead zombies n monsters i do most of the time...
This looks great! Some small crits would be the scale of the leaves. I really like the scale thats in the texture being blending on the building. maybe slightly larger and then scaling down all the other leaves to match that would do wonders for your scenes scale.
only other thing i would say is the building is the back is drawing my attention because of how cheap it is right now. make it look awesome and your gold on this piece. nice work!
Workshop link for more shots and a video showing how it changes depending on how many games the player views.
I love it! Keep working... Your're doing a great job!
Video (Please Watch HD if you can):
[ame="http://http://www.youtube.com/watch?v=X5uX5EiArVM&feature=c4-overview&list=UU1DADH8l7uI6upRxK7G_nXA"]http://http://www.youtube.com/watch?v=X5uX5EiArVM&feature=c4-overview&list=UU1DADH8l7uI6upRxK7G_nXA[/ame]
Final Images:
Finished up my Sakura FanArt and wanted to share my Hero Shot with you guys.
Crosspost from my thread:
http://www.polycount.com/forum/showthread.php?t=123600
http://www.polycount.com/forum/showthread.php?t=124146
Made for substrata.
This is a creature bust ive been working on. If anyone would like to give me a crit or some advice PLS go to the thread in my signature THX !!
scribble brothers
In keeping things vibrant... here's a portrait, trying out some different techniques... pushing and pulling colours
I'm thinking about having a intact but rotten version of this little bot somewhere in a corner of the scene with some cloth on top of it, adding material variety.
Also, need to add loads more vegetation, make a rebar decal and add it to the destruction, and a few more little things. Aiming to have this finished this weekend.
As of right now, I've only taken the middle collar section into Zbrush to boolean some of the pieces and add in some welding scuzz. More to come!
The main thread where I am assembling these items.
http://www.polycount.com/forum/showthread.php?t=121985
fightpunch- love that whole run you're doing.
Retleks - super slick armor.
Rayph- nice work dude, love that mech arm contraption.
Substra's previous deadline was the other day and I hit here with trying to submit. Was fun to get back into some more detailed digital sculpting.
Wow ! Gonna be looking forward to this
Nice atmosphere! As you mentioned - a bot or two with cloth over them might add a bit.
[edit]
Changed hosting to Imageshack. Thanks Daven!
http://www.polycount.com/forum/showthread.php?t=123777&highlight=Gex
Can't wait to see the final shot. Loved the first game.
It was especially annoying since the Nexus forums were down well I tried to import them :poly127:
Any who,
Here's an image dump of the various dream catchers:
I'm still a greenhorn when it comes to modeling/texturing. So I decided to limit my self to a 256 map.
This particular dream catcher needs to be completely re textured after I complete build the quest.
A dream catcher attached to my character:
Another:
Here's one of the dream catchers on an NPC
The mod also comes with a little quest. I just finished implementing 80% of the Voice overs. I'm now creating all the levels. Then it's off to that strange task of attaching all the components of your game together.
Thanks you for the comment! i am making it up as i go trying to do a mix of soft and hard surface for this character. Its still a wip so there is much i still want to do to the backpack and i do see what you mean i will try to work around it and if i cant i will simply remove it. Thanks for the advise.
More Dota 2 workshop I did with Onilolz
It was especially annoying since the Nexus forums were down well I tried to import them :poly127:
Any who,
Here's an image dump of the various dream catchers:
I'm still a greenhorn when it comes to modeling/texturing. So I decided to limit my self to a 256 map.
This particular dream catcher needs to be completely re textured after I complete build the quest.
A dream catcher attached to my character:
Another:
Here's one of the dream catchers on an NPC
The mod also comes with a little quest. I just finished implementing 80% of the Voice overs. I'm now creating all the levels. Then it's off to that strange task of attaching all the components of your game together.
Update on my environment!