Palette construction is hard. Deciding which ramp to be what color and what shades to have.
The last row of 32 colors are fullbrights (engine hint there)
Plus the palette's designed for colored lighting (via lookup table abuse), which blends ok except for the transition from red to blue.
This is the Chopper I made for Primal Carnage's objective based gamemode, Get to the Chopper. Additional texturing/graphics by Brad Whitlam(http://bradwhitlam.cghub.com/), Action Screenshot by Joe Garth.(http://www.joegarth.com/)
I would like to point out that the Rocket pods have been removed from the released gamemode because they caused gameplay issues.
I'm not much of a gun guy , but i have to admit they have nice curves .
This if for my texturing class so although the model is done( for now ) it's still a WIP
Experimenting with facial animation:
[ame="http://www.youtube.com/watch?v=vFAL0o7x_kY"]UDK Last Knight facial animations test - YouTube[/ame]
no morph targets, all keys blending. I just mapped those to my keyboard keys and then smashed away! Character has only 2000 tris. Still need to find a better way to blend it, AnimTrees with Matinee in the UDK is really a bitch to use. It currently blends them with 50%. If anyone has a good solution to blend animations with Kismet and AnimTrees please let me know.
Not really game art related but, I just received a Makerbot Replicator 2 and this is my first print of my art. Only 3cm tall and a third of the res so I can go a lot higher with detail and scale
Jealous! I hope you fill an entire thread with 3D prints. I'd love to see more of this!
Working on a bust, was really inspired by BoBo's post a few pages back. Gonna try to make the same style, realistic rendering on a more stylized face. Then I'd like to make some kind of facial rig for it, and make some animations.
Here's a first attempt at modelling in ZBrush. Doing the Eat3D tutorial.
Any feedback? Something is wrong but I'm not sure what.
I don't know if you have solved the problem yet.. but the forehead seems disproportionate with the rest of the head. Human eyes are generally located in the center of the head and yours seem a little too high, making the forehead smaller. Also, try pushing out his cheekbones a bit, it may help the face appear fuller. Hope this helps and great job at your first attempt in Zbrush!
A little bit of cross-posting of the assets I've finished up for the Left 4 Winchester mod. It is a Shaun of the Dead experience as a Left 4 Dead 2 mod.
Me and a friend recently published a 2D game on Google play. It's free to play. Really simple. The art style is based on gel electrophoresis. It's our first game, so check it out!
Replies
Palette construction is hard. Deciding which ramp to be what color and what shades to have.
The last row of 32 colors are fullbrights (engine hint there)
Plus the palette's designed for colored lighting (via lookup table abuse), which blends ok except for the transition from red to blue.
I would like to point out that the Rocket pods have been removed from the released gamemode because they caused gameplay issues.
My thread:http://www.polycount.com/forum/showthread.php?t=96693
Gamemesh:
This image has been resized. Click this bar to view the full image. The original image is sized 1920x1080.
Highres:
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my skaven doomwheel I've spent the last 2 week's making its about 20kpolys
This if for my texturing class so although the model is done( for now ) it's still a WIP
that is amazing! =]
Keep up the good word polycount!
gonna choose one of these to push a little further
little update on my male character
still looking forward for your input on my Thread
A friend drew a Derelict Building concept for me and this is my take on it.
http://i1208.photobucket.com/albums/cc362/Bradders_64/Derelict_House_zps215da079.jpg
http://i1208.photobucket.com/albums/cc362/Bradders_64/Derelict_House_2_zpscca85535.jpg
WIP THREAD
[ame="http://www.youtube.com/watch?v=vFAL0o7x_kY"]UDK Last Knight facial animations test - YouTube[/ame]
no morph targets, all keys blending. I just mapped those to my keyboard keys and then smashed away! Character has only 2000 tris. Still need to find a better way to blend it, AnimTrees with Matinee in the UDK is really a bitch to use. It currently blends them with 50%. If anyone has a good solution to blend animations with Kismet and AnimTrees please let me know.
Btw Last Knight is currently free: https://itunes.apple.com/us/app/last-knight-hd/id581979834?mt=8
But, why are the .50 hanging from the rear? It must be hard to rotate them with the weight in the front of the gun.
Jealous! I hope you fill an entire thread with 3D prints. I'd love to see more of this!
Working on a bust, was really inspired by BoBo's post a few pages back. Gonna try to make the same style, realistic rendering on a more stylized face. Then I'd like to make some kind of facial rig for it, and make some animations.
I don't know if you have solved the problem yet.. but the forehead seems disproportionate with the rest of the head. Human eyes are generally located in the center of the head and yours seem a little too high, making the forehead smaller. Also, try pushing out his cheekbones a bit, it may help the face appear fuller. Hope this helps and great job at your first attempt in Zbrush!
Wanted to see how following the lectures and doing the excersises had helped improve my anatomy knowledge so far.
Pretty happy with how this came out, especially with the back as that was mostly freestyling in my previous sculpts.
man i love this! good job dude!
Spatz, awesome work!
Crosspost from the DOTA 2 thread.
Just finished a new five piece set for sand king.
shameless promotion: http://steamcommunity.com/workshop/filedetails/?id=121647254
Ulrick: That's lovely!
its amazing what you did there
New assets for our game, just threw it together in UDK.
Recruits
More fun with this character. Added some more props, and tightened up the details. Still more to come, and hopefully soon it will be complete. Cheers.
We just did an update with music and 3 difficulties. We wanna do power-ups in the future!