my first upload to Verold 3D viewer- I didn't use any of their lighting cause most of the light is already baked-in to the map. A bit more technical than Sketchfab but not that bad at all :]
Guys I have an issue, though I'm not sure it deserves a whole thread. I've been working on a project in UDK and I have multiple monitors. I have a newer Acer one I got earlier this year and an 5 year old Samsung. I have been working on the newer one, the colors are brighter and the contrast is much better than the old Samsung. Here's my issue though. The level I'm creating looks much better on the new monitor, but when I bring it over to the old one the colors are all washed out and the contrast it super dull. So should I build my map on the older one? making it look good on that or should I continue to build on the new one, hoping that people who view it are on newer monitors?
Hey, just a little crosspost in case it can be of use to anyone here.
I made a quick and very simple youtube video to answer questions that I was asked quite a few time about my pipeline, basemeshes etc and some people told me I should record a quick video so here I am.
This doesn't cover anything very complicated it's pretty basic stuff but I hope it can help someone
I'm very sorry about the accent by the way, I just realized I have a huge one and I sure don't appreciate hearing my voice on video haha!
WIP Clay render of my scene. No bump/normal maps in this render - all subd modeling.
I'll add more details today, then continue texturing and lighting.
Hi guys..
This is my first post in this forum..I did this portrait of Kim Kold in zbrush a month back..
Sculpting and poly paint was done in zbrush ...
Here is my Iron Man Mark III again. Would love to hear some feedback on how I can improve my renders and presentation so it's better suitable for a portfolio. The setup I have now is just a grey shaded plane in the background, which results in a lot of artifacts as you can see.
Are there any tutorials on how to do the final touches on your work?
Here is my Iron Man Mark III again. Would love to hear some feedback on how I can improve my renders and presentation so it's better suitable for a portfolio. The setup I have now is just a grey shaded plane in the background, which results in a lot of artifacts as you can see.
Are there any tutorials on how to do the final touches on your work?
And more on a texturing note, all the damage and scratches seem to be the same size and scattered evenly across him. There should be areas with lots of a scratches (shoulder pads, hand plates) and areas where he won't get scratched as much (armpits, inner thighs etc, assuming his own armour doesn't scratch itself)
Replies
Its a 1973 Ford Falcon turned into a post apocalyptic taxi cab.
Would love some feedback (:
Alien dude's pretty cool, too. I like the shapes/feel of both, but Red's got the hilarity factor going for her.
my first upload to Verold 3D viewer- I didn't use any of their lighting cause most of the light is already baked-in to the map. A bit more technical than Sketchfab but not that bad at all :]
I still have no idea what I'm doing.
Crits welcome
13000 tris
Thanks
strongrun....I have no idea what it is but I like it
FridockShir nice gun, wood feels a bit too glossy though
SpaceCentipede love it, very skilled use and implementation of MD too....great stuff
rumlord. love the red riding hood!
shameless crosspost ahoy...see here for the thread > clicky
working on the high poly for olga gurlukovich in the style of gears of war
A sketch I've been working on:
Here is a little update for my Last of Us project. Some sort of clicker thing
Insane asylum I've been working on for the last few months, almost done with textures.... woohoo!
Figured Id join in so here is a character concept I painted recently.
I'm really liking the Verold addition to Polycount. Testing out a WIP of a scifi wall of mine.
KristianS- Sweet concept, gettin a medevil Desu Ex vide from it.
Bakin bakin bakin crosspostin: http://www.polycount.com/forum/showthread.php?t=122634
wiptopic
Here is my second attempt at making characters I think I am finally getting the hang of Zbrush
http://fightpunch.cghub.com/images/
Still loads to do and somethings are pretty rough... (crappy render too)
Very useful video!! Didn't know it was made by a fellow polycounter too
over at http://www.polycount.com/forum/showthread.php?p=1909464#post1909464
I think the hand prints should have less specular value than the metal? Unless they are wet handprints? :P
Still plenty to do but appreciate anyones thoughts
This is looking great dude! I Loved Soul Reaver, Raziel is great choice of character to redesign.
I would like to know... how did you make that cape and those cloth wrappings around his leg and arms? They're looking really awesome.
looks like he had a go at it.
I'll add more details today, then continue texturing and lighting.
Thoughts?
If they were clean spots in the dirt they'd be in the diffuse too? I guess it depends what kind of hand prints they are.
This is my first post in this forum..I did this portrait of Kim Kold in zbrush a month back..
Sculpting and poly paint was done in zbrush ...
grey scale render
[IMG]http://www.polycount.com/forum/<a href=http://s958.photobucket.com/user/sonkarpreeti/media/Kimkold_Grey_Final.jpg.html target=_blank>[/img]
This is my "funday sunday" thing:
Here is my Iron Man Mark III again. Would love to hear some feedback on how I can improve my renders and presentation so it's better suitable for a portfolio. The setup I have now is just a grey shaded plane in the background, which results in a lot of artifacts as you can see.
Are there any tutorials on how to do the final touches on your work?
Thanks for any help.
A cool pose would definitely put you off to a good start.
http://images2.fanpop.com/image/photos/11200000/Iron-Man-iron-man-11234901-1680-1050.jpg
http://www.empowernetwork.com/plainarcher/files/2013/06/ironman.jpg
http://4.bp.blogspot.com/-G-BoTiGfLkc/UKCBnNMKcYI/AAAAAAAAASw/c9GNQvENhnc/s320/Iron_Man-7.jpg
Lighting could be improved also. In all the images I posted, there is at least one rim light to strengthen the silhouette.
I think the geo you have for the background works. it just needs to be lighter with a bit more contrast.
http://fc01.deviantart.net/fs71/f/2013/115/5/6/dudes_2_by_fightpunch-d62y8hf.jpg
And more on a texturing note, all the damage and scratches seem to be the same size and scattered evenly across him. There should be areas with lots of a scratches (shoulder pads, hand plates) and areas where he won't get scratched as much (armpits, inner thighs etc, assuming his own armour doesn't scratch itself)
You're also using a widescreen format, which is cool, but I think you should really focus on selling the awesome model more. Show him from head to toe in a vertical image format. Maybe with some sparks and clouds haha
http://www.slashfilm.com/movie-poster-design-trend-hero-stands-weapon-in-hand-cloudy-background-flying-debris-sparks-flying/
Still soooooo many stuff to do