The asset is fully baked however the texture is still work in progress, crit away!
Fantastic work! Looks so cool and noir. Overall great stuff! Keep it up.
P.s. i will setting up my character in Cryengine and it has sun glasses and its very interesting to see your glass settings material in engine. Also as you pro in cryengine it will be helpfull if you can post shots of different materials settings in your thread, you know. Thx.
Erik- cool man, lookin like a kaiju from pacific rim haha.
Overlord- beautiful design, i really wanna see that thing in motion, try to figure out how it works.
Erik- cool man, lookin like a kaiju from pacific rim haha.
Overlord- beautiful design, i really wanna see that thing in motion, try to figure out how it works.
Very nice dude! if i had any crit i would say the transition from grass to ground is a little harsh on the bottom left BUT awesome job. Any other angles?
For the rest of you here is a my WIP
Hey thanks for your comment on my scene, that's a sharp observation, I have a few instances where the plant-floor-transition needs softening, still quite a long checklist of things to do *sigh* will set up a thread next weekend with some more pics Your library scene looks great! Will search for the thread now to check it out some more, cheers
Here was a Hexapod and robot arm study from real world reference. Made a timelapse and uploaded the models to my website if anyone wanted to mess around with them.
I have a few questions about it, would really appreciate if you could elaborate!
Is the amount of tiles parametric or is it a fixed set of tiles? if so can you extend the globe to have more tiles easily? just asking because I am trying to get a clue if you did the morph with bones or rather with a vertex shader.
I have a few questions about it, would really appreciate if you could elaborate!
Is the amount of tiles parametric or is it a fixed set of tiles? if so can you extend the globe to have more tiles easily? just asking because I am trying to get a clue if you did the morph with bones or rather with a vertex shader.
anyway, amazing!
No bones. Vertex shaders are doing all the heavy lifting. I've got a baked spherical normal texture that tells the vertices in what direction they should point when in ball mode. Moreover, the buldings are just one mesh, and all the scaling and "placing" is done with vertex shading as well.
There are no theoretical limitations to building it with more tiles. As you can see, this planet is built from a dodekahedron, but all platonic solids + the soccerball should work just as fine.
Those are pretty cool, DX11?
Love to know the tech behind it....
I don't think its DX11, but I don't really know. haha. I'm not relly a programmer and I don't know much of the low level stuff. All I know is that I built this with vertex shaders in unity. But there is no additional geometry-creating shading going on - all I do is move verts around.
Going forward I'm thinking about maybe adding some vegetation; maybe making the core cool off when it's outside; maybe adding dripping magma from the underside of the unfolded planet; maybe adding a moon and a bunch of sattelites; maybe adding diffrent climate options. We'll see.
No bones. Vertex shaders are doing all the heavy lifting. I've got a baked spherical normal texture that tells the vertices in what direction they should point when in ball mode. Moreover, the buldings are just one mesh, and all the scaling and "placing" is done with vertex shading as well.
Anyone know where to look for hints and examples on this kind of vertex shader sorcery?
Great Work as always everyone!!
So while I was trying to design the second outfit for my Celtic Redesign of Link, nothing was really grabbing me so I took a step back and ended up at Sheik! However this version she isn't manish (or a man depending how you look at it), she is a tough badass woman. I'm trying to stay away from the over sexualized models I've been seeing of women with perfect hourglass bombshell proportions with, lets face it, useless armor and protection. I'm going for a more built version and staying away from the giant wedgie tight pants. Sound off!!
Replies
Here's a wip of my Chemrifle for the Elysium Art Jam:
[VEROLD]5225182db3b1580200000a69[/VEROLD]
And, I promise, the last time I post this guy in here.
P.s. i will setting up my character in Cryengine and it has sun glasses and its very interesting to see your glass settings material in engine. Also as you pro in cryengine it will be helpfull if you can post shots of different materials settings in your thread, you know. Thx.
This is the original concept:
And this is what I have so far:
Overlord- beautiful design, i really wanna see that thing in motion, try to figure out how it works.
just finished this one:
A few head sketches:
Will make a thread for these soon
this is fkin awesomeeee
[SKETCHFAB]b4bfd1c867034511a07971a255bff0de[/SKETCHFAB]
HK 416 high poly sculpt - no fancy maps or UVs, just a mesh. Now to make the low poly!
Here's the Wither boss:
And the Wither skeleton:
And the Ghast:
Hey thanks for your comment on my scene, that's a sharp observation, I have a few instances where the plant-floor-transition needs softening, still quite a long checklist of things to do *sigh* will set up a thread next weekend with some more pics Your library scene looks great! Will search for the thread now to check it out some more, cheers
**edit do you have a WIP thread?
Those are pretty cool, DX11?
Love to know the tech behind it....
Lovely stuff! I too would be very interested to see a write up on what went into this.
this has to be the most awesome thing i have seen in weeks, awesomesauce made of win!
That is absolutely fantastic. I'd love to see a game like this.
That is all kinds of awesome
Embedding works
[ame=http://www.youtube.com/watch?v=m5P-KarDW_8]Valhalla-45[/ame]
I want moar info on that hotness ASAP! :thumbup:
I have my Works. Plz Reply:poly121:
He's a great character, good to see someone making him
still painting the fabrick texture
Here was a Hexapod and robot arm study from real world reference. Made a timelapse and uploaded the models to my website if anyone wanted to mess around with them.
[ame="http://www.youtube.com/watch?v=M50WiX-fJTo"]Ben Mauro - Hexapod Timelapse - YouTube[/ame]
Files: http://www.artofben.com/Store
[SKETCHFAB]d133dbf070d8469eb4f4095b76b4d374[/SKETCHFAB]
I have a few questions about it, would really appreciate if you could elaborate!
Is the amount of tiles parametric or is it a fixed set of tiles? if so can you extend the globe to have more tiles easily? just asking because I am trying to get a clue if you did the morph with bones or rather with a vertex shader.
anyway, amazing!
Is the FPS footage all in-game? Looks freaking awesome.
WIP Thread
No bones. Vertex shaders are doing all the heavy lifting. I've got a baked spherical normal texture that tells the vertices in what direction they should point when in ball mode. Moreover, the buldings are just one mesh, and all the scaling and "placing" is done with vertex shading as well.
There are no theoretical limitations to building it with more tiles. As you can see, this planet is built from a dodekahedron, but all platonic solids + the soccerball should work just as fine.
This thing here is just a demo. It is part of a much bigger game idea that I don't have any delusions of building any time soon.
I don't think its DX11, but I don't really know. haha. I'm not relly a programmer and I don't know much of the low level stuff. All I know is that I built this with vertex shaders in unity. But there is no additional geometry-creating shading going on - all I do is move verts around.
Going forward I'm thinking about maybe adding some vegetation; maybe making the core cool off when it's outside; maybe adding dripping magma from the underside of the unfolded planet; maybe adding a moon and a bunch of sattelites; maybe adding diffrent climate options. We'll see.
Threw some colours on Walter. Vray later. Maybe. Back to game art!
still trying to improve my drawing skills,
there are a lot of mistakes but time for next one
http://cghub.com/images/view/639643/
Playing with geobashing + keyshot + photoshop =
[ame="http://www.youtube.com/watch?v=epr4xOfxuAM"]OverDose ViDoc - Scriptable Particle And FX System - YouTube[/ame]
So while I was trying to design the second outfit for my Celtic Redesign of Link, nothing was really grabbing me so I took a step back and ended up at Sheik! However this version she isn't manish (or a man depending how you look at it), she is a tough badass woman. I'm trying to stay away from the over sexualized models I've been seeing of women with perfect hourglass bombshell proportions with, lets face it, useless armor and protection. I'm going for a more built version and staying away from the giant wedgie tight pants. Sound off!!