I finished the first character for the portfolio. And i made version of the character Jin. And to finish Mugen. And I continue to work on the second character for the portfolio.
I am really new here , and working on a game project with UDK , but modularity is not my best friend for now.
Im learning modularity and technic for make it good, the basic logic is in my head now, thank god, but i have some problems with retopo, and modelling it.
Here is the pict:
How should i model this?
I thinking in two way simple plane or box modelling, or make it from splines, but spline is still not comfortable to me .
I'm currently between jobs, so I figured I'd better keep busy! I saw this pistol in Saint's Row IV, and decided I wanted to make it myself.
I didn't want to do geometry for the text because that would be a pain in the ass, so I made alphad bump mapped floating planes instead. It turns out that this is much nicer than floating geo for text etc. because you don't get obnoxious floaters when viewed at an extreme angle. Since this model is kind of like an exploration of the real thing for me, it's nice that it doesn't break the illusion, since the model is otherwise floater-free.
Man, this thread is getting more and more ridiculous!
Here's one I just started on a couple of nights back. Going to create a full character of a concept I got permission from the artist to use. You can check the WIP thread out here - Beatdown WIP (shameless Xpost!) : )
Here is something new i'm working on, a couple of demons. I'm planing to make game assets of both, with some modularity with the differents parts of armor and weapons. I'm currently working on the sculpt of the "nude" monster. I will make a thread and post some wips in few days. Anyway, hope you like it !
Another update on the A34 Comet tank model. Added more details to the turret, which is almost finished save a few thin weld lines. After that I just need to do the hatches, hinges, exhaust and hooks at the rear of the tank, and then the tracks. Once that's done I'll be using it to bake onto a low poly model (which I am yet to make). Will post updates here as I finish each phase.
I love this!! My god so much nostalgia, my head nearly exploded. Thanks for posting!
That said I bet you can still push the detail on the textures way further than they are now, and your metal scratches look "drawn" on the mech rather than appearing realistic. Keep at it man.
Got inspired by Tom Clancy's The Division, which swedish studio Massive is making. Playing around with customization. The goal is to upgrade the characters gear. Feedback will be greatly appriciated. As usual, awesome stuff everyone!
avagoyamugReally cool, quite like his weapon. Bunglo Nice lighting; I love how subtle the rubble is, looks great. Popol Looks nice, could maybe include some nails at the ends of the floorboards though?
This is my first try at a tileable texture of any sort; I really have no idea how to do the diffuse / colour variation... I think the normal came out quite well at least.
This is my first ever post to the forum. This is a hi-poly to low-poly bake head-sculpt and paint I made using Maya and Mudbox. The polycount is around 6k tris with < 1Mb of textures. I'm hoping to create a thread on the project when the admins let me make one!
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Thanks for all the input and support from everyone, really made my first model process here a very enjoyable one
Check out the process HERE, I've also attached the model and texture for download
really need to get faster at this : /
I am really new here , and working on a game project with UDK , but modularity is not my best friend for now.
Im learning modularity and technic for make it good, the basic logic is in my head now, thank god, but i have some problems with retopo, and modelling it.
Here is the pict:
How should i model this?
I thinking in two way simple plane or box modelling, or make it from splines, but spline is still not comfortable to me .
Can you help me out guys?
Thanks!
Viktor
Whipped this up this morning before work
Goofing around with some modular meshes and trimsheets in unreal.
Should do a proper blockout of the scene some time soon .
did a loading screen for my dota 2 hud yesterday
I didn't want to do geometry for the text because that would be a pain in the ass, so I made alphad bump mapped floating planes instead. It turns out that this is much nicer than floating geo for text etc. because you don't get obnoxious floaters when viewed at an extreme angle. Since this model is kind of like an exploration of the real thing for me, it's nice that it doesn't break the illusion, since the model is otherwise floater-free.
Meanwhile, my project is getting more trippy.
Here's one I just started on a couple of nights back. Going to create a full character of a concept I got permission from the artist to use. You can check the WIP thread out here - Beatdown WIP (shameless Xpost!) : )
nice.
I like this render, nice style
been busy low polying, 9k tris so far
might bump that up to get better curves though.
penE : Nice scene so far,can't wait to see more pics
Just practicing with modularity :
Still wip wip wip...
I liked the red better.
Rapante: love the Dota2 Loading screen, one of my favorite games
cross post: http://www.polycount.com/forum/showthread.php?t=125469
Looks like on Dead Space + Limbo
Based on this concept
Pug-asaur
by ~GO-MAXPOWER8
That said I bet you can still push the detail on the textures way further than they are now, and your metal scratches look "drawn" on the mech rather than appearing realistic. Keep at it man.
http://www.polycount.com/forum/showthread.php?t=123148&page=2
Nice stuff ! Esp the weapon
Crosspost from my thread :P
http://www.polycount.com/forum/showthread.php?t=124159
W.I.P
The Face for now.
The overall.
Comments and Crit are welcome !
been playing around with some different styles lately, pretty happy with how this guy came out.
And here are the flats
Bunglo Nice lighting; I love how subtle the rubble is, looks great.
Popol Looks nice, could maybe include some nails at the ends of the floorboards though?
This is my first try at a tileable texture of any sort; I really have no idea how to do the diffuse / colour variation... I think the normal came out quite well at least.
the 3d model
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Short story paintings this week, will continue in the future I hope. Much work to do.
This is my first ever post to the forum. This is a hi-poly to low-poly bake head-sculpt and paint I made using Maya and Mudbox. The polycount is around 6k tris with < 1Mb of textures. I'm hoping to create a thread on the project when the admins let me make one!
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