Nearing completion. Still need to make some small details between the wheels, the end of the barrel and the tracks themselves. After that I'll be playing around with the lighting to get a good high poly render and then making the lower poly model and baking etc to render in UE3.
Got a few things left to fix up on this guy, the biggest thing is that the muscles are too defined and that deviates away from the original sculpt. It's tough finding a good balance of showing off anatomy and matching the reference material.
currently project; guardian of death.
back story; death is kind of like a 8y/o little girl too busy in her own little world to pay attention to what's going on around her. so she needs a bodyguard. enter this guy.
missing; weapon yeah not posting that at the moment. alpha cards are also not loaded in this image. oh and he has multiple eyes kind of my love for hellboy, H.P. lovecraft, mignola monsters.
planning to...
1. alpha cards for blending feathers, i will be also putting some on the back of the neck to help blend them in a bit better.
2. the dragons head breathes fire and gives this character a shield of fire.
Created a C17 Globemaster. Only 6,500 tris, with an "enterable" cockpit and loading dock. It's pretty good so far, UDK is enjoying it, too. Only problem is the few normal errors on the nose.
Since I bought octane render like 3 - 4 years ago and don't get to use it much, I sometimes get the need to do some rendering inside.
This render does not serve any purpose whatsoever just for fun
Seraphinn that is bizarre is an awesome way, looking foward to updates.
Great render Stromberg.
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Game-res in Marmoset. 13K tris, not a single texture sheet because the clothing are meant to be interchangable, but added up it's less than a 4096 map.
Not done. Got to add a minor amount of wear to the clothes (belt needs the most attention), although they are supposed to look pretty clean, add a true overshirt, and get a nice hair style done. Should be finished with this one in the next two days or less.
here's a quick model of knife i made.
i just wonder why can't i get the same lightning like others here as well as problems with blade which seems to occur quite foten.
any help appreciated.
@Linfo I like that guy a lot! He reminds me of maybe an old, pre-Prequel Trilogy Star Wars character.
I just got the FutureCop mech animations working in Marmoset. I have a transforming one, planning on doing some walk cycles or something next
Loving this, probably one of my favourite PSX games. One thing I'd perhaps suggest is adding some extra movement on the transformation, like a little back step so it looks as though its balancing, or even some strain on the lower legs to simulate weight. Some of the story FMV's have 'it' doing this. Just adds a little life to the animation. But stellar work regardless.
Nice Annachikn, I'd rework those creases on the jacket arms tho, they dont look like they are actually being caused by the weight or bunching, the back of the shoulder creases too.
Nice overall tho, keep it up :thumbup:
ha cool those fellas have got personality TomAnima
Ho ho killer NyneDown
I dig that style Jamesy
So sick Cosmo85!
I've been messing around with this skinny fella, just not happy about 'sumd00d' overall. I think the abs could still do with some work, perhaps abit more weight.
Screen grab from Maya.Used Xoliul shader for Maya.
Man, I'm really sorry, but this looks like he's wearing a glowing skeleton-costume for haloween. Why is he glowing in the first place? Isn't batman all about hidin in the shadows and striking on suprise?
I would get rid of them. I know, that makes him another batman, but those stripes do him no good I think.
Screen grab from Maya.Used Xoliul shader for Maya.
Alright, I honestly can't tell: Is the blue glow part of the design or is it some kind of construction mark to indicate something for the sake of modelling?
If it's part of the design, it needs to be reworked to LOOK like part of the design. Right now it looks like it's pasted over the top.
If it's part of some construction aspect, mind explaining it? I'm curious.
I made this model to try out the retopoly curves and polypaint in zbrush it's based on a concept made by Zoonoid http://cghub.com/images/view/322496/ .
@ silver_hoodlum :
Nice work! I like the modeling and the texturing of the body, but I think something is wrong with the front wheel. The wheel is too wide, or the space between the wheel and the sheet metal too tiny. What's happen if the suspension works ?
Replies
http://www.polycount.com/forum/showthread.php?p=1925937#post1925937
Got a few things left to fix up on this guy, the biggest thing is that the muscles are too defined and that deviates away from the original sculpt. It's tough finding a good balance of showing off anatomy and matching the reference material.
Oh yeah, and I still have to do his head too!
Been working on this for about 5 weeks straight, check out the thread here on polycount: http://www.polycount.com/forum/showthread.php?p=1925955#post1925955
Insane asylum I've beeen working on for a looooong time now. It;s pretty much done, just gotta tweak some things here and there
back story; death is kind of like a 8y/o little girl too busy in her own little world to pay attention to what's going on around her. so she needs a bodyguard. enter this guy.
missing; weapon yeah not posting that at the moment. alpha cards are also not loaded in this image. oh and he has multiple eyes kind of my love for hellboy, H.P. lovecraft, mignola monsters.
planning to...
1. alpha cards for blending feathers, i will be also putting some on the back of the neck to help blend them in a bit better.
2. the dragons head breathes fire and gives this character a shield of fire.
[SKETCHFAB]9e9c6858b99c4759814922cb7a00077f[/SKETCHFAB]
This is going to be awesome, what a great design
All that said, Im mostly trying to figure out how to take decent renders with Zbrush´s BPR.
Created a C17 Globemaster. Only 6,500 tris, with an "enterable" cockpit and loading dock. It's pretty good so far, UDK is enjoying it, too. Only problem is the few normal errors on the nose.
I dunno, man. Looks pretty damn good bald. Perhaps just leave him like that? Unless you had a plan to give him hair, that is.
More mood exploration for substrata... time is almost up!
I just got the FutureCop mech animations working in Marmoset. I have a transforming one, planning on doing some walk cycles or something next.
[ame="
Concept by: Matthew Hanisch
Wood texture done by: Adrian Brito
just my work on a indie project, more soon if the project continues.
This render does not serve any purpose whatsoever just for fun
AlexCatMasterSupreme : Wow , simple yet powerfull and beautful!
Great render Stromberg.
____
Game-res in Marmoset. 13K tris, not a single texture sheet because the clothing are meant to be interchangable, but added up it's less than a 4096 map.
Not done. Got to add a minor amount of wear to the clothes (belt needs the most attention), although they are supposed to look pretty clean, add a true overshirt, and get a nice hair style done. Should be finished with this one in the next two days or less.
I love her shoes.
And thanks cougar.
here's a quick model of knife i made.
i just wonder why can't i get the same lightning like others here as well as problems with blade which seems to occur quite foten.
any help appreciated.
Loving this, probably one of my favourite PSX games. One thing I'd perhaps suggest is adding some extra movement on the transformation, like a little back step so it looks as though its balancing, or even some strain on the lower legs to simulate weight. Some of the story FMV's have 'it' doing this. Just adds a little life to the animation. But stellar work regardless.
whoa. what's with photobucket lousy img compression?
Nothing to criticize here. Next time you might want to link to your crosspost
WIP update, sculpted a high poly Soul Reaver and did the low poly. Gonna need to sit down and spend a day or 2 now going through all the diffuse maps
Thinking of having the Reavers eyes glow along with the runes on the blade, but only faintly, also going to add another layer or 2 in the backdrop.
Feedback welcome
thank you.
Nice overall tho, keep it up :thumbup:
ha cool those fellas have got personality TomAnima
Ho ho killer NyneDown
I dig that style Jamesy
So sick Cosmo85!
I've been messing around with this skinny fella, just not happy about 'sumd00d' overall. I think the abs could still do with some work, perhaps abit more weight.
@ Stirl: Really liked the C-17. Also from UDK. Great work. We would really like to see the cockpit too. I am rooting for you.
@ Irene: Great to see from Shingeki no Kyojin here. I am really looking forward to see a complete Annie. Good luck.
Man, I'm really sorry, but this looks like he's wearing a glowing skeleton-costume for haloween. Why is he glowing in the first place? Isn't batman all about hidin in the shadows and striking on suprise?
I would get rid of them. I know, that makes him another batman, but those stripes do him no good I think.
If it's part of the design, it needs to be reworked to LOOK like part of the design. Right now it looks like it's pasted over the top.
If it's part of some construction aspect, mind explaining it? I'm curious.
I made this model to try out the retopoly curves and polypaint in zbrush it's based on a concept made by Zoonoid http://cghub.com/images/view/322496/ .
Cheers!
S
Dude, loved this! Amazing!
Be cool to see some of the low poly wires.
Nice work! I like the modeling and the texturing of the body, but I think something is wrong with the front wheel. The wheel is too wide, or the space between the wheel and the sheet metal too tiny. What's happen if the suspension works ?
BhushanArekar - Love that jaw you have on Batman, makes him look like a right badass.
Little test bake of Cable. Currently baking the normals out for the arm. So watch this space and also keep this thread going!