Highpoly pretty much done just need to touch up a few things before I tackle the lowpoly. There is some floating geo that looks a little funky in the render but what the hell ^^ going to do the micro details with nDo to save some time.
Finally getting to some texturing on "Espadachin", concept by little druid. Still pretty damn rough, but I've got an overall style and color scheme I'm liking.
I made a shield! Came out a bit noisey, might revisit diffuse, specular textures on weekend, but overall very happy. Especially happy about normals and how clean they came out considering this is my 3rd proper model I've baked.
Davision3D: I think this current iteration of the poster is far too busy. Think about what the key elements are and bring the focus to them. There are also so many specular bursts that my eye has a hard time focusing on any one thing. I did a little paint over just to show you what culling some of the less important information out of the poster will do toward readability. It's definitely not perfect but maybe it'll give you some ideas for a more focused poster design.
Davision3D: I think this current iteration of the poster is far too busy. Think about what the key elements are and bring the focus to them. There are also so many specular bursts that my eye has a hard time focusing on any one thing. I did a little paint over just to show you what culling some of the less important information out of the poster will do toward readability. It's definitely not perfect but maybe it'll give you some ideas for a more focused poster design.
Thanks for the overpaint! But I should have mentioned that the whole idea behind it was do make it over the top ridiculous. Like a over the top 80s action movie poster with explosions everywhere. (also star trek reboot lens flares) I like how you brought much more focus in your overpaint though, especially the scaling and arrangement. I think if I make it more like you did it while still having all the elements in there and making the things on the sides get darker it should be already much better with the focus while the ridiculousness remains.
Made some foliage to start covering the room with, still alot to be added.
Next step is probably to fix the awfull plaster texture. And to start working on the floor and the pool
@Insania: Those are some pretty cool speed sculpts!
@martinszeme: I really like the wood on that shield. Though the (metal?) parts of it I'm having some trouble figuring out what material it is.
Working more on this character, sitting at about 7000 tris at this point. Been trying to do the hair differently but so far have been disappointed with my results. I really ought to open a thread.
I made a shield! Came out a bit noisey, might revisit diffuse, specular textures on weekend, but overall very happy. Especially happy about normals and how clean they came out considering this is my 3rd proper model I've baked.
I messed around in After Effects with a little painting I did:
Really really cool did you paint the blue light on the skull on a separate layer and animated it? and did you split the background (space), chamber and character in separate layer to make the blur work that well?
You guys are doing too much bad ass art for me to keep up :P
crossposting from my thread, i took a small break from the chic i was working on and started doing this and it was so much fun i kept on working on him, its still rough but its been tonnes of fun just learning how to get some hardsurface stuff that looks more polished in zbrush, i hope you guys like it, any feedback and critiques is welcome.
it's cool are you planning to use the retopology brush for clean pieces?
Really really cool did you paint the blue light on the skull on a separate layer and animated it? and did you split the background (space), chamber and character in separate layer to make the blur work that well?
Got a little more done on the clothes today. Got a few more things to do in the diffuse, then I'll do the spec maps. Still have to do textures for the head/hair (currently they're just baked all together straight from zbrush), and make a proper retopo for the sword before texturing that.
you need to step up your game, its a good start though, just keep at it
Lol! Yeah, I'd seen that months ago but forgot about it by the time I'd come across the concept on CGHUB and started on my own. But my inspiration from the beginning has been something stylized, along the lines of Dishonored rather than anything realistic, so I have no intention to copy Igor's work. Tris count is also pretty conservative, and all the clothes are in a single 4k map, so its a much different kind of project from the outset.
Right, ok. I'm new here and only recently got into 3d modeling, with "Recently" actually being a matter of a couple of weeks.
But yeah, the reason I started is I've a couple of mates making a multiplayer FPS I'm really keen on, but I felt there was a significant void in their planned weapon sandbox. It's an arena shooter and, until I came up with the idea, a Quake- or TF2 rocket launcher type of weapon for jumping purposes hadn't been as much as discussed, but essentially they told me they'd put it in the game if I could make a model for it that was pretty enough.
I've messed about trying to make it, straight in blender, mostly just learning the ropes so far, producing a few horrible little low poly models, but now I've realised I should probably use a reference sketch.
So how does this look for a gun? The round thing in the centre is some sort of plasma coil, supposed to work much like the spinfusors of Tribes.
Replies
Awesome work bob! All the way down to the weld seams around the O2 sensors. Fantastic! Can't wait to see more.
Edit: derp. I'm like 5 pages behind -__-
X-post from my thread
http://www.polycount.com/forum/showthread.php?t=124159
Getting used a new workflow in Zbrush.
Speeding up !
Comments and Crit are welcome !
Sorry if the images are too big.
Still not sure if I should add some more lens flares or explosions or increase the body count.
Any feedback is welcome!
An other speed sculpt.
1 hour this one.
Room for improvement.
Just some fun in between projects.
Thanks for the overpaint! But I should have mentioned that the whole idea behind it was do make it over the top ridiculous. Like a over the top 80s action movie poster with explosions everywhere. (also star trek reboot lens flares) I like how you brought much more focus in your overpaint though, especially the scaling and arrangement. I think if I make it more like you did it while still having all the elements in there and making the things on the sides get darker it should be already much better with the focus while the ridiculousness remains.
FightPunch: Badass work, bro!
Some mo' Star Citizen work this week. Early stage Character Previs schtuffs...
Crosspost from my thread:
http://www.polycount.com/forum/showthread.php?t=127055
Made some foliage to start covering the room with, still alot to be added.
Next step is probably to fix the awfull plaster texture. And to start working on the floor and the pool
Full thread here: http://www.polycount.com/forum/showthread.php?t=126917
And a lighting only just cause
But damn the admins are just a tad to fast
@martinszeme: I really like the wood on that shield. Though the (metal?) parts of it I'm having some trouble figuring out what material it is.
Working more on this character, sitting at about 7000 tris at this point. Been trying to do the hair differently but so far have been disappointed with my results. I really ought to open a thread.
Topic link: http://www.polycount.com/forum/showthread.php?p=1939824#post1939824
Work in progress
great job!! I like how the maps are working
Really really cool did you paint the blue light on the skull on a separate layer and animated it? and did you split the background (space), chamber and character in separate layer to make the blur work that well?
Nice action pose and clothing wrinkle :thumbup:
AWESOME!
Cool sculpt, will you use the topology brush as the next step? to get crisp hard edge pieces.
I really love you're work man! Do you use photograph to reference the black kid so you worry more about the design and mechanical parts?
it's cool are you planning to use the retopology brush for clean pieces?
hahah looks exactly like some of our mechs great job man!should throw it into the fan art section of our boards :P
Dude, I love that so much! Awesome work, murph!
@fightpunch - loved it!
you need to step up your game, its a good start though, just keep at it
something i`m working on aside from other things
But yeah, the reason I started is I've a couple of mates making a multiplayer FPS I'm really keen on, but I felt there was a significant void in their planned weapon sandbox. It's an arena shooter and, until I came up with the idea, a Quake- or TF2 rocket launcher type of weapon for jumping purposes hadn't been as much as discussed, but essentially they told me they'd put it in the game if I could make a model for it that was pretty enough.
I've messed about trying to make it, straight in blender, mostly just learning the ropes so far, producing a few horrible little low poly models, but now I've realised I should probably use a reference sketch.
So how does this look for a gun? The round thing in the centre is some sort of plasma coil, supposed to work much like the spinfusors of Tribes.