Some amazing art in here. Awesome character art up top. Mafubash, I'm loving your character pack. Awesome props lonely square and Nice armor set Rayph!
A Zbrush study below based on Samwise's dwarven flintlock concept. I might come back and texture this, but for now I'm moving onto another study.
I realized I hadn't posted a link to my modeling reel I put together to hopefully get some modeling freelance work. There is alot of sci fi stuff on here so to help with that I'm working on some real world projects right now.
Plodding along on this, got all the armour in zbrush, ready for sculpting. Apologies for the shoddy renders, figured I'd post up a WIP of this since I haven't updated her in ages.
Great work guys, that lighting in your scene is so dynamic [HP]hope i can get my scenes to look that cool. Also the Mystery Machine :thumbup:. This is a scene based off Batman Arkham City that been working on.
If you have a few minutes, I'd really appreciate if you could help me out with a short background story for this model I'm working on. It is a battleship based on the latest Xi'An capital ship concept art from RSI and I will also be texturing it but after I finish some of my other work. The idea is this battleship is more of a sniper, shooting from many miles away and it always tries to face the enemy head-on during combat because of its heavy frontal armor plating.
If you feel like helping me out with the story, please feel free to incorporate whatever elements you wish, such as where it was built, who is using it and how, whatever you feel like writing
Cheers.
Here's the WIP render from my site. Currently the model has about 43k tris and I think the final version will be close to 50k.
@SolCommand: A sniper space ship makes me think it should have one large gun and several engines designed to counteract the large amount of force that gun will produce. Even in space there would be a kick back effect due to this. Unless you explain away that it is recoil-less and has all that built in. Additionally most snipers are designed for speed; get in, take the shot, move!
As for story, working backwards, a reason for having a sniper ship could be that the enemy is VERY dangerous; not just to humans (or lifeforms in general) but perhaps they have some sort of property that eats away machines as well as flesh. The enemy ships could be organic or a sort of organic metal compound that behaves much like acid, thus the reason to attack from a distance.
This would also lend creedence to the need for quick movement via powerful engines.
Finally, I would recommend either a paint job or a cloak type ability to provide the other large element to every sniper; stealth.
These ships should be quick, deadly, and silent as the grave.
Looks like a really cool design and I hope these ideas help. Let me know if I can be of any further help.
Keep going, looking forward to seeing the final product!
@jkuo: Looks awesome. I like what you did with the spec-map on the chest armor. There's a really dark shadow between the legs, maybe go easier with the AO?
Still working on the overall design, but its some progress. Been busy on freelance work and the personal work time disappeared for a while. Hope to start posting more soon
Thank you very much @Novian for the ideas !
The whole "sniper" concept is based on the game EVE Online. There you'll see battleships fitted for sniping firing from like 200km away, way out of range of normal ships. That's a concept that always appealed to me which is why I'm making my own sniper now.
Here's a slightly updated model where you can see a view from the back as well so you'll notice it has quite a few engines, perfect for any kind of recoil those guns might have:
Replies
A Zbrush study below based on Samwise's dwarven flintlock concept. I might come back and texture this, but for now I'm moving onto another study.
the concept:
Mafubash- LOVE those characters!
Optinium- you are totally nailing the Blizzard style! Excellent work!
Here are some low poly characters that I've been working on for our next upcoming game. They're going to be pretty small on-screen.
Enjoy!
My Reel
More pictures here
Some new rocks I'm working on. It's missing some stuff so I'll go back to the hi-poly and fix it.
I've gone quite a ways off-concept at this point, but eh, I'm having fun with it...
turny-spinny version...
http://3.bp.blogspot.com/-On9bkHGmTos/UoJ5ySYR_CI/AAAAAAAAAmI/8tn_nfBvZb0/s1600/MaxProgress2.gif
Also, some new clay render from Lagoa renderer :
did a little sculpt to relax today, then i zremeshed it just for fun. amazing tool that zremesher.
gotta call it done.
http://www.polycount.com/forum/showthread.php?p=1951386
Bigger version here : http://gaetm.free.fr/3d/2013/Widow_Mine/Final.jpg
Hope you like it.
Cheers!
Martin
If you have a few minutes, I'd really appreciate if you could help me out with a short background story for this model I'm working on. It is a battleship based on the latest Xi'An capital ship concept art from RSI and I will also be texturing it but after I finish some of my other work. The idea is this battleship is more of a sniper, shooting from many miles away and it always tries to face the enemy head-on during combat because of its heavy frontal armor plating.
If you feel like helping me out with the story, please feel free to incorporate whatever elements you wish, such as where it was built, who is using it and how, whatever you feel like writing
Cheers.
Here's the WIP render from my site. Currently the model has about 43k tris and I think the final version will be close to 50k.
As for story, working backwards, a reason for having a sniper ship could be that the enemy is VERY dangerous; not just to humans (or lifeforms in general) but perhaps they have some sort of property that eats away machines as well as flesh. The enemy ships could be organic or a sort of organic metal compound that behaves much like acid, thus the reason to attack from a distance.
This would also lend creedence to the need for quick movement via powerful engines.
Finally, I would recommend either a paint job or a cloak type ability to provide the other large element to every sniper; stealth.
These ships should be quick, deadly, and silent as the grave.
Looks like a really cool design and I hope these ideas help. Let me know if I can be of any further help.
Keep going, looking forward to seeing the final product!
Cheers~
If you want to improve for the next peace then I would recommend to work more on the cloth / folds and the skin texture / shader
we've just released our first finished Game. It's free for Download at IndieDB.
Here is the Polycount Thread where we've posted some Art and some Backstory of the Game.
If you are interested in news and updates: Like us on Facebook.
Here are two Screenshots of the Game:
Is this multiplayer only?
Here are a few movember beards i did lately. will hopefully add a couple more before the month is over
join in, winter is coming the heroes need some more warmth!
Oh YES :poly124:
When can we expect this in the workshop ? :poly124:
Hahaha i'm loving this man, ur a genius :P
Guedin - You wear your name so well
Did some realtime shots from my bill mudd from The Goon.
Got a heavy TLoU vibe latley so I started this scene. Hardcore WIP! Sooo much work left to do...
Shot from CryEngine3.
Main textures done, next pass will be dirt, wear and tear. To be continued...
heres some speed sculpt from sphere in Zbrush using dynamesh and Zremesher
hope you like them feedback welcome
http://pierrebenjamin.cghub.com/
http://pierrebenjamin.tumblr.com/
http://pierrebenjamin.com/
The whole "sniper" concept is based on the game EVE Online. There you'll see battleships fitted for sniping firing from like 200km away, way out of range of normal ships. That's a concept that always appealed to me which is why I'm making my own sniper now.
Here's a slightly updated model where you can see a view from the back as well so you'll notice it has quite a few engines, perfect for any kind of recoil those guns might have:
See you.
Holy hell, I became a instant fan of this piece, Daphz