@CG-Sammu: The coloring on that is amazing. It needs more anatomical refinements though as well as a better pose for the hand. @moof: I love it! @Lroy: Cool stuff! @Ravenslayer: very cool as usual but I'd love to see you make a full character with some nice texture maps of this one
I made a fan-art piece of one of my favorite characters from LoL, Karthus;
I'm practically done with this sculpt for a Dota 2 set...maybe i'll add few more details here and there...
If you wanna check the making of it, or follow me live when i work on this, visit My Twitch Channel
In the last video i've covered how to break and detail the cloth parts.
Sprite animation from my entry in the Global Game jam. http://img844.imageshack.us/img844/5799/grabheartcharacteranima.gif
positoning and timing got a little borked as I had to run through and modify all the frames literally minutes before deadline but I'm kinda pleased with it given I've never worked with sprites before and am not much of an animator.
EDIT: Eew. That one bit transparency isn't terribly attractive. Switching to link so you can have a nice white background.
Hello everyone!
This is my first post here, and this is also my first real go at sculpting in Mudbox. This was a school assignment so I was on a deadline, and I think I can define the details some more if I just put more time into it.
If you have any advice or critique for me I'd be happy to hear it as I'm very new to this. Thanks!
Bra-fucking-vo, dude. Looks like so much fun to play with..
I want one!
Late reply but thanks a ton! The current class of my college course all seem to be making robots at the moment, so I've gotten a lot of practice with them heh. If you've got a bad-ass-bot you want rigged like this let me know! I've been a slacker for the last few months and so i'm trying to make up for it with as much work as I can muster.
Thats looking nice dude, you might want to put the IK just above the feet and have those pivot. Something that heavy wouldn't slide about like that, having them locked to the ground would give it some weight.
The feet themselves don't slide around once you've positioned them, the problem is that they were modeled like large flat ski shaped elephant feet, rather then pointy struts. If I were to design something to move with 4 rotatable legs, I would have made the feet able to turn in the dirt. Unfortunately I'm just working with what I was given, and it being a student model it wasn't that big of a deal. I've pointed out the flaws to the modeler though, in a studio i'd have no qualms about talking to the modelers directly though :P
I also animated this way passed the limits of the armour plates and hydraulics, just to show the controls.
To those who asked, its just crazy bump and zbrush. I found a decent texture that had enough height info in it so that I wouldn't have to do a lot of hand modeling in max/modo to get the displacement information. I exported out a 16 bit disp texture from crazy bump and then did a lot of hand sculpting in zbrush on a plane.
Ok so i've been working on this group project for a while now. and after a bit of a break, i've come back to it to retopologize. The only problem is, i have a lack of facial topology experience. But even with using reference, i still can't get it right for this particular face, Could somebody please help me out with this?
To those who asked, its just crazy bump and zbrush. I found a decent texture that had enough height info in it so that I wouldn't have to do a lot of hand modeling in max/modo to get the displacement information. I exported out a 16 bit disp texture from crazy bump and then did a lot of hand sculpting in zbrush on a plane.
The result looks sweet! So did you use the displaced geometry via crazybump as the basis for your sculpt? Or were you combining them together for large scale displacement plus small scale details?
Here's the low poly of this piece I made from a James Paick concept (http://www.conceptroot.com/wp-content/uploads/2012/01/james-jaick1.jpg). There are a couple things that bug me, but I can't tell if I'm just picking this thing to death. I'm going to start a new thread in a bit, and I can post some more close up shots (I know it's hard to see much from this far out.) I know the wood looks a bit different. I was imagining it to be sort of a petrified wood.
tobeefle that hydralisk is real good but idk about the base, I think it's kinda detracting from it right now. too heavy on the overbumped high frequency photos
@Rayph: Ah, that brings back mammaries err...memory's. Looking awesome! I've always wanted to do a next gen version of Visor or Grunt...maybe one day I'll get round to it.
Little update from me. More or less got the front and back of the torso finished. After a few more details (mainly around the neck) it's on to the arms.
Replies
@moof: I love it!
@Lroy: Cool stuff!
@Ravenslayer: very cool as usual but I'd love to see you make a full character with some nice texture maps of this one
I made a fan-art piece of one of my favorite characters from LoL, Karthus;
Starting to mess around with zbrush again and began this, WIP.
A little pygmy demon imp.
http://www.polycount.com/forum/showthread.php?t=110553&page=2
If you wanna check the making of it, or follow me live when i work on this, visit My Twitch Channel
In the last video i've covered how to break and detail the cloth parts.
Procedurally generated world with toon shaders and more written in C++ in less than 48 hours.
awww snap! where's the play link?
its a rubber band mine. you step on it and it throws rubber bands everywhere. (for office warfare)
this is my attempt
http://www.polycount.com/forum/showthread.php?t=116178
That's a sazzy looking rock man! Crazy bump and zbrush?
More Keyshot:
bad ass cavett!
Kind of more of an artgame/prototype than anything. We are hoping to expand it into some cool things. Time limit considered I'm pretty proud of it.
LINK:
Surge - GGJ13
Mac only at the moment. Might become an ios app when it gets expanded.
http://img844.imageshack.us/img844/5799/grabheartcharacteranima.gif
positoning and timing got a little borked as I had to run through and modify all the frames literally minutes before deadline but I'm kinda pleased with it given I've never worked with sprites before and am not much of an animator.
EDIT: Eew. That one bit transparency isn't terribly attractive. Switching to link so you can have a nice white background.
[ame="http://www.youtube.com/watch?v=wKmNRPDy5Vo"]Some Time to Think - YouTube[/ame]
Is my anatomy looks right?
I will start the hair now and eventually post it later on.
This is my first post here, and this is also my first real go at sculpting in Mudbox. This was a school assignment so I was on a deadline, and I think I can define the details some more if I just put more time into it.
If you have any advice or critique for me I'd be happy to hear it as I'm very new to this. Thanks!
from HERE
MAde in 48 hours for global game jam. More infor in the thread above
Late reply but thanks a ton! The current class of my college course all seem to be making robots at the moment, so I've gotten a lot of practice with them heh. If you've got a bad-ass-bot you want rigged like this let me know! I've been a slacker for the last few months and so i'm trying to make up for it with as much work as I can muster.
The feet themselves don't slide around once you've positioned them, the problem is that they were modeled like large flat ski shaped elephant feet, rather then pointy struts. If I were to design something to move with 4 rotatable legs, I would have made the feet able to turn in the dirt. Unfortunately I'm just working with what I was given, and it being a student model it wasn't that big of a deal. I've pointed out the flaws to the modeler though, in a studio i'd have no qualms about talking to the modelers directly though :P
I also animated this way passed the limits of the armour plates and hydraulics, just to show the controls.
Edit: quoted the wrong post...
@MrHobo: I love your barrelbot! So sneaky.
To those who asked, its just crazy bump and zbrush. I found a decent texture that had enough height info in it so that I wouldn't have to do a lot of hand modeling in max/modo to get the displacement information. I exported out a 16 bit disp texture from crazy bump and then did a lot of hand sculpting in zbrush on a plane.
Here's a shot of the sculpt:
The result looks sweet! So did you use the displaced geometry via crazybump as the basis for your sculpt? Or were you combining them together for large scale displacement plus small scale details?
Looking beautiful one tiny crit, it looks like the cheeks should be fuller/higher, especially given the smile. they look a little flat!
Here's the low poly of this piece I made from a James Paick concept (http://www.conceptroot.com/wp-content/uploads/2012/01/james-jaick1.jpg). There are a couple things that bug me, but I can't tell if I'm just picking this thing to death. I'm going to start a new thread in a bit, and I can post some more close up shots (I know it's hard to see much from this far out.) I know the wood looks a bit different. I was imagining it to be sort of a petrified wood.
wallpaper version on my blog http://rebelconcept.blogspot.com/
I finished a small exterior scene to add a bit more diversity to my portfolio:
You can see my portfolio thread here: http://www.polycount.com/forum/showthread.php?t=113795
Time to start looking for a job!
@ysalex looking great so far man keep it coming!
quick polypaint on this dude.
Little update from me. More or less got the front and back of the torso finished. After a few more details (mainly around the neck) it's on to the arms.