Fantastic as always!!! However his hands seem to be quite small, but maybe its just an illusion in comparison to his body armor
Yeah, I'll fix that, many people have noticed. Though they remain anatomically proportional with slight thickness coming from the gloves, overall body mass has increased thanks to armor volume, hands looks smaller now.
Yeah, I'll fix that, many people have noticed. Though they remain anatomically proportional with slight thickness coming from the gloves, overall body mass has increased thanks to armor volume, hands looks smaller now.
I was gonna say, when I think about it the hands seem like they would be the correct size, I mean if you imagine a head is inside that helmet, and think about the scale of the head. perhaps you could make the hands larger for aesthetics, (break the realism just for looks) but imo I'm not sure that's really necessary. Just my 2 cents.
Showing his weiner is a little (No pun intended ) bit much .Though I totaly love those characters man .My new wallpaper .So loving those guys .Plus there is so much great stuff here .,
My brother paid me to sculpt a bust of him to have printed. It's pretty cool to see something you sculpted in the real world!
I wasn't sure if it would stand before I printed it but I'm glad it does. I was thinking it would be cool to run a physics simulator to watch what happens when it is placed on a flat surface before printing, but I don't know how to do something like that at the moment.
I wasn't sure if it would stand before I printed it but I'm glad it does. I was thinking it would be cool to run a physics simulator to watch what happens when it is placed on a flat surface before printing, but I don't know how to do something like that at the moment.
If want want to figure out if something will balace and not fall over, you want to make sure the center of mass is centered on the object, also having more mass lower helps. You could of left the base hollow so you could glue wieghts into it. I can't think of any 3d simulation that calculates the center of mass, but I'm sure there is stuff out there, most of the time it's manually placed for simulations.
Hi Terrabite !
I've finally started to play LoLwith friends a month ago and enjoy all the good work on it.
I have a question while looking at your gallery. What motivates the choice to make a high poly sculpt and not directly handpaint the model ? Do you find it quicker/easier ? Or are there hd images to produce, idno.
It just seems so to me that this texturing could be done directly with your painting skills, so, i just wonder.
Hi, just want to show some of my current personal projects.
Here is a carnotaurus, one of the many dinosaurus i sculpted for a client last year.
These ones are for a diorama sculpture i want to do. They come as a family, i'm still going to sculpt the baby puppy.
This one is Osgur, main villain from the recent release of the video game Unearthed: Trail of Ibn Battuta. Although already finished for the video game, i'm going to present him in a final pose later on and render the hires as a cinematic model and not as a game model this time around.
All works still a WIP, feel free to critique :poly136:
Hi, this is my first post here on this part of the forum so I hope I'll get some feedback from polycount members.
Here is a Prussian Musket low poly I'm working on actually it's a 7524 tris mesh. I just started the texturing part so I still have nothing more than a poor basic diffuse map and the quick render has been done with maya with really simple maya shaders just to have an idea of where I'm going.
This is my first "serious" asset and I really want to improve my skills so critics are very important to me.
I already used a lot of knowledge from this forum to solve several problems so thank you.
The final render should be done in UDK and I really hope the texture flickering issue I have with maya wont appear in the end
Showing his weiner is a little (No pun intended ) bit much .Though I totaly love those characters man .My new wallpaper .So loving those guys .Plus there is so much great stuff here .,
Isnt that what Reactor in 3dsMAx is for? You can test in the same way with gravity.
Replies
Fantastic as always!!! However his hands seem to be quite small, but maybe its just an illusion in comparison to his body armor
Yeah, I'll fix that, many people have noticed. Though they remain anatomically proportional with slight thickness coming from the gloves, overall body mass has increased thanks to armor volume, hands looks smaller now.
I was gonna say, when I think about it the hands seem like they would be the correct size, I mean if you imagine a head is inside that helmet, and think about the scale of the head. perhaps you could make the hands larger for aesthetics, (break the realism just for looks) but imo I'm not sure that's really necessary. Just my 2 cents.
Barnacles make everything better.
Showing his weiner is a little (No pun intended ) bit much .Though I totaly love those characters man .My new wallpaper .So loving those guys .Plus there is so much great stuff here .,
I wasn't sure if it would stand before I printed it but I'm glad it does. I was thinking it would be cool to run a physics simulator to watch what happens when it is placed on a flat surface before printing, but I don't know how to do something like that at the moment.
Finishing soon, I hope.
If want want to figure out if something will balace and not fall over, you want to make sure the center of mass is centered on the object, also having more mass lower helps. You could of left the base hollow so you could glue wieghts into it. I can't think of any 3d simulation that calculates the center of mass, but I'm sure there is stuff out there, most of the time it's manually placed for simulations.
3D Handpainted Environment
Going to polish this up for portfolio, mainly that ammo belt needs to go.
another x-post sorry.
Quick poly paint just to get a bit more of a vibe.
It's nearly done. I might go back and change the edge of the blade a bit. Now to make a sheath.
Here's something I forgot to post last week.
Based on the concept by Avery Coleman
this is really really cool! but check the bend of the elbow.. currently he/she wouldn't be able to bend the arm
I've finally started to play LoLwith friends a month ago and enjoy all the good work on it.
I have a question while looking at your gallery. What motivates the choice to make a high poly sculpt and not directly handpaint the model ? Do you find it quicker/easier ? Or are there hd images to produce, idno.
It just seems so to me that this texturing could be done directly with your painting skills, so, i just wonder.
Here is a carnotaurus, one of the many dinosaurus i sculpted for a client last year.
These ones are for a diorama sculpture i want to do. They come as a family, i'm still going to sculpt the baby puppy.
This one is Osgur, main villain from the recent release of the video game Unearthed: Trail of Ibn Battuta. Although already finished for the video game, i'm going to present him in a final pose later on and render the hires as a cinematic model and not as a game model this time around.
All works still a WIP, feel free to critique :poly136:
feel free to critic
Here is a Prussian Musket low poly I'm working on actually it's a 7524 tris mesh. I just started the texturing part so I still have nothing more than a poor basic diffuse map and the quick render has been done with maya with really simple maya shaders just to have an idea of where I'm going.
This is my first "serious" asset and I really want to improve my skills so critics are very important to me.
I already used a lot of knowledge from this forum to solve several problems so thank you.
The final render should be done in UDK and I really hope the texture flickering issue I have with maya wont appear in the end
Looks a bit dull to me, so got to work on that. Any crits would be more than welcome, thanks
And some more in my blog.
Isnt that what Reactor in 3dsMAx is for? You can test in the same way with gravity.