hey guys! Joeriv: dude i am loving to see your stuff progress its pretty crazy! would love to see some flats. keep up the awesome job!
here is a small update on the robo dude, i will probably post the final soon, i just forgot to do a gun for him xD
updated the girl after marmoset got updated with double sided and nice secondary reflections, this is probably my final shot for folio, depending if anything special comes out for marmoset that improves her.
as usual you can check out more stuff in my thread
Elijah: thanks man! glad you like it, i will probably post the final soon, still deciding what the final shot should look like and trying to figure out a gun from him :P that star citizen stuff is looking great i cant wait to try the game out.
AlexKola: thanks man really liking your character, the only thing that looks off to me is the boob spikes but i guess that could be a personal preference. keep up the good work
I FINALLY figured out how to use wrapmode in Zbrush properly(I'm a retard) Although I had some issues with performance, pretty laggy sculpting.
Spent an hour or so on a quick sucky rockwall-ish thing texture?..just to try it out ^^ could perhaps work as a base if I throw some rock meshes along with it or something..
So I can't find a place to ask questions about toolbag 2 errors. So I'm just going to post up in here.
Using xNormal to bake and xNormals tangent space to view my maps in toolbag, but they are displaying broken in toolbag and correct in xNormal. The image below shows rather harsh black tips on the ends of the spikes on this hand. The errors only show in toolbag 2, using both the marmoset and xNormal tangent bias.
Has anyone run into this error before? Does anyone know where the proper place to put this would be? I want to show off all my pretty stuff in toolbag as well, but if I can't get it to properly display normals...well, such errors, much wow...sigh.
Some new wippage I'm getting ready for sculpting so that I've got something fun to do while I'm going through the last boring-ish bits of my main project.
EDIT
Should have said, the head and eyes are a lot further on than the rest of it as they were pretty much my first (kinda) proper test for TB2.
So I can't find a place to ask questions about toolbag 2 errors. So I'm just going to post up in here.
Using xNormal to bake and xNormals tangent space to view my maps in toolbag, but they are displaying broken in toolbag and correct in xNormal. The image below shows rather harsh black tips on the ends of the spikes on this hand. The errors only show in toolbag 2, using both the marmoset and xNormal tangent bias.
Has anyone run into this error before? Does anyone know where the proper place to put this would be? I want to show off all my pretty stuff in toolbag as well, but if I can't get it to properly display normals...well, such errors, much wow...sigh.
Been working on some things for a community fan game project as a warm up for Ludum Dare.
Wheel will be added in Unity so the mushroom kart shows none and the owl kart's are placeholder. While the karts were done with Blender and Fire Alpaca, I decided to experiment, the textures on the character were a combination of texture bakes and Blender's paint tools (and a little bit of photoshop for constrast adjustment.)
Replies
Joeriv: dude i am loving to see your stuff progress its pretty crazy! would love to see some flats. keep up the awesome job!
here is a small update on the robo dude, i will probably post the final soon, i just forgot to do a gun for him xD
updated the girl after marmoset got updated with double sided and nice secondary reflections, this is probably my final shot for folio, depending if anything special comes out for marmoset that improves her.
as usual you can check out more stuff in my thread
Lyraine> I like it a lot. Very doom 3 in every good way.
Here are a few things from me from the last couple of weeks.
Little Rex - "Chrononauts". Concept by Sean McNally
http://cghub.com/images/view/501195/
Das Orc
Friend
Sketchup fun!!
Just SC stuff this week. Nothing personal to show...for now
My latest progress, mostly hair work...
Here's another render of this model. Hope you guys like it~ I will add some armor pieces later on.
Aaron
...zbrush noobie practice
AlexKola: thanks man really liking your character, the only thing that looks off to me is the boob spikes but i guess that could be a personal preference. keep up the good work
lighting is a bit weird and some errors, but oh well.
mini tread
Azkur: Sweet stuff man
You'll have to excuse the guerilla style Xnormal renders, it was late and I still need to purchase marmoset -_- waay to shiny.
needs some tweakin'
Started working on the skulls
Texturing this dude while trying out new marmoset
I FINALLY figured out how to use wrapmode in Zbrush properly(I'm a retard) Although I had some issues with performance, pretty laggy sculpting.
Spent an hour or so on a quick sucky rockwall-ish thing texture?..just to try it out ^^ could perhaps work as a base if I throw some rock meshes along with it or something..
this
is
awesome.
Using xNormal to bake and xNormals tangent space to view my maps in toolbag, but they are displaying broken in toolbag and correct in xNormal. The image below shows rather harsh black tips on the ends of the spikes on this hand. The errors only show in toolbag 2, using both the marmoset and xNormal tangent bias.
Has anyone run into this error before? Does anyone know where the proper place to put this would be? I want to show off all my pretty stuff in toolbag as well, but if I can't get it to properly display normals...well, such errors, much wow...sigh.
EDIT
Should have said, the head and eyes are a lot further on than the rest of it as they were pretty much my first (kinda) proper test for TB2.
crosspost:poly122:
Feels a bit boring between all those cool characters...
http://www.polycount.com/forum/showthread.php?t=128766
Jesus, dude; great sculpts. Would love to see them with a better render setup.
Latest stoopid idea :
HO HO HO !
Time to finish this one I think, will do the final shots.
Nice work Matt, Looks amazing!
Heres some messing around with TB2...
[ame="http://www.youtube.com/watch?v=r36NMtbSVOE"]Marmoset Toolbag 2 Test - Laser Exhaust + Manifold - YouTube[/ame]
So easy to useee
Here is the current state of my bachelor thesis.
More info is here.
Thanks! Glad you like it.
Wheel will be added in Unity so the mushroom kart shows none and the owl kart's are placeholder. While the karts were done with Blender and Fire Alpaca, I decided to experiment, the textures on the character were a combination of texture bakes and Blender's paint tools (and a little bit of photoshop for constrast adjustment.)
Love the sculpts MDj.
Maks - I think the likeness is spot on with your sculpt, keep it up.
Here is what I have been working on lately, for a small indie game. Low poly currently being worked on.
Ed