Hey guys! Hope this isn't out of line posting this here, but it really is what I've been working on pretty much non-stop for over half a year now, and I'm excited to tell my fellow Polycounters!
So Nick and Jane HD is live on the App Store now! Yay! I'd love to hear what my fellow PCers think of the game, its free to play, so if you have an iPad, iPhone, or iPod Touch, give it a try!
Hi Everyone,
So much inspirational and great work here.
Crosspost.
Based on concept By_Craig Hodges http://craighodgesart.deviantart.com...cept-180585463
98% work done in ZBrush.
Photoshop used only for naming,background and lens bur effect.
Nice work but it would be nice if you gave me at least a little credit for the original model.
I thought I'd seen those arms before..
the wires are very close as well except the original is triangualted, but the verteces are basically in the same positions:shifty:
Slaught- Hey man, sorry you're absolutely right! I should have clarified its mostly just tweaks on your mech guy sdk. I am ashamed. I downloaded your model years ago from gameartisans to study how you got such appealing shapes with such a low poly count.
I'd like to blame being sleep-deprived, but theres really no excuse not to give credit where its due, really sorry. I've updated the info on my blog and the model info on p3d to reflect this.
Sorry again, really no excuse for me not to cite your work.
Slaught- Hey man, sorry you're absolutely right! I should have clarified its mostly just tweaks on your mech guy sdk. I am ashamed. I downloaded your model years ago from gameartisans to study how you got such appealing shapes with such a low poly count.
I'd like to blame being sleep-deprived, but theres really no excuse not to give credit where its due, really sorry. I've updated the info on my blog and the model info on p3d to reflect this.
Sorry again, really no excuse for me not to cite your work.
Decided to tackle this asset again and redo the textures and materials. It's starting to progress a bit but I'd imagine would benefit from a proper layered material system like in UE4. Trickier in UE3.
i guess for an ios game its got way too many polys.
try to search for some low poly bows at google and adapt your model a bit. especially the polys at the radius can be reducet a lot.
heres an example i shamelessly copied from google:
as you can see the bow barely got any polys but still looking very nice due to the texture. remember, textures make lowpoly things pretty
Thanks a lot, this is really helpful feedback. Out of curiosity, how do you subtract polys without wrecking the model?
The example looks really well done in this respect, not to mention the textures completely changing the look entirely!
Is there a specific way to substract the polys from the model?
Trying some cartoony hand painted stuff. So here's my WIP.
Looks really good, I like that style as well. When you talk about hand painting your texture, is there a specific process you're referring to? Other than just copying the UVs you created in Maya/Max and coloring over them in photoshop?
A little table diorama I am working on inside TB2. Still a WIP. Some of the items are still in a blocky stage like the machete, compass, and makeshift crisco-can-candle. Definitely will add some more small props as well as my molding trim for the wall etc.
Wow MM, your anatomy is inspiring, I love the proportions and mass that you find, it feels so tangible.
Rogelio, scene is nice but I think that the items are too evenly spaced, makes my eyes feel tired.
Scuds, he is looking good. I feel like some of the anatomy is un-clearly exaggerated. The back muscles group together like they are ballooning up. Same thing with the ankles. The structure you have given to the ankle bones on both sides, combined with the exaggeration of the ligaments coming off the heel and in the front down on to the foot make him look like he's wearing boots. Last, his collar bone is too flat. It is fine to be flat across the pectorals, but as it attaches into the shoulders it should take on more of an S curve, particularly in that pose.
This is really not anything important, just getting myself off track again. I enjoy doing these portraits, but I am going to return to working it up for a realtime model now.
I adore this~ Especially the fact that it's diffuse only! The gold could look a lot better with some normals but everything else is rad (and as they are the gold is fine for diffuse only!). Care to share the wires~?
Ah, thank you! Its got way too many polys at the moment, I traded off optimization in favor of having something before deadlines(aaaaa):
and here's the zbrush model, which was like 96% of the diffuse anyway:
I really like the composition of that - could maybe do with a contrasting colour from somewhere though.
Thanks! I'm thinking of bringing in some yellow/oranges in the scene by lighting up one of the windows and maybe place a lantern by the door of the lighthouse
Here's a couple of renders in Toolbag2. The first is a Combine StunStick from Half-Life 2 that I recently released for L4D2 and HLDM2 (downloadable here). The second is a WIP Hockey Stick, I'm still playing and trying stuff with the textures, but has no gloss map yet.
Been working on my little character here for a little while. Maybe 95% there. Still needs proper lighting, turntable, etc. Missing a few textures here and there. And I need to pose him.
Still workin on my First Date scene. Getting things figured out little by little, but I could use a heck of a lot more feedback than I'm getting atm! :]
Replies
So Nick and Jane HD is live on the App Store now! Yay! I'd love to hear what my fellow PCers think of the game, its free to play, so if you have an iPad, iPhone, or iPod Touch, give it a try!
Little more progress on this slow but meh, I am learning along the way and that is what matters.
highres:
Put him on p3d- http://p3d.in/63EPw/shadeless
Man I am absolutely STOKED about these updates. The facial feautures look particularly nice.
http://www.polycount.com/forum/showthread.php?t=123777&page=2
what do you folks think?
without displacement
with displacement
Turntable: [ame="http://www.youtube.com/watch?v=G3K2CmNhjlY"]Marmoset 2 Demon Low Poly - YouTube[/ame]
So much inspirational and great work here.
Crosspost.
Based on concept By_Craig Hodges
http://craighodgesart.deviantart.com...cept-180585463
98% work done in ZBrush.
Photoshop used only for naming,background and lens bur effect.
clean modeling and chunky edges!
Nice work but it would be nice if you gave me at least a little credit for the original model.
Cross post from: http://www.polycount.com/forum/showthread.php?p=1969601#post1969601
the wires are very close as well except the original is triangualted, but the verteces are basically in the same positions:shifty:
I'd like to blame being sleep-deprived, but theres really no excuse not to give credit where its due, really sorry. I've updated the info on my blog and the model info on p3d to reflect this.
Sorry again, really no excuse for me not to cite your work.
No problem man.
some stuff i made recently
Working on a little anatomy if anybody has any thoughts:
Late night cloth sculpting and noisemaker funs, gearing up for my christmas break to finish off a couple of projects.
EDIT pointless minor update, just those old sleeves look like ugly garbage.
Did some refining today, would love some more feedback from people
Thanks a lot, this is really helpful feedback. Out of curiosity, how do you subtract polys without wrecking the model?
The example looks really well done in this respect, not to mention the textures completely changing the look entirely!
Is there a specific way to substract the polys from the model?
Looks really good, I like that style as well. When you talk about hand painting your texture, is there a specific process you're referring to? Other than just copying the UVs you created in Maya/Max and coloring over them in photoshop?
Follow our thread here!
So I know this was from a few pages back but damn this is amazing. What's your workflow, sir?
Rogelio, scene is nice but I think that the items are too evenly spaced, makes my eyes feel tired.
Scuds, he is looking good. I feel like some of the anatomy is un-clearly exaggerated. The back muscles group together like they are ballooning up. Same thing with the ankles. The structure you have given to the ankle bones on both sides, combined with the exaggeration of the ligaments coming off the heel and in the front down on to the foot make him look like he's wearing boots. Last, his collar bone is too flat. It is fine to be flat across the pectorals, but as it attaches into the shoulders it should take on more of an S curve, particularly in that pose.
_____________
From my thread: http://www.polycount.com/forum/showthread.php?p=1969602#post1969602
This is really not anything important, just getting myself off track again. I enjoy doing these portraits, but I am going to return to working it up for a realtime model now.
Working on Assassin from Ragnarok Online because I missed that game
Trying to refine some details. But seems I'm quite stuck atm.
Ah, thank you! Its got way too many polys at the moment, I traded off optimization in favor of having something before deadlines(aaaaa):
and here's the zbrush model, which was like 96% of the diffuse anyway:
Thanks! I'm thinking of bringing in some yellow/oranges in the scene by lighting up one of the windows and maybe place a lantern by the door of the lighthouse
Any critique would be cool.
That's awesome! I did an Icon of Sin boss character for an old DOOM 3 mod called Ruiner way back in the day. This is so awesome!!
(Here's a link to the old mod and an image of my version: http://www.moddb.com/mods/ruiner/images/icon-if-sin)
I might go back and try to fix some of the normal map errors on the Chemrail, as well as some of the textures.
http://stirlsr.blogspot.com.au/