theGrandPoobah: im not an professional but i guess an easy way to substract polys would be to either select all polys you want to be extracted and then copying them into a new element or just copying the whole model and then deleting all unwanted polys.
what do you want to extract? maybe i can tell more while looking at an example
theGrandPoobah: im not an professional but i guess an easy way to substract polys would be to either select all polys you want to be extracted and then copying them into a new element or just copying the whole model and then deleting all unwanted polys.
what do you want to extract? maybe i can tell more while looking at an example
@Vendetti, as opposed to trying to 'de-poly' I'm curious about the example itself. While not looking to replicate it's exact shape, would you say the original model first created a box, then reduced its sides to three and extruded/pushed from there?
Started last week or so. Wanted to create a small diorama I would actually finish. Rocks are placeholder provided by Quixel courtesy of Toolbag 2. Maybe 40% or so? Still have to make the props and set dressing.
Ysalex: thats really cool i need to try and do a real eye like that my self, the actual round part of the iris is bulging out a bit too much i think and the size should be like 1/5 smaller i think anyway keep on rocking
anyway here is a likeness exercise i did today still wip though.
near the end i wasn't sure if he looked more like the actor or a potato xD
This is based on a really old test I did when teaching myself about anisotropy and the discrepancies between rendered images and their input data.
I was using it to illustrate a point about the use of special-case shaders for handling lighting phenomena that results from micro-geometry, but it's also a pretty decent illustration of how anisotropic surface highlights are created in real life.
Hey Steph, you will have a way easier time sculpting that if you break it into separate blocks. Then you can more easy mask and hide parts to get better angles in your sculpt.
Rocks! did this in about a hour, was mainly playing with a bump method for surface detail in zbrush, then converting those bump maps to displacement for a high res mesh then projecting down to a low res z mesh, (after I did the UVs of course) then polypainting it, then xnormals, xnormal the polypaint, mix the norms tweak the tex in photoshop then render in marmoset.
Hey Polycount.
I just found out something and I wanted to share with you. This website called http://www.needlehr.com/
Has been putting my work (and maybe yours?) online without my consent. I never subscribed to this website and I tried using the ''hire me'' form to see If I would actually get a message from them but nothing...
I contacted them on facebook to request my work to be taken down but now I have to go through a stupid form even tho my image should have never been there in the first place. They have now blocked me and everyone else calling them on their bullshit from writing them on their facebook page. So I just wanted to share with you so you can make sure that your work is not on there without your consent
EDIT. They finally took down my works, Thanks,
Make sure yours is not on there tho
a stylized sculpt i've been working on with a pretty much blank base I made months ago and never did much with, never really do this style so its all new to me but im having fun.
I'm working on a soviet KM-1 ejection seat. It will be part of a small scene to be rendered in cry engine, once their pbr update is out. Scene will be a cockpit of a jet with crazy little details everywhere .
Thats the current state of the high poly for the seat (in Marmoset Toolbag 2):
Made some changes to my eye based on a new more accurate diagram/cross-section, should be pretty accurate to correct proportions and how a real eye works. The shader is much easier to control, and I think it gives a more accurate result.
Here is the explanation of how I set it up, plus the download link. I used vray, but you should be able to transfer the maps to whatever program/renderer you want.
Hey,.. I'm working on something too, Her name is lisa, the lead character in my animation, http://www.facebook.com/isawthesky I'm not good at perfection at all but think the models finally worthy to post here, but still far from finished, any crits especially on the face will be appriciated
Interesting breakdown ysalex, final result looks great!
Anyway, last time I spam this thing until it's either done or I make a thread for it.
Looking good, the only thing that strikes me as odd is are the horns. They don't feel as part of the character, just kind of stuck on there, if you know what I mean
In this update I went ahead and started the suit and got the beginnings of my wrinkles. Not too happy with them yet so I'll keep messing with them and gets some different variations. Also, I am going to try and add some noise to the suit to give it more of a cloth feel. Noise maker seems like the best, but if anyone has other recommendations please let me know. At this point I am going to start wrapping up the sculpting portion of this project and move to Retopo and UVs. I'll probably do some final tweaks to the face proportions, but I am looking forward to the end result. Comments and critiques are welcome. Enjoy!
damn.... trying to fix mr potato head into something better, hoping its starting to look more like him since i had to pretty much redo most of the primary shapes, still i dont think its there yet.
damn.... trying to fix mr potato head into something better, hoping its starting to look more like him since i had to pretty much redo most of the primary shapes, still i dont think its there yet.
Replies
theGrandPoobah: im not an professional but i guess an easy way to substract polys would be to either select all polys you want to be extracted and then copying them into a new element or just copying the whole model and then deleting all unwanted polys.
what do you want to extract? maybe i can tell more while looking at an example
its no game art but you have to check out my suuuuper cooool new keychain a friend made me!
Thats her page if you want one too!
https://www.facebook.com/pages/Freaky-Dolls/183915905027054?fref=ts
Very cool door man!! I would suggest messing with smoothing groups though because you're losing some surface definition.
X-posting an update on this guy:
@Vendetti, as opposed to trying to 'de-poly' I'm curious about the example itself. While not looking to replicate it's exact shape, would you say the original model first created a box, then reduced its sides to three and extruded/pushed from there?
also Ive got some screenshots ingame here - http://imgur.com/gallery/PSvw9
and an interactive Panorama here:
http://wireframebox.com/dayz/panorama/twilight/
I know its not gameart but i also did some youtube vids here
I made a settings guide to help people make DayZ run fast
http://youtu.be/RWuvexH4v68
and my run in with zombies, a bible and a medkit
http://youtu.be/jyWksC9_Ipg
happy DayZ day you guys!
Not fully satisfied with the feathers at the moment.
Great job everyone !
Started last week or so. Wanted to create a small diorama I would actually finish. Rocks are placeholder provided by Quixel courtesy of Toolbag 2. Maybe 40% or so? Still have to make the props and set dressing.
The files for the eye if you want them are in my thread:
http://www.polycount.com/forum/showthread.php?t=98003&page=19
Ysalex: thats really cool i need to try and do a real eye like that my self, the actual round part of the iris is bulging out a bit too much i think and the size should be like 1/5 smaller i think anyway keep on rocking
anyway here is a likeness exercise i did today still wip though.
near the end i wasn't sure if he looked more like the actor or a potato xD
This is what I'm working on right now, practicing my zbrush and working on a stone archway. Not sure how I'm going to do the foliage yet.
Uploaded with ImageShack.us
Some awesome sculpts this week so far!
I'd love some feedback on this in my sketchbook before I move onto polypainting it
http://www.polycount.com/forum/showthread.php?p=1889762#post1889762
I was using it to illustrate a point about the use of special-case shaders for handling lighting phenomena that results from micro-geometry, but it's also a pretty decent illustration of how anisotropic surface highlights are created in real life.
Maybe it'll help someone!
Uploaded with ImageShack.us
more images:
http://www.polycount.com/forum/showthread.php?t=123533&page=5
still trying to decide if i should make it a full character, or leave it as an exercise
Here is something I've been working on. Still a lot to learn but having fun with marmoset.
If anyone knows of any good hair material setups let me know.
Also some fun with sketchfab:
[SKETCHFAB]61fd2ec50f104ed6911361049494a057[/SKETCHFAB]
Rocks! did this in about a hour, was mainly playing with a bump method for surface detail in zbrush, then converting those bump maps to displacement for a high res mesh then projecting down to a low res z mesh, (after I did the UVs of course) then polypainting it, then xnormals, xnormal the polypaint, mix the norms tweak the tex in photoshop then render in marmoset.
I just found out something and I wanted to share with you.
This website called http://www.needlehr.com/
Has been putting my work (and maybe yours?) online without my consent.
I never subscribed to this website and I tried using the ''hire me'' form to see If I would actually get a message from them but nothing...
I contacted them on facebook to request my work to be taken down but now I have to go through a stupid form even tho my image should have never been there in the first place. They have now blocked me and everyone else calling them on their bullshit from writing them on their facebook page.
So I just wanted to share with you so you can make sure that your work is not on there without your consent
EDIT. They finally took down my works, Thanks,
Make sure yours is not on there tho
WIP of Deckard's Gun
Haha this made my choke on my drink, Excellent work, it even looks like it'll blow completely apart at the slightest breeze...
a stylized sculpt i've been working on with a pretty much blank base I made months ago and never did much with, never really do this style so its all new to me but im having fun.
Comments and crits are highly valued
[ame="http://www.youtube.com/watch?v=-aRVPo-sAUc"]Initial D Running In The 9o's - YouTube[/ame]
This REALLY requires this to be played in the background while viewing.
I'm working on a soviet KM-1 ejection seat. It will be part of a small scene to be rendered in cry engine, once their pbr update is out. Scene will be a cockpit of a jet with crazy little details everywhere .
Thats the current state of the high poly for the seat (in Marmoset Toolbag 2):
__________
Made some changes to my eye based on a new more accurate diagram/cross-section, should be pretty accurate to correct proportions and how a real eye works. The shader is much easier to control, and I think it gives a more accurate result.
Here is the explanation of how I set it up, plus the download link. I used vray, but you should be able to transfer the maps to whatever program/renderer you want.
http://www.sendspace.com/file/orxezq
Working on wrapping up the highpoly for this guy, not sure if I'll stick with the gloves and I still have to do his sword:
Anyway, last time I spam this thing until it's either done or I make a thread for it.
Looking good, the only thing that strikes me as odd is are the horns. They don't feel as part of the character, just kind of stuck on there, if you know what I mean
Programs Used:
- Zbrush, Maya
Link to page
> http://www.polycount.com/forum/showthread.php?p=1971035#post1971035
Anthony Hopkins?