cross post from the *ART JAM*, this weeks theme was 'dishonored', Ive gone too realistic for it to fit I think but still had loads of fun my first piece on my new tablet PC whilst ninja kicking my Cat haha
The end is kind of close! Then time to move onto a environment!
That looks pretty good, can ask you if you have any techniques to add damages, rust etc... ? I have to add that to my GNK power droid because it is too clean at the moment and i would like to add rust, worn edges, oil ... but the thing is I don't know to. Thank you .
Nick Carver: Your paintings/designs on page 57 rock my world!!
duncan: that character you're working looks so fun! but for me the contrast in proportions is a bit too extreme and disrupts his rhythm/flow. What do you think?
just a quick one - had an idea to do something that showed the recent coming together of Crytek and Vigil. So thought about mixing a bit of Crysis nanosuit with some Darksiders... If i have the time, i'd like to do a bit more with it!
Wow. I'm always impressed by the work on here. Now here's my attempt to join the fun. Also, need a little advice. https://docs.google.com/file/d/0B7uaq0RpGfOvMWV3Yy1ZUEVoVTA/edit
Two things I need advice on. First the res looks to be about one notch too low. This is my first time making anything this big. It is a modular asset and I currently have the uv's split up on two 1024 sheets. Here's a close up shot to show how blurry the texture looks up close. https://docs.google.com/file/d/0B7uaq0RpGfOvSGhRUWlGR2hINU0/edit
This is potentially a portfolio project so I'm not sure if I should increase it to two 2048's or possibly a single sheet with an even higher res. Here's my diffuse maps to help show how I split it up. https://docs.google.com/file/d/0B7uaq0RpGfOvRTBTYjJvdnRMekk/edit https://docs.google.com/file/d/0B7uaq0RpGfOvZnJveldwOGVRN1E/edit
The second problem is I am trying to have parts of the static mesh to emit light. However, I receive an error in udk when I bake the lights that says it can't emit light because the tri-count is over 5000. I tried splitting those pieces off as their own mesh and still get the same result. I appreciate the help.
Two suggestions for you. Perhaps show some areas of worn off finish where people sit a lot. Also, it needs a bit of construction detail to show how these pieces of wood are connected together.
Otherwise, good work.
Two suggestions for you. Perhaps show some areas of worn off finish where people sit a lot. Also, it needs a bit of construction detail to show how these pieces of wood are connected together.
Otherwise, good work.
thanks for the feedback CourtT,yeah i was planning to put bolts in the sides.:) I had the wood wear people sit more desaturated, but you cant really see it in these pictures. Think ill add some more scratches like you said though. thanks alot for the feedback. Also do you think i should tone the spec map down?
thanks for the feedback CourtT,yeah i was planning to put bolts in the sides.:) I had the wood wear people sit more desaturated, but you cant really see it in these pictures. Think ill add some more scratches like you said though. thanks alot for the feedback. Also do you think i should tone the spec map down?
I think it really depends what kind of wood look you are going for. It looks like you are going for a lacquered wood that has been well used. The areas where it is worn off should have little to no spec. What you could try is adding a subtle variation. On the undamaged areas, the lacquer would age unevenly.
Hope that helps.
Hello all. Lots of great work in here! By way of introduction, I'm a traditional wax sculptor that has been making the transition to polys. I recently started modeling this "Sword Maiden" which is based on a piece of 2d work by Matt Dixon. Used maya for my bases and zb for the organic stuff. Still have a lot to do yet but I'm hoping to get her posed and finished in the next couple weeks. Yes it's unashamedly gratuitous. haha :poly124:
I think it really depends what kind of wood look you are going for. It looks like you are going for a lacquered wood that has been well used. The areas where it is worn off should have little to no spec. What you could try is adding a subtle variation. On the undamaged areas, the lacquer would age unevenly.
Hope that helps.
Replies
this took so long to finish -_- now for something entirely different
male turntable: http://youtu.be/vQBhg2vpdtU
female turntable: http://youtu.be/-d0a9WqAA3A
This looks awesome. Very nice anatomy study.
Slip - that model is beautiful
cross post from the *ART JAM*, this weeks theme was 'dishonored', Ive gone too realistic for it to fit I think but still had loads of fun my first piece on my new tablet PC whilst ninja kicking my Cat haha
New theme (Ghibli) up on friday
ZacD: Thanks for the tip, finding the center of gravity seems like a good way to do it.
That looks pretty good, can ask you if you have any techniques to add damages, rust etc... ? I have to add that to my GNK power droid because it is too clean at the moment and i would like to add rust, worn edges, oil ... but the thing is I don't know to. Thank you .
Also Keep up the good work awesome polycounters .
duncan: that character you're working looks so fun! but for me the contrast in proportions is a bit too extreme and disrupts his rhythm/flow. What do you think?
Warming down before bed:
Low poly and just testing the ginger beard
Texture is super duper early wip and I need to create the hair.
colors, generaly locked.
Art jam post!
https://docs.google.com/file/d/0B7uaq0RpGfOvMWV3Yy1ZUEVoVTA/edit
Two things I need advice on. First the res looks to be about one notch too low. This is my first time making anything this big. It is a modular asset and I currently have the uv's split up on two 1024 sheets. Here's a close up shot to show how blurry the texture looks up close.
https://docs.google.com/file/d/0B7uaq0RpGfOvSGhRUWlGR2hINU0/edit
This is potentially a portfolio project so I'm not sure if I should increase it to two 2048's or possibly a single sheet with an even higher res. Here's my diffuse maps to help show how I split it up.
https://docs.google.com/file/d/0B7uaq0RpGfOvRTBTYjJvdnRMekk/edit
https://docs.google.com/file/d/0B7uaq0RpGfOvZnJveldwOGVRN1E/edit
The second problem is I am trying to have parts of the static mesh to emit light. However, I receive an error in udk when I bake the lights that says it can't emit light because the tri-count is over 5000. I tried splitting those pieces off as their own mesh and still get the same result. I appreciate the help.
Two suggestions for you. Perhaps show some areas of worn off finish where people sit a lot. Also, it needs a bit of construction detail to show how these pieces of wood are connected together.
Otherwise, good work.
clothing concepting
C&C welcome in my thread
thanks for the feedback CourtT,yeah i was planning to put bolts in the sides.:) I had the wood wear people sit more desaturated, but you cant really see it in these pictures. Think ill add some more scratches like you said though. thanks alot for the feedback. Also do you think i should tone the spec map down?
Here is my progress on a Hollow zombie, hes the first "enemy" you encounter in the game.
I think it really depends what kind of wood look you are going for. It looks like you are going for a lacquered wood that has been well used. The areas where it is worn off should have little to no spec. What you could try is adding a subtle variation. On the undamaged areas, the lacquer would age unevenly.
Hope that helps.
timelapse:
[ame="http://www.youtube.com/watch?v=0pMV0U46w4Q"]Dishonored Guard Sculpt - YouTube[/ame]
thanks man ill look into it!
Working on a little game to de-stress after working on games at work..
Some character concepts:
Spit the first model out last night:
View in 3D
shameless cross post once again
awesome!!!
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ehren and crazyfool great work!!!
And as usual a 3d view
Awesome work as usual guys. I am totally digging 1200 rpm turn tables.lol..here is a cross post form my portfolio site
www.fataiopawoye.com
Slave Hauler.
3d Model- Fo062
concept by Elijah McNeal
see now this is why we need Midi+gif technology ; Internet needs more "Yakety Sax" on this post
[ame="http://www.youtube.com/watch?v=MK6TXMsvgQg"]Benny Hill Theme - YouTube[/ame]
Awesome work as usual guys. I am totally digging 1200 rpm turn tables.lol..here is a cross post form my portfolio site
www.fataiopawoye.com
Slave Hauler.
3d Model- Fo062
concept by Elijah McNeal