Hey guys awhile back I saw a cartoon style Fresh Prince and Carlton low-poly models. I decided to do my own version of Steve Urkel. Hope I did it some justice.
Lilith - Great sculpt ! Love the classical style. slipgatecentral - Excellent animation and design, there's no cheat in the motion of the parts. Or at least, I can't see/ feel it, which is great.
Great stuff guys allways a joy to watch the daily progress.
Wearing different hats - trying some animatin and particle stuff in maya for my
new/old buildings.
Here the research center - a active and idle animation.
Images a original ingame size - so yeah - sadly very small - lots of detail got lost..
the texture work on your SOG Fasthawk is really impressive, can I ask what you used to bake the normals?
Thanks again The normals were baked in 3ds max but the high poly only had the shape. All details like the rubber texture, scratches and the screws were drawn in photoshop as a height map and converted to normalmap with CrazyBump.
Nice update barnesy, I wasn't too sure about the direction you were heading in previously, but I like this latest update. Could be artifacting be due to bias settings? Not sure which renderer you're using.
The front part of the deltoid attachment on the clavicles should be moved outwards (and fused with the side head of the deltoid), it instantly feels out of place because it should flow with the trapezius' angle / placement. It also makes the muscle look a lot longer and throws off proportions.
Looking good CG-Sammu. Here is a quick zbrush ss of my latest model. Working with my roommate on a entry to the league of legends digi-art contest. He is a matte painter and I haven't seen many matte paintings on here before but I figured it was relevant to this post. We will be putting together a 30 second teaser trailer type thing. Will be done by next Saturday.
I recently applied to splash damage for a character artist role. Unfortunately I never got an answer but found a neat concept sketch they apparently give out as an art test.
Decided to have a go anyway
It's still WIP but almost done
I recently applied to splash damage for a character artist role. Unfortunately I never got an answer but found a neat concept sketch they apparently give out as an art test.
Decided to have a go anyway
It's still WIP but almost done
Replies
Please do post more!
Cross-post from my thread. It's getting somewhere but a long way to go still!
nicely done!
Stared at this for a while trying to figure out where all the parts go xD, really nice animation.
Yeah me too. You can do an endless cycle of in and out with this, really cool animation.
that weapon animation is fucking lovely. Nice work.
I'm working on a little fps in unity, here's is a test for a simple level animation:
http://youtu.be/URYEYrA2VbA
no fancy art at this point.
slipgatecentral - Excellent animation and design, there's no cheat in the motion of the parts. Or at least, I can't see/ feel it, which is great.
I like how some parts just straight up disappear. =P
also shameless crosspost http://www.polycount.com/forum/showthread.php?t=102787&page=2 some wip stuff in this thread to
Thanks! yeah i have several ideas in mind..
the texture work on your SOG Fasthawk is really impressive, can I ask what you used to bake the normals?
Wearing different hats - trying some animatin and particle stuff in maya for my
new/old buildings.
Here the research center - a active and idle animation.
Images a original ingame size - so yeah - sadly very small - lots of detail got lost..
cheereo
Thanks again The normals were baked in 3ds max but the high poly only had the shape. All details like the rubber texture, scratches and the screws were drawn in photoshop as a height map and converted to normalmap with CrazyBump.
Those eyes scare me. Hard to see the pupil.
I made some more progress with this. I will hopefully have him finished in a couple of weeks.
Does anyone know how to stop the shadow artifacting under the hat? For some reason they break when you zoom out :S
~t
The front part of the deltoid attachment on the clavicles should be moved outwards (and fused with the side head of the deltoid), it instantly feels out of place because it should flow with the trapezius' angle / placement. It also makes the muscle look a lot longer and throws off proportions.
:thumbup::thumbup::thumbup:
okay crosspost from our thread, some desciptions are there ^^
Establishing a baseline:
I recently applied to splash damage for a character artist role. Unfortunately I never got an answer but found a neat concept sketch they apparently give out as an art test.
Decided to have a go anyway
It's still WIP but almost done
Inspired by Dishonored, Hope you guys like it. critiques are always welcomed!
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@ Slipgatecentral-- Vadim!! holy fuck that gun is killer.. I made sound effects as I watched it
(still early wip textures)
Damn! Nice work!
So much good stuff in here.
Base:
After Mudbox...