I dont like working on 2 things at once but I'm working on two things at once.
First thing is a high poly robot. Need to add a drill and another "bone" and foot part to the legs.
I also have a medieval inspired scene I'm working on. The pic below is just showcasing what I've made so far so it's not representative of the final composition and total assets.
How did you render this? Would love to achieve a similar look for my hard-surface stuff in Maya. And how did you model those spheres with the wave cut-in? Very nice man!
Ok well... This was far more fun to make than it should have been. Ladies and gentlemen, the gib damage model for when that 'nade goes off a little too close to somebody in OverDose:
How did you render this? Would love to achieve a similar look for my hard-surface stuff in Maya. And how did you model those spheres with the wave cut-in? Very nice man!
The render is based off of 2 images i rendered in maya, one an AO pass and a standard lambert with high gloss. The color was made in photoshop.
The sphere was really simple. I put on soft selection, spun the mid section around to curve it. I then beveled the edges out a bit and deleted the midsection. I then beveled the remainder of it.
If that's hard to follow I can throw up a quick few images of what I'm talking about.
This is a medieval farmhouse I am currently working on. Render from 3ds Max.
A good start. The scaling on the stone seems a bit overwhelming compared to the door. Shrink it down and make a larger thumbnail I almost missed it! Stay golden ponyboy
Easing back into zbrush after a month learning mental ray and doing no sketching.
Did a 2 hour sketch based on the concept on the left. Not sure who the artist is, I think the image has been in my inspiration folder for some time now.
EDIT: One more two hour sketch but I'll put it here to keep the thread clean.
I'm calling it done, it's never perfect but I always stop when I find I learned what I had to learn from it.
I think it was a very good pratice and a big step in the way to become better at male character!
So once again Thanks to everyone for helping me out with comment and critics, very helpfull as usual.
Marie I think it looks great, just a couple things even though I know you're done.
- The dirt on the renders might be just a bit too much, for me anyways.
- The backpack and the jacket have the same texture/spec, and I have a hard time reading the materials independently.
- The jeans are really bland and deserve some love 'fold' wise. The material reads more like sweatpants, the way they are free of wrinkles or sharpish folds.
Anyways, nitpicks. Turned out great, glad you got what you needed out of the project.
@ysalex
Hey there riiiiiggght, the dirt is a little over the top, I know! I've been using the fake it render package from Mike A. Nash and it was a bump map that was applied in the shader. I saw it a little too late, Wanted to redo the render but my computer just cannot handle rendering without over-heating and shutting down so I am giving him a break for now. Might redo the render later but I will post some zbrush render later tonight in my thread.
Texture-spec come from the shader too .
And yah, will continue to pratice those folds !!
wow slipgate that's looking stunning, however I'm not sure the style both in terms of the design and the texturing is too in keeping with the mass effect universe. it still looks fucking sick tho, keep it up!
here's a long overdue update on my snowboarder, crits very much apprectiated!
Replies
Here is Maria de la Penha! HAHAHAHHA hope you like
You just rocked my world there man. I was looking everywhere just for something like this.
unit for a school-project RTS-game.
Let me know what you think!
Daphz: great pieces. I think it would be stronger is the eyes weren't so piercingly white. I would shadow and knock them back a bit.
Just plain awesome. How are you going to handle all the modular-ness when you get these guys to game res?
And whats the matcap you're using for the eyes? I never get good reflections for the ones I use
finally i can sculpt - more info in the airborn thread
First thing is a high poly robot. Need to add a drill and another "bone" and foot part to the legs.
I also have a medieval inspired scene I'm working on. The pic below is just showcasing what I've made so far so it's not representative of the final composition and total assets.
full thread
How did you render this? Would love to achieve a similar look for my hard-surface stuff in Maya. And how did you model those spheres with the wave cut-in? Very nice man!
Those eyes are cool as fuck man.
...Dat hardsurface! Beautiful stuff
My first time hand painting anything!
The render is based off of 2 images i rendered in maya, one an AO pass and a standard lambert with high gloss. The color was made in photoshop.
The sphere was really simple. I put on soft selection, spun the mid section around to curve it. I then beveled the edges out a bit and deleted the midsection. I then beveled the remainder of it.
If that's hard to follow I can throw up a quick few images of what I'm talking about.
A good start. The scaling on the stone seems a bit overwhelming compared to the door. Shrink it down and make a larger thumbnail I almost missed it! Stay golden ponyboy
Any tips about how to make it look better would be very much appreciated. Thanks.
Another crosspost. Getting some progress on her weaponry. Still no textures
Did a 2 hour sketch based on the concept on the left. Not sure who the artist is, I think the image has been in my inspiration folder for some time now.
EDIT: One more two hour sketch but I'll put it here to keep the thread clean.
I think it was a very good pratice and a big step in the way to become better at male character!
So once again Thanks to everyone for helping me out with comment and critics, very helpfull as usual.
- The dirt on the renders might be just a bit too much, for me anyways.
- The backpack and the jacket have the same texture/spec, and I have a hard time reading the materials independently.
- The jeans are really bland and deserve some love 'fold' wise. The material reads more like sweatpants, the way they are free of wrinkles or sharpish folds.
Anyways, nitpicks. Turned out great, glad you got what you needed out of the project.
Hey there riiiiiggght, the dirt is a little over the top, I know! I've been using the fake it render package from Mike A. Nash and it was a bump map that was applied in the shader. I saw it a little too late, Wanted to redo the render but my computer just cannot handle rendering without over-heating and shutting down so I am giving him a break for now. Might redo the render later but I will post some zbrush render later tonight in my thread.
Texture-spec come from the shader too .
And yah, will continue to pratice those folds !!
GOD FUCKING DAMN!
here's a long overdue update on my snowboarder, crits very much apprectiated!
wip still and forever