Retopo'd and baked my character - working through the textures now. It's not a super interesting concept, so I'm losing a little steam. Learning a lot though...
3d-coat viewport grab, (overly) sharpened in Photoshop...
It's looking awesome dude!
There is only one thing bugging me about it. It kinda look like he has a little beer belly haha. I dont think it's actually something you have in the modelling but an impression coming from the highlight in the texture.
Otherwise, awesome work man, keep on the good job!
@Nimlot: I really think you should redesign the bottom half of the outfit, the fact that there is no recognizable shapes to cue the viewer where anything is, just flesh colored space broken up by lines of cloth makes it look like her crotch is set ridiculously low.
tons of mistakes, chances are if you can see it its probably bothered me for months but im just at the pinnacle of no longer giving a shit about this character.
I might take some bigger/closer pics this weekend.
Hi I'm new here. Just figuring out how to use the site. This is an enviro pedestal of a dirty industrial plant in UDK
Here's a tip. Use an image hosting site like postimage.org. That way you can put the image directly in the post.
On your scene, I like where it is going. The one thing that feels off is the sparks coming off the crucible (I hope that's the right term). It would make more sense if the molten metal was actually pouring out.
tons of mistakes, chances are if you can see it its probably bothered me for months but im just at the pinnacle of no longer giving a shit about this character.
I might take some bigger/closer pics this weekend.
This looks great, except for the pose of her arms, she seems to be pointing her elbows inward toward her hips, but her hands are palms down. The silhouette makes her arms look broken.
Today I used a very, very rough and incomplete scan as an aid for a sculpt and while I daren't say I was true to it, I think I've used some shapes that I wouldn't have otherwise and I've learned to be bolder with chins and jaws lines.
This looks great, except for the pose of her arms, she seems to be pointing her elbows inward toward her hips, but her hands are palms down. The silhouette makes her arms look broken.
Hey, thanks for the crit. To be honest, I may have this completely wrong and people who are better at anatomy feel free to correct me, but I think this angle that the forearm comes off the elbow when the elbow is pointed posterior and the palms are facing inward is actually correct.
Anyways, I used this 3d scan as one of my references, I think it illustrates this better than I'm explaining it:
Hey, thanks for the crit. To be honest, I may have this completely wrong and people who are better at anatomy feel free to correct me, but I think this angle that the forearm comes off the elbow when the elbow is pointed posterior and the palms are facing inward is actually correct.
Anyways, I used this 3d scan as one of my references, I think it illustrates this better than I'm explaining it:
Anyways, like I said, could be wrong, and if I am people please correct me because I want to get it right.
The elbow looks right. The protrusion facing the body is the "funny" bone. It tends to look very pronounced in thin arms. That said, it is an awkward position to hold the arms, you can try it yourself.
ysalex, i think that scan is of someone with a 'condition', I say that as I have a friend that has that. It's worked on your model as it looks like stylisation and everything else about your model is nicely produced. An animator would probably give you some dark looks with that bend.
Replies
Retopo'd and baked my character - working through the textures now. It's not a super interesting concept, so I'm losing a little steam. Learning a lot though...
3d-coat viewport grab, (overly) sharpened in Photoshop...
st4lis: inspiring, buddy, inspiring.
Of course the right thing to do would be to fix it...
More castle stuff Slowly coming together now, going to start on the interior tomorrow I think
Working on some floor textures for my level, what do you think ?
Been working on this guy:
There is only one thing bugging me about it. It kinda look like he has a little beer belly haha. I dont think it's actually something you have in the modelling but an impression coming from the highlight in the texture.
Otherwise, awesome work man, keep on the good job!
'
Door I made for a University Project
Some Zbrush work inspired by those pesky Romans in the Asterix comics.
Enjoy and have fun!
http://www.polycount.com/forum/showthread.php?t=101621
tons of mistakes, chances are if you can see it its probably bothered me for months but im just at the pinnacle of no longer giving a shit about this character.
I might take some bigger/closer pics this weekend.
@ DreamLoveKit
Nice gesture!
@ Ravenslayer
Great style, I love the warm colours!
- doin a bit of rendering with mental ray - setting up a light rig
Here's a tip. Use an image hosting site like postimage.org. That way you can put the image directly in the post.
On your scene, I like where it is going. The one thing that feels off is the sparks coming off the crucible (I hope that's the right term). It would make more sense if the molten metal was actually pouring out.
The bridge of the nose cavity seems a little high. Compared to this image.
Thought I'd do a bit of painting for a change. Still on the LoL kick though.
Here's the concept:
Here's the result:
Starting to wrap up my Killzone Floodlight
@Jessica, looking good, hope to see the final product soon.
and, obviously, fletcher... christ. Love everything, but especially the presentation.
Done with the high-poly:
I'm almost finished with the textures for this lady! Only some minor material tweaking to go! Woho!
She's real-time rendered in Maya Viewport 2.0.
Lorex ... love it the style is so awesome!
jfletcher ... wow what an fantastic finish ... awesome work!!!
she's beautiful!
This looks great, except for the pose of her arms, she seems to be pointing her elbows inward toward her hips, but her hands are palms down. The silhouette makes her arms look broken.
Hi, feedback or critics! Here is my thread
> http://www.polycount.com/forum/showthread.php?p=1782145#post1782145
Working on my hand painting.
Jfletcher: Total badassery!
@Jfletcher : god thank you fletcher is alive and he has good stuff for our eyes !
@everyone : always a pleasure to look at this gaddam thread.:poly124:
I did these last lunchbreaks, a fanart of smaug, from the hobbit book. A
Hope you like.
Some textures I made for a town environment.
More here: http://www.polycount.com/forum/showthread.php?t=107635&page=2
Hey, thanks for the crit. To be honest, I may have this completely wrong and people who are better at anatomy feel free to correct me, but I think this angle that the forearm comes off the elbow when the elbow is pointed posterior and the palms are facing inward is actually correct.
Anyways, I used this 3d scan as one of my references, I think it illustrates this better than I'm explaining it:
http://www.zbrushcentral.com/attachment.php?attachmentid=344238
Anyways, like I said, could be wrong, and if I am people please correct me because I want to get it right.
The elbow looks right. The protrusion facing the body is the "funny" bone. It tends to look very pronounced in thin arms. That said, it is an awkward position to hold the arms, you can try it yourself.
killer characters ysalex!
Finished up my Empire Longsword from the Warhammer universe. Concept by the amazing Dan Scott of course.