I've been doing a lot of the environment art for the new NS2 patch.. Check out the trailer here! Main patch is being released today at 11pm GMT (12 hours from now).
Hey guys, here is a custom TF2 character that I am working on at the moment.
If anyone is thinking of making some TF2 stuff, check out Swizzle's 'Texturing for Team Fortress 2' thread. It has some awesome stuff in there about design principals, colour theory and brush settings.
Very beautiful, would love tutorials or Lonewolf's tip of the day videos for modeling.
thanx guys but im not doing anything special when modeling, i use minimal tools, i just keep attention to everything and not slaking on any part, no matter how smallit is, besides, most ppl here are badasses no less than me, if not more! O_O
i will write some general "guide" to keep in mind when working sometime later on
cheers
in general i believe its all about experience and practice, keep in mind i have 12 years already
Hey Joopson. if your shield is for game purposes, i would suggest allocating more texture space to the front of the shield unless you were thinking for a first person setup. either way whichever side of the shield you will be seeing more often you could scale up in the texture sheet for better resolution. also you could probably mirror the back of the shield 2 or 4 times to save on texture space and allow for the front of the shield to get a ton more res. the handle has an unnecessary amount of texture space allocated to it at this point as, while it looks good you can see the much lower res shield back any time you can see it.
Hey Woogity,
Thanks for the critique; I'm certainly still learning how to manage texture space. It doesn't help, either, that I didn't have any specific purpose in mind for this shield. Not sure whether it would be first person, or third person. I just kind of wanted it to look good, whatever the case.
I'll be sure to pay more mind to your words with my next prop, whatever it may be.
Again, thanks for the help!
I vote C. A is kind of noisy because of the thin texture lines. B and C reads a lot better. C has the advantage that the front lines pulls the viewers eyes towards the head while the lines of the back keeps the eyes centered on the center of mass. B kind of attracts the eye to the pelvis/buttock area.
Taking a break from the fiesta, need to get some banker peices in to my portfolio- 2750 tris for character and armour and 1024x1024 texture so far, diffuse only. Still a fair bit to do but this is after about a day or 2's worth of modelling/uv mapping and a day for texturing
Hi guys, I just want to share my work in Blender. This is a WIP render of sci-fi corridor. Right now all models are highpoly and I wanted to see if they fit together, what do you think?
Awesome stuff in here as always just finished up my Cleopatra model.
looking good but i think there are some proportion issues on the face, like spacing between the eyes and the nose to mouth relationship, and the skin looks too ashy/chalky to me. good luck!
Replies
Very beautiful, would love tutorials or Lonewolf's tip of the day videos for modeling.
Been working on this little fella, crits are as always very much welcomed and appreciated -
I love the eyes!
Cross-post
_______________
Need some help choosing a suit design:
And some random renders:
Been working on this guy in my thread:
http://unknownworlds.com/ns2/gorgeous-trailer-released/
http://www.youtube.com/watch?feature=player_embedded&v=AB-gmyOvUig
If anyone is thinking of making some TF2 stuff, check out Swizzle's 'Texturing for Team Fortress 2' thread. It has some awesome stuff in there about design principals, colour theory and brush settings.
he looks scarily like my dad O.o
thanx guys but im not doing anything special when modeling, i use minimal tools, i just keep attention to everything and not slaking on any part, no matter how smallit is, besides, most ppl here are badasses no less than me, if not more! O_O
i will write some general "guide" to keep in mind when working sometime later on
cheers
in general i believe its all about experience and practice, keep in mind i have 12 years already
-woog
Thanks for the critique; I'm certainly still learning how to manage texture space. It doesn't help, either, that I didn't have any specific purpose in mind for this shield. Not sure whether it would be first person, or third person. I just kind of wanted it to look good, whatever the case.
I'll be sure to pay more mind to your words with my next prop, whatever it may be.
Again, thanks for the help!
At least that's what it does to me.
C
That is sweet!
Just blocking stuffs out! Want to turn this into a fake game trailer!
Also finished another piece
Arrg! Stop it with these Owls already! They are just too damn cute. >___<
http://www.polycount.com/forum/showthread.php?t=117419
Image isn't working for some reason o.O
Really nice model!
I assume he's just rendering out an image sequence?
Some awesome work still! looking forward to seeing how far everyone gets this year!
You can download it here - https://play.google.com/store/apps/details?id=com.LewWilde.GravityMilkFree
Some more progress on this Seven Samurai - Toshiro Mifune model - Anwar
looking good but i think there are some proportion issues on the face, like spacing between the eyes and the nose to mouth relationship, and the skin looks too ashy/chalky to me. good luck!
teaser
/teaser
I am playblasting it in maya, then importing it in to photoshop and saving for web as a gif!