Got around to finishing this guy, God how I miss the days of hand-painted loveliness, also their is a gif floating in this thread with the original from way back if you want to see that.
Also if anyone knows the artist I'd love to thank him/her for this design.
Theres some truly amazing stuff in this thread, already at page 116 and we've just barely started the new year.
I Took some time to relax and sketch up one of my favorite units in starcraft I keep getting the itch to model some protoss goodness but I'm just too busy. Maybe someday
Made for a friend to be his PnP D&D character avatar. He asked for a quite generic looking adventurer lad in earth tones, fair in nature and easy on the eye
Something I've been working on, definitely going to finish this one.
The belt and sword are placeholders still and it needs some more folds and wrinkles.
I love the proportions and attitude of this one! My approach from there wold be to get some texture going on the pants, while keeping the rest relativly clean.
I love the proportions and attitude of this one! My approach from there wold be to get some texture going on the pants, while keeping the rest relativly clean.
Thanks, I totally agree, I was thinking some sharp folds on the pants and a fairly large, rough, woven fabric texture.
Both textures were made in Zbrush. The bricks and rubble were all sculpted as separate ZTools and textured with Polypaint in Projection Master. For the Polypainting I used really plain textures where I removed all of the light/shadow information. They were projected onto the bricks and rocks using the alpha brush, to give depth, as Tate Mosesian points out in this Zbrush series.
The textures were then laid out in a 2.5D canvas and on different layers, for more control. Having things on different layers also allowed me to go back and do things like changing the color or contrast of just the dirt, or the tiny rocks.
The large bricks in the rubble used the same brick meshes that I made the pathway out of. The textures all started off with the same base textures in Polypaint and were both color matched in needed areas.
There are some things I need to go back and fix, though. The dirt/grout of the path is really dark, while the dirt of the rubble is very light. That looks bad. I might also do some Fallout-esque edge blending decals on the edges of the broken areas, to make it blend (any illusion of blending is just due to the even tone/color between textures, there are definitely seams).
The damaged geo on the pathway was initially cut in and was very smooth as a rough shape. Once the rubble texture was applied, I used Max's cut tools to slice areas of the rubble and pushed/pulled verts around to accentuate the depth of the texture.
Joshua Stubbles : yessir Worldmachine for the terrain, displaced the map in UDK Landscape. Wip so far, going to start a proper thread for it this weekend. Beautiful texture work on the rubble.
Striker - Nice, I play lol sometimes, and its cool. You works for Riot, not me, so i should say nothing, but i think the birds model have some optimization problems in the geo.in the game, this bird is maximum 250pixels or less, so its have a little wasteful polygon structure. Also, im very interested, how lols outline thing works. its a duplicated geometry, or its a shader stuff?And what is the workfow, for lols models?highpoly to low, and projection?or just low poly, and hand painting the textures?
thanks Obscura. as for the geo, its for when the bird bends/flaps etc. we really dont have a poly budget, but of course we dont go to crazy. We have the option to sculpt these models then bake down the info to use for painting ontop
Replies
Nice work all!
Nothing but Wrist.
&
If you want to see more 1140 Triangles / 512
Got around to finishing this guy, God how I miss the days of hand-painted loveliness, also their is a gif floating in this thread with the original from way back if you want to see that.
Also if anyone knows the artist I'd love to thank him/her for this design.
No, concept belongs to Saiful Haque: http://network.artcenter.edu/gallery/Space-Dive-2030/3920357
I'm doing this piece with his permission (and occasional feedback.) He's a really nice, talented guy.
Theres some truly amazing stuff in this thread, already at page 116 and we've just barely started the new year.
I Took some time to relax and sketch up one of my favorite units in starcraft I keep getting the itch to model some protoss goodness but I'm just too busy. Maybe someday
Time lapse here if interested: http://youtu.be/J6nIZE7QEd0
Going to add large side hinges on the door still.
Another rock tex variation
and on an asset:
(trailer for it here: [ame="http://www.youtube.com/watch?v=-3zGiugV0Rk"]Nick and Jane Gameplay Trailer - YouTube[/ame] )
Modeling the World Suits- once you find or buy all 5 pieces of a suit it affects certain parts of the game.
Heres the Yeti in p3d.in: http://p3d.in/m3Vgs/shadeless
@ SaferDan : Really great style. I dig it big time. :thumbup::thumbup:
@ joymepls : I am not a tech person but I really dig that suit. Great work :thumbup: :thumbup:
Not gonna make it for the deadline, so I might as well post up what I ended up with. Might continue on with him, but who knows.
usual fluff and nonsense.
workin on mental ray light rig
holy crap .. how did you blend in that so perfectly? What technique did you use?
Something I've been working on, definitely going to finish this one.
The belt and sword are placeholders still and it needs some more folds and wrinkles.
I love the proportions and attitude of this one! My approach from there wold be to get some texture going on the pants, while keeping the rest relativly clean.
Love it! Would love to see a game res version of this.
Here's my contribution to the Art Jam this week:
Timelapse:
[ame="http://www.youtube.com/watch?v=Ng3IHdxJwxE"]Thanos Sculpt - YouTube[/ame]
CRYSIS 3 ART DUMP!!!!
Thanks, I totally agree, I was thinking some sharp folds on the pants and a fairly large, rough, woven fabric texture.
Sci-fi Wire tilers.
Bit excited.
@reaxion love the atmosphere!
@Joshua Stubbles not normally excited by that kind of stuff, but that is some phenomenal rubble.
@Stefan_Martens great proportions and design.
@afisher amazing. Your stuff lately is just some of the greatest character art I've seen on this forum.
Manuel: Holy crap man! Awesome work!
Both textures were made in Zbrush. The bricks and rubble were all sculpted as separate ZTools and textured with Polypaint in Projection Master. For the Polypainting I used really plain textures where I removed all of the light/shadow information. They were projected onto the bricks and rocks using the alpha brush, to give depth, as Tate Mosesian points out in this Zbrush series.
The textures were then laid out in a 2.5D canvas and on different layers, for more control. Having things on different layers also allowed me to go back and do things like changing the color or contrast of just the dirt, or the tiny rocks.
The large bricks in the rubble used the same brick meshes that I made the pathway out of. The textures all started off with the same base textures in Polypaint and were both color matched in needed areas.
There are some things I need to go back and fix, though. The dirt/grout of the path is really dark, while the dirt of the rubble is very light. That looks bad. I might also do some Fallout-esque edge blending decals on the edges of the broken areas, to make it blend (any illusion of blending is just due to the even tone/color between textures, there are definitely seams).
The damaged geo on the pathway was initially cut in and was very smooth as a rough shape. Once the rubble texture was applied, I used Max's cut tools to slice areas of the rubble and pushed/pulled verts around to accentuate the depth of the texture.
Wire
Rubble tex
Brick tex
[ame="http://www.youtube.com/watch?v=wQvy8P8gPLE"]Tera guild recruiting Contest - YouTube[/ame]
afisher : man that Thanos sculpt made my Friday.
Fomori: Thanks dude! Updates this weekend.
aw this one's great, cool posture, I demand bigger screenshots! *waves cane*
Some hard surface modeling
@ Terrabite - Quinn looks awesome! ADC is my fave role so I am super looking forward to playing her!
Just texturing away -
also roughed out the door -
I want this enviro to be full of little animations to really make it feel alive. Also the end goal is to make a fake game trailer of sorts!
And tell Phreak, We need more maps
I believe the outline is from a shader related
o i will!
http://www.polycount.com/forum/showthread.php?t=117540
Finished work on a piece of an environment for my RPG:
Its development name is "early autumn woods".
First ever attempt at hand painting a model