I've made this little fellow for a friend of mine that has a small studio and trying to get funds to finish his game called Noverat on indiegogo.
This small robot will be a companion in game and also it will be cast in bronze for those who will donate 250$ or more.
If u guys are interested in supporting a small studio and my friend's dream to make this game please visit http://www.indiegogo.com/projects/noverat?c=home
I hope you will like what they did so far and help them make it happen. Thanks
@ChrisKuhner-- Nice! Almost as if Epic made Batman!! My only gripe (and it's a minor, personal style gripe, so take it or leave it) is his jaw-- it just appears to broad and squishy compared to the rest of him. It gives me the impression that you were going for a squashy-stretchy/cartoon style but reigned it in everywhere but the face. If you can narrow the jaw/cheeks area down a bit so it's more proportional to the rest of the face, I think it'd help the Batman-as-linebacker effect you have going throughout the rest of the model. Plus the suit material looks too loose-knit-- almost burlap rather than spandex. Maybe check out compression shirts for reference? If that's an easy fix, of course. Tweaking those textures a little more will really make him pop, IMHO.
Is that hand painted or Z-Brush? I'd really like to know how to make textures like this, along with that very nice specular map.
its Zbrush and then some photos worked into the diffuse spec map is pretty simple on this one, just a copy of my diffuse layers but with a lot of tweaks and changing some colors.
I think I need to sort out highlights, everything is starting to get lost I think :P
I think the floor panels don't need those gradients, maybe fake it with vertex colours instead? It would alow you to get away from all the pieces looking identical too...
Thank you guys! I think they are setting up a beta. There are some more informations here: https://www.facebook.com/albiononline?ref=ts&fref=ts
You can also see there some concept art by Johannes Figlhuber, buddy on Airborn!
A high poly cobra statue / relic. First time I used this workflow, so Im sure I did some things wrong here and there. Any constructive criticism or tips n tricks would be highly appreciated.
Looks cool and i have a same question about reflections)
This environment is in UDK. The floor water is set to use real time reflections for everything set above it. The reflections in the glass is using a cubemap made from the room itself once I was done. I can send you some links for info if you would like
Absolutely brilliant. Great game, great style and such a simple idea. Can't wait to see more.
Some feedback:
- one enemy was so low on the screen that I couldn't hit him with bullets. had to get him with splash damage from mortar. Knocked me back a few levels trying to get him. Maybe he didn't spawn to low, but he might have walked around a turret pushing him down the screen.
- Not a major bug but something to think about. Playing on my laptop (1366x768 ) the game screen is too large to be played at full res in browser. Had to zoom out a bit.
p.s. You should make a thread for this to get feedback in one place.
Both those are valid points, thanks a lot.
I didn't know people still had screens that small, thanks for pointing that out
Tried making a rock. I'm pretty new to painting in Mudbox so I'm still trying to figure things out. This is just one layer of rock, but I'm planning to add more to get some variation in there.
Replies
some texture WIP
Leuchtpistole (Black) with Satz Zubehör (White), Wehrmacht, WWII
I've made this little fellow for a friend of mine that has a small studio and trying to get funds to finish his game called Noverat on indiegogo.
This small robot will be a companion in game and also it will be cast in bronze for those who will donate 250$ or more.
If u guys are interested in supporting a small studio and my friend's dream to make this game please visit http://www.indiegogo.com/projects/noverat?c=home
I hope you will like what they did so far and help them make it happen. Thanks
This is really awesome, would you give more details on how you did it? It looks damn good. Really nice
Is that hand painted or Z-Brush? I'd really like to know how to make textures like this, along with that very nice specular map.
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The forward progression stuff is soo good.
As for me: Texture WIP on my Explorer:
C&C appreciated, as always.
anyway great work peeps , too much good work these days
its Zbrush and then some photos worked into the diffuse spec map is pretty simple on this one, just a copy of my diffuse layers but with a lot of tweaks and changing some colors.
aaaaaannnnnndd I have my new wallpaper! Stunning work dude!
Composition at it's finest. Awesome work dude.
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http://www.polycount.com/forum/showthread.php?p=1788754#post1788754
^ thread here on polycount with a few shots at least :poly121:
Nice! Is this Cryengine? Love those reflections.
I want to play that.
I think the floor panels don't need those gradients, maybe fake it with vertex colours instead? It would alow you to get away from all the pieces looking identical too...
https://www.facebook.com/albiononline?ref=ts&fref=ts
You can also see there some concept art by Johannes Figlhuber, buddy on Airborn!
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And then the candies ate my brain
Didnt do any textures in a looong time.
This environment is in UDK. The floor water is set to use real time reflections for everything set above it. The reflections in the glass is using a cubemap made from the room itself once I was done. I can send you some links for info if you would like
Super awesome design!
Nice to see a different type of batman model than all the rest out there, love this style, Great work!
That looks fantastic, do you mind if I use it sometime on my blog? You will be given full credit of course. (Link below if you're curious)
http://inspiration3d.tumblr.com/
So clean! Feels very Deus Ex-y. I like
@fightpunch: Really great design!
Finished the highpoly...now the real fun starts! :P
Both those are valid points, thanks a lot.
I didn't know people still had screens that small, thanks for pointing that out
Got a displacement map to give it some volume.
here is a speed sculpt from me. about 3 hours in so far, loosely based on a tv show/product my friend worked on