I would recommend looking at more references. I've got one sitting here in front of me, and I can tell you you have some errors. There's a mini-USB port at the bottom of the phone, for a start.
Well, this is my first ever game model that I have done! Its not normal mapped or anything its just a low poly model. It needed some more geometry and tweaks because it still looks faceted!The tri count is around 30K! I have named it as THE DIRTY RACER just for fun :poly108: This one is modeled in 3D Studio Max 2011. unwrapped it using Headus UV Layout Pro and textured it in Photoshop. I've made Diffuse,Specular,S.I.,Gloss maps for this..and also made a simple Normal map using xNormal filter for Photoshop for the tire treads n few bumpy places like d embossed rear numberplate.
This is a realtime screengrab for 3ds max. Used Xoluil Shader 1.6 for it! Yes, it doesn't look that good.:poly122: Ill keep in mind all the flaws I made in this and will improvise in the next model I make. Any critiques,helps,suggestions,advices are welcome!
Peace!:D
Finally calling this scene done, ive finished it a few weeks ago however I spent the majority of January working on a full breakdown for the Vertex magazine (book..). Cross posting from my full thread like a bawse!
Thank you for all the input everyone!
scotthomer: Awesome work. I'm impressed that you did this all on your own. My only comment is that the chromatic aberation (I believe that is what this is) on the third image is really intense on the far left of the screen. It actually looks like the image is separating. Outside of that, I love it.
This is my current W.I.P, and my first post on polycount. It is a DTA-SRS-A1 with Magpul and EOTech attatchments. I'm about to call the highpoly finished, and move on to the low and normal baking process. Critiques are always welcome.[/IMG]
Cheers!
It's a good looking model, man. The only thing that needs a little bit of fixing is EOTech scope. I think right now it's too square. Take a look at this reference image. It has more soft edges. Hope it'll help
@Sir-Lucius - nice work. Great design choices on the clothing The only thing I noticed has more to do with the first pose - at first glance, I thought her right arm was amputated (which honestly seemed pretty cool).
hey guys- just showing my share of progress for my environment. I gotta say this again- this forum never fails to inspire me to get better- awesome work guys.
I've been away from here for too long!! You guys always make me so HAPPY and inspired
Hey, so I've made this maquette, and now I'll be making her in Maya over the next 2 weeks. The official goal for the class is basically just a mesh with some mudbox, but I'd like to get her textured and rigged somewhat too, hopefully to a nice game res
Anyhow, I really need some feedback on this project I'm working on.
This is how far i have come yet, really early in the process, no textures just a simple lightning effect. So feedback, any kind of critic would be awesome!!
(The third render image don't have the glass on)
@scotthomer: Looks beautiful, can't wait for the breakdown! @fightpunch: awesome concepts as always, really liking that character, obvious choice for recap! @LOad: Crazy! That effect on the horns, very tasty!
X-post from my thread! Would appreciate any and all feedback, aiming for completing this project this weekend!
minola: that is friggin sexy!
scotthomer: holy schnazz that's awesome...
fightpunch those are some sweet concepts man!
Sir-Lucius : awesome. if there should ever be a female dante in DMC that's what she should look like.
finished up my troll bust. Might do some more races it's so much fun!
An idea of a retro futuristic setting I've had for awhile. I've always loved the bulkiness, cream colored aesthetic of 80s-90s computers. Just wanting to get it on paper. The design is pretty weak but the elements are there and I'd like to do a vray environment like this. A retro futuristic mars base interior. Just pulling from the bulky shapes, small screens and simple HUD elements.
Working on a new scene. This maypole is the lone keystone asset. Still have to sculpt the brick base (not shown). Lot of childhood references in this one.
An idea of a retro futuristic setting I've had for awhile. I've always loved the bulkiness, cream colored aesthetic of 80s-90s computers. Just wanting to get it on paper. The design is pretty weak but the elements are there and I'd like to do a vray environment like this. A retro futuristic mars base interior. Just pulling from the bulky shapes, small screens and simple HUD elements.
nice idea, like this sort of rendered enivornment I saw on cgsociety
An idea of a retro futuristic setting I've had for awhile. I've always loved the bulkiness, cream colored aesthetic of 80s-90s computers. Just wanting to get it on paper. The design is pretty weak but the elements are there and I'd like to do a vray environment like this. A retro futuristic mars base interior. Just pulling from the bulky shapes, small screens and simple HUD elements.
Hi. First time posting and I'm a total forum noob. I dont know if I'm in the right place for this but I was hoping for some C&C from better minds than mine.
Here's a mesh from a tutorial I did on DT. Wanting to take him into Mudbox.
Again, if there's a better place to post this let me know.
Some sweet stuff going on in here , Nice one everyone.
I moved over to Cryengine 3, so heres an update. Still early days... not had loads of time to model stuff though, but I have like 3 weeks off after next week so I'm hoping to get most of the assets made then.
Replies
I would recommend looking at more references. I've got one sitting here in front of me, and I can tell you you have some errors. There's a mini-USB port at the bottom of the phone, for a start.
This is ridiculously fucking cool.
Well, this is my first ever game model that I have done! Its not normal mapped or anything its just a low poly model. It needed some more geometry and tweaks because it still looks faceted!The tri count is around 30K! I have named it as THE DIRTY RACER just for fun :poly108: This one is modeled in 3D Studio Max 2011. unwrapped it using Headus UV Layout Pro and textured it in Photoshop. I've made Diffuse,Specular,S.I.,Gloss maps for this..and also made a simple Normal map using xNormal filter for Photoshop for the tire treads n few bumpy places like d embossed rear numberplate.
This is a realtime screengrab for 3ds max. Used Xoluil Shader 1.6 for it! Yes, it doesn't look that good.:poly122: Ill keep in mind all the flaws I made in this and will improvise in the next model I make. Any critiques,helps,suggestions,advices are welcome!
Peace!:D
http://www.polycount.com/forum/showthread.php?t=116432
Thanks
scotthomer: Awesome work. I'm impressed that you did this all on your own. My only comment is that the chromatic aberation (I believe that is what this is) on the third image is really intense on the far left of the screen. It actually looks like the image is separating. Outside of that, I love it.
It's a good looking model, man. The only thing that needs a little bit of fixing is EOTech scope. I think right now it's too square. Take a look at this reference image. It has more soft edges. Hope it'll help
a few pics of a FAMAS Ive been working on. Started texturing it but not nearly done yet.
Crosspost from my Modular cathedral
Hey, so I've made this maquette, and now I'll be making her in Maya over the next 2 weeks. The official goal for the class is basically just a mesh with some mudbox, but I'd like to get her textured and rigged somewhat too, hopefully to a nice game res
Check out my wip thread for the project, feel free to drop critique and comments too http://www.polycount.com/forum/showthread.php?t=117916
Some many awesome posts here!!
Anyhow, I really need some feedback on this project I'm working on.
This is how far i have come yet, really early in the process, no textures just a simple lightning effect. So feedback, any kind of critic would be awesome!!
(The third render image don't have the glass on)
Regards Johannes
Here is some progress i'm slowly making on my Underground Facility environment. Check the WIP thread if you get the chance.
@scotthomer: Looks beautiful, can't wait for the breakdown!
@fightpunch: awesome concepts as always, really liking that character, obvious choice for recap!
@LOad: Crazy! That effect on the horns, very tasty!
X-post from my thread! Would appreciate any and all feedback, aiming for completing this project this weekend!
http://www.polycount.com/forum/showthread.php?t=115684&page=2
Another hull-damage decal.
This one is free, you can download it here!
Nice to be here 
i start today to work on this "Hyean guy".Playing around, lets see.
Might make a thread when I am further through it, not sure.
Very much a WIP.
http://www.polycount.com/forum/showthread.php?p=1792676#post1792676
then decided to play around with some rendering business
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[/IMG]
[/IMG]
scotthomer: holy schnazz that's awesome...
fightpunch those are some sweet concepts man!
Sir-Lucius : awesome. if there should ever be a female dante in DMC that's what she should look like.
finished up my troll bust. Might do some more races it's so much fun!
Nice to see you finished him! I love that last pose. Please include that in your portfolio.
Have you posted up a workflow or process tutorial on how you are doing these? Because you're getting incredible results, and I want to do this.
My take on Raziel from Soul Reaver
Turntable on YouTube
[ame="http://www.youtube.com/watch?v=4c3MefGXsh4"]Raziel Sculpt - YouTube[/ame]
a painting sketch, will be reproduced with traditional acrylics.
nice idea, like this sort of rendered enivornment I saw on cgsociety
trying to figure out max cloth sim
Very cool! I like the colors.
This is a LP made from a Digital Tutors tutorial. Wanting to take him into Mudbox. C&C would be greatly appreciated.
http://fc08.deviantart.net/fs70/i/2013/068/2/c/dt_wip_001_warrior_by_captinfinity-d5xh58l.jpg
Here's a mesh from a tutorial I did on DT. Wanting to take him into Mudbox.
Again, if there's a better place to post this let me know.
awesome work! would be nice to see a turnaround
...is this normal mapped? I'm having a hard time telling if the spec is fully painted in or realtime :P
I moved over to Cryengine 3, so heres an update. Still early days... not had loads of time to model stuff though, but I have like 3 weeks off after next week so I'm hoping to get most of the assets made then.