I'm not really working on this anymore but since I'm new and taking part in the escape contest I felt like showing at least something I've done so far.
I did this just for fun when I had no projects to work on because I wanted to try something new. Now that I have 2 of them and won't finish it I'd be glad to here what you think.
The plan was to go really high in terms of polycount but I think my lowpoly mindset is way too strong. Overall it has roughly 30.000 triangles and only uses textures on the bmw logos and the rearlights (and the decals obviously) rest is just color + vertex color for ambient occlusion.
If I had the time I'd model the rearlights insides like I did for the front lights and maybe put in a very rough interiour. Also there are still some shading issues that come down to the low polycount. That's also why it has a matte color in the big shots. It would require quite some love to have it properly shiny from all angles in the engine
Even though I haven't worked on this for a couple weeks I figured I'd just shamelessly post this on WAYWO because I have never posted anything on here before.
Damn! Awesome stuff, everyone. I come to this thread thinking I'm doing fine because I have an art job, then I see the stuff you all are putting out and I realize I have a lot I need to improve upon!
I decided to spend an hour or so doing a high poly from this concept from the borderlands 2 artbook but I enjoyed I'd so much I decided to finish it. the polycount at the moment is sitting at 830 polys
I dont understand how people write lack of motivation posts when this thread exists. Everyone in this rocks socks.
Another update of my ESCAPE bridge, hopefully you don't get sick of my WIPs.
Yo man This is epic! Specifically those inside the boarder details. I Always wondered how something like this was accomplished. Could you provide some incite or direction in how it was done? I would greatly aprreciate it if you would! thanks!
A lot of my 3D work is bellow the "good enough" quality margin I think, but I am much more interested in animation and now its cascade and visual scripting in kismet.
a quick modeling study I did a couple of days back- my obsession for accuracy is getting the best of me- need more research time. As of now, it's now filed under quick studies.
lloyd: those are awesome low poly guns! but isn't the game set in a 1970's interpretation of the late 70's? I guess it just feels slightly strange seeing "normal" guns in a sci-fi game either way though dude, great execution.
I'm currently in the middle of building a portfolio piece (as well as my portfolio in general). Here's the high-poly of a Chronomancer (Unreleased profession from the first Guild Wars) almost complete, as I would still like to include a couple small details.
Cool design mryogesh123. I can't help but feel the "horn" like protrusions on his head should be harder like bone. They seem too soft and likely not good as a weapon.
An update from me on my Drone. It's the one on the left
nathdevlin - Thanks, I was going for something that would seem like a horn but be part of his head. Now you mention it though, a structure like that would have to have more bone to support the weight. I will see if i can make it seem a little tougher. BTW - i like the drone design of yours.
Thanks mryogesh123, You still have an interesting design. Maybe it's a weakness of the character having such an area ? An excuse for a cool helmet or plating ?
Replies
Using this week's Art Jam Theme to finish off a model I've been putting off
Queen's Blade Melona
I did this just for fun when I had no projects to work on because I wanted to try something new. Now that I have 2 of them and won't finish it I'd be glad to here what you think.
The plan was to go really high in terms of polycount but I think my lowpoly mindset is way too strong. Overall it has roughly 30.000 triangles and only uses textures on the bmw logos and the rearlights (and the decals obviously) rest is just color + vertex color for ambient occlusion.
If I had the time I'd model the rearlights insides like I did for the front lights and maybe put in a very rough interiour. Also there are still some shading issues that come down to the low polycount. That's also why it has a matte color in the big shots. It would require quite some love to have it properly shiny from all angles in the engine
Plus some older material tests:
I hope noone minds all the brands
Blocked in the colours/materials for my hoverboard! Still not happy with a few areas, but will try and fix them and get onto some proper texturing
Another update of my ESCAPE bridge, hopefully you don't get sick of my WIPs.
On that note, Step One: Start a sketchbook/improvement thread.
Step Two: Cross-post my latest character from said thread, in hopes of gaining some critique.
Hope you guys dig it, feel free to comment/critique in aforementioned sketchbook thread.
Yo man This is epic! Specifically those inside the boarder details. I Always wondered how something like this was accomplished. Could you provide some incite or direction in how it was done? I would greatly aprreciate it if you would! thanks!
Dan, nice shapes!
Madzia: oh did I laugh.. cool colors and the eyes!!
Crosspost
PEWPEWPEW
Some guns for maiagame.com
for wires and etc - wireframebox.com/maia
wippin up some textures, any crit/help would be great.
Metal ore rock face
bricks
I just registered so now would be a good idea to show people what I do.
this is my portfolio website: http://dropr.com/neviera/
A lot of my 3D work is bellow the "good enough" quality margin I think, but I am much more interested in animation and now its cascade and visual scripting in kismet.
These are the last things that I did:
https://vimeo.com/61442077 kismet demo 2 (newer)
https://vimeo.com/61425543 kismet demo 1 (older)
https://vimeo.com/61315855 procedural flame in cascade. I updated it a little with better color and flame motion so this is still older version.
https://vimeo.com/61149245 and a 32 fps flipbook flame
So please check it out and tell me what you think
Zygi
original thread is here: http://www.polycount.com/forum/showthread.php?t=108846
video turntable: https://vimeo.com/61412746#
WIP Thread: http://www.polycount.com/forum/showthread.php?t=118064
Aaannd a paintover for things still to come!
Ill poke the others into posting up some more to!
Crosspost from my thread:
http://www.polycount.com/forum/showthread.php?t=117841
here is something new we did :
hope you'll like it .
cheers,
CGPT Team
First time posting in here!
I'm currently in the middle of building a portfolio piece (as well as my portfolio in general). Here's the high-poly of a Chronomancer (Unreleased profession from the first Guild Wars) almost complete, as I would still like to include a couple small details.
playable in browser at:
https://dl.dropbox.com/u/16993876/game6/index.html
updates
- tesla grenades (!!!!)
- fresher looking pickups
todo
- less rigid colission between player and environment
- more powerups
- play/pause button
- make my own thread instead of spamming WAYWO
An update from me on my Drone. It's the one on the left
Cross post from here: http://www.polycount.com/forum/showthread.php?p=1793653#post1793653