Last one before bed. Material tweaks. As it's all "layered" the base colour can be swapped anytime. A quick urban camo version uses a small tiling base diffuse map. The rest is the same as the "red" version.
Hey all, creating my own Khorne Daemon, been working on this for a while now, the posture is the one thing that killed me the most, but I think I'm about ready for a detailed sculpt, after that, I am going to be moving onto creating 3 more Warhammer 40k characters (Slaanesh, Tzeentch & Nurgle). All crits are of course welcome.
I think I'm about ready to call this one done. I'm probably going to try out some different finish / color schemes but I believe I fixed everything on my list.
a few stillframes from a project I made with a colleague for a local MMA championship inspired the danish viking heritage. I made 3d seal and vfx elements and my colleague did all the comp work
St4lis> I like where this is going. However I find the mortar(rmb) annoying in the sense that having the player move as you are trying to aim is frustrating. Did you consider or try having the player stop while you are holding down the button? I think it might make for better gameplay. I'm fairly sure I would prefer that. Keep going
CgSammu: this series of sculpts is great man seriously love the style every time you post a new one. Would love to see like a tentacruel from ya:thumbup::thumbup:
Hi there, I really like this forum, so decide to post some of my artwork ... a little tribute to zombie movies, by the way if I dont gonna be good artist one day, I gonna open my own butcher shop, honestly
Making toys! This is John "Spanky" Stokes' mascot... His name is Stroll. I made an earlier hairy version. This is the DIY smooooooth version, good for painting.
Did this during my otherwise lazy Sunday. I call it "random encounter" since it is pretty random and the line "..." seemed to be way too common in jrpgs back in the PS-days ^^
Anyway, I got quite fond of the box-cat so I'll probably develop it further and also maybe try an box-owl
Been working on my newest senior portfolio piece, comments and critiques welcome I have 1 week left to wrap this up as well as I can. Thread Here.
Also busted out one of my first goes at using Dynamesh for a Zketch, (one of the first zketches I'm happy with), also the first time I retopologized and baked in zbrush.
I love Polycount. One moment everyone is at each other's throats in general discussion, and the next moment those same people are posting awesome art and giving feedback to each other like nothing happened.
Some really ballin stuff lately.
Lonewolf: your hard surface modeling always makes me jealous. Do you show many wireframes or make any tutorials? I want to pick your brain.
KartoonHead: Looks pretty rad; you may have convinced me to make a purchase.
ljabli: Cool style! I'm definitely a big fan of a more real looking Lara, but you pulled this off just right.
Rip me to shreds :[ really working on my landscapes, but really falling flat.
You've got nice color choices and texture but it probably feels flat because 80% of the canvas is middleground and the rest is background with no foreground elements. It's also a very static shot, the camera is parallel (or very near parallel) to the ground and your little dude is just standing there rigid upright with his arms at his sides.
Your composition also only has 2 points of interested that are both isolated in the center of the canvas, and very small because of the distance/angle of the camera. Which I don't think would be a huge deal if there was other stuff to look at but it's mostly just dirt in every other direction, so the vast majority of your picture is otherwise empty space.
I'd suggest taking a look through CGHub or ConceptRoot at paintings of scenes/environments, I think you'll find that the most successful pictures are usually filled with complexity and things to look at, even in the areas of the canvas that aren't dedicated to the focal points. They maintain their composition through value and color, not by leaving the rest of the picture devoid of interest.
Thanks for the feedback, AtticusMars! I agree that my weakest skill is composition. I took a look around like you suggested, and I decided to start a new one as opposed to fixing the old.
I tried to incorperate some more forground elements, though this one lacks some real background elements. I got to play with the lighting a bit though. I want to fix a few things, add in some characters, refine the architecture etc.
As far as focal points, I have no idea. I'm working on figuring that out. Back to the books.
Hey makkon, always digging what you're up to; quick paint over before I got to bed here. you can develop a focal point imo on this painting, using lighting, and some scale figures and stuff to really sell mood and whatnot.
The overall luminosity of the painting is pretty even, so having some hot spots and letting other things drift will give you eye somewhere to go.
also injecting some color and using some texture to help sell scale would be powerful.
Practicin' some Sci-Fi so I'm doing this reactor core by Carlo Arellano.
Took some artistic freedom with the design though because I felt like making an animated asset out of it. This is a maintenance mode where the core modules are replaced. Gonna move on to highpoly soon.
Replies
Felt like doing something other than Pingo:
I have finished tweaking the textures and materials so the spamming will stop soon
http://www.polycount.com/forum/showthread.php?p=1775035#post1775035
Thanks!
This is currently using only a single rock that is repeating.
I plan to model at least 5 more for maximum variation.
More shots here -> http://www.polycount.com/forum/showthread.php?t=117409
Trying to figure out how I want to do the final shots.
http://i.imgur.com/ZYEOlor.jpg?1
https://vimeo.com/61502953
dynamesh is awesome.
a few stillframes from a project I made with a colleague for a local MMA championship inspired the danish viking heritage. I made 3d seal and vfx elements and my colleague did all the comp work
-Woog
Is this Sir Topham Hatt?
Anyway, I got quite fond of the box-cat so I'll probably develop it further and also maybe try an box-owl
X-post from my thread: http://www.polycount.com/forum/showthread.php?t=117841
Main turbine high poly WIP...very simple atm...
rendered in UDK
Also busted out one of my first goes at using Dynamesh for a Zketch, (one of the first zketches I'm happy with), also the first time I retopologized and baked in zbrush.
-Stockwell
Western Winter Hideout - WIP (Improvement Thread)
Some really ballin stuff lately.
Lonewolf: your hard surface modeling always makes me jealous. Do you show many wireframes or make any tutorials? I want to pick your brain.
KartoonHead: Looks pretty rad; you may have convinced me to make a purchase.
ljabli: Cool style! I'm definitely a big fan of a more real looking Lara, but you pulled this off just right.
Your composition also only has 2 points of interested that are both isolated in the center of the canvas, and very small because of the distance/angle of the camera. Which I don't think would be a huge deal if there was other stuff to look at but it's mostly just dirt in every other direction, so the vast majority of your picture is otherwise empty space.
I'd suggest taking a look through CGHub or ConceptRoot at paintings of scenes/environments, I think you'll find that the most successful pictures are usually filled with complexity and things to look at, even in the areas of the canvas that aren't dedicated to the focal points. They maintain their composition through value and color, not by leaving the rest of the picture devoid of interest.
Actually McFly breaks off the handle in the movie, so it would never be sold like this. More like this:
ugh. fug.
Liking the project, needs more neon. Also, board design in movie is a bit different to yours. Pointers here:
Quite a few people have been here before, it's a very famous geek object of movie lore. Get it right, Google is your friend:
http://www.google.com/search?q=bttf+hoverboard&hl=en&client=safari&rls=en&source=lnms&tbm=isch&sa=X&ei=frw-UbvdEYrmrQHhmoHwBg&ved=0CAoQ_AUoAQ&biw=1392&bih=1177
Always nice to see more pokemons sammu:thumbup:
Looking good all, keep up the ace work!
I tried to incorperate some more forground elements, though this one lacks some real background elements. I got to play with the lighting a bit though. I want to fix a few things, add in some characters, refine the architecture etc.
As far as focal points, I have no idea. I'm working on figuring that out. Back to the books.
The overall luminosity of the painting is pretty even, so having some hot spots and letting other things drift will give you eye somewhere to go.
also injecting some color and using some texture to help sell scale would be powerful.
http://moofart.net/makkon_po.jpg
Took some artistic freedom with the design though because I felt like making an animated asset out of it. This is a maintenance mode where the core modules are replaced. Gonna move on to highpoly soon.
Rough animatic:
Roman Centurion
http://youtu.be/vYbTBCIKJ80