So after seeing Ace's thread decided to try my hand at ripping images out from a url. (sounded fun and different than the stuff I do at work) Post counts are fucked right now though I do have the data being pumped out probably something fucked in the key and value. Also glad im not a web developer hehe. Hope you guys dont mind me taking the pictures. Will eventually link back properly to your post and username.
Started working on another mannequin print - one side fleshy, one side chiseled and "distilled". Putting together a target painting before diving into the actual sculpting process ...
This is my first time posting! I've been stalking these forums for some time. The people here are SO incredibly talented. Im so glad to see all of your beautiful work!
Im still in school, almost done! but this is a Bounty Hunter I've been working on at home when I can.
FightPunch, Prolow, Bugo, Pior, Illusion and Kurt Russell Fan Club - all extra amazing! made this one of the best pages yet!
Prolow - What was your technique for making the hair?
I'm trying to figure out Zbrush, been using it for a couple of days now and tried my hand at some stone cracks. I've used Mudbox as my sculpting app of choice before, but I want to learn Zbrush really bad. This is not really a project, just some doodling.
Some feedback would be cool of what I can do to improve. Thanks for watching.
Good start, the main problem is to much noise and to soft edges. Have a look at a tutorial I happend to make a while back. I'm talking some about how you can create nice crisp edges with morph brush.
So, I'm currently working on a maasai character for a Biped Project in school. It's only my 2nd 3D character ever, and we have 22 days for modelling and sculpting I'd really like to hear some feedback and critique, so I can improve my skills.
Damn there is some really cool stuff in here all the time. I always feel a doof posting. But here's what I'm on atm. Not done yet, still making texture.
Awesome stuff as usual Jeff; now let's see the beast that would wield this weapon!
No time to comment on any of the awesomeness in here, but I wanted to share what I've been working on:
I don't check Polycount so much anymore, but going through this thread every few weeks and catching up is always an amazing experience. So cool to see the talent that's chosen to hang out around here, and how everyone evolves!
This is really nice, my one crit would be the transition from helmet to face looks off. Crazy difference in contrast range, the face is nice and gritty with full volume, and the helmet is very narrow in contrast. I would get some of those underside surfaces and deep crevices darker, so the volume shading matches up. Love it otherwise though, always been a big fan of your work.
Calling this finished. Thanks switz! No people for it though. Just the axe. Thanks for the crits too Poop!
This is looking great Jeff, love the metal of the blade and the wood.
But I feel the green gem on the bottom sticks out in an unfinished way. It just feels very flat. I think maybe pushing some really strong contrasting highlights in places/on the edges could make this thing really shine and look more like a gem.
Made some more progress on Dwarfy: Also started his mighty steed, used photos of Shetland Ponies as reference. Made Dwarfy more meaner looking. Added some other odds n sods and played with gradient shading for the lower half of his body, something Blizzard is doing with Diablo 3's characters. Might have to nob it off though if he's on his horse a lot.
Good start, the main problem is to much noise and to soft edges. Have a look at a tutorial I happend to make a while back. I'm talking some about how you can create nice crisp edges with morph brush.
Thanks for the feedback! Yeah I am actually already using the morph target here to be able to get some edges back. I guess I have to keep refining it.
As for the noise, I guess I can just smooth that out a bit and call it done?
Replies
Just made the hair in these two, wish I had the skills to make comparable characters.
[ame="http://www.youtube.com/watch?v=FqHNt9vKvaw"]real_time_hair_using_baked_shells - YouTube[/ame]
Enjoy!
This can only end in the best way possible love it!
https://dl.dropbox.com/u/391285/PolycountImageTest/test.html
Calvin - Awesome work. Cool style and great execution.
Im still in school, almost done! but this is a Bounty Hunter I've been working on at home when I can.
Low Res:
And High Res done in Zbrush:
Edit: bugo, awesome texture
Prolow - What was your technique for making the hair?
Here are some of the presentation sheets that I have been working on for my Winston Churchill character.
Good start, the main problem is to much noise and to soft edges. Have a look at a tutorial I happend to make a while back. I'm talking some about how you can create nice crisp edges with morph brush.
So, I'm currently working on a maasai character for a Biped Project in school. It's only my 2nd 3D character ever, and we have 22 days for modelling and sculpting I'd really like to hear some feedback and critique, so I can improve my skills.
Cheers!
yup...a predator helmet
new laptop cant handle zbrush. so it's now stuck at this level of detail
if i got rid of the dreads, it's 1514 tris
and ljabli i am loving that batman sculpt
I like it, keep us up to date with your findings
super nice! maybe bit more contrast but I like them a lot
He looks a lot like Cristiano Ronaldo to me, was that intentional?
And welcome to Polycount! [/QUOTE]
That's right!
Your feeling is great
I love modeling
but.....
I lack the skill
...
:poly136:
Awesome stuff as usual Jeff; now let's see the beast that would wield this weapon!
I don't check Polycount so much anymore, but going through this thread every few weeks and catching up is always an amazing experience. So cool to see the talent that's chosen to hang out around here, and how everyone evolves!
edit: as I'm being allowed by work to show off my stuff, might as well link to us on greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=103509725
Really cool !
How did you made the normal map ? Looks like you have a normal map for each layer ? You baked each layer separately ?
@Illusion -- dude, super tight technique. You had my nose about 3 inches away from my screen.
Another one from me. Part photo pash, part paint.
This is really nice, my one crit would be the transition from helmet to face looks off. Crazy difference in contrast range, the face is nice and gritty with full volume, and the helmet is very narrow in contrast. I would get some of those underside surfaces and deep crevices darker, so the volume shading matches up. Love it otherwise though, always been a big fan of your work.
Some recent project stuffs:
Cheers!
Nick Carver: Those are some interesting concept pieces!
Keep up the good work everyone!
http://www.polycount.com/forum/showthread.php?t=115684
Looking good man, love that cane :P
This is looking great Jeff, love the metal of the blade and the wood.
But I feel the green gem on the bottom sticks out in an unfinished way. It just feels very flat. I think maybe pushing some really strong contrasting highlights in places/on the edges could make this thing really shine and look more like a gem.
Thanks dude! Appreciate it.
MightyPea: haha gruesome! loving it
Made some more progress on Dwarfy: Also started his mighty steed, used photos of Shetland Ponies as reference. Made Dwarfy more meaner looking. Added some other odds n sods and played with gradient shading for the lower half of his body, something Blizzard is doing with Diablo 3's characters. Might have to nob it off though if he's on his horse a lot.
But that is one of the coolest gun designs I've ever seen...make moooooar
As for the noise, I guess I can just smooth that out a bit and call it done?