@Nick Carver...I hate steampunk, I really do, I just have no attraction to it
But that is one of the coolest gun designs I've ever seen...make moooooar
Thanks fella. Y'know I realize that steampunk is a little overdone these days, but I think people mainly get sick of seeing designs that are covered in superfluous pipes, dials, valves etc. I really like the mechanics behind victorian-era engineering/technology and I'm trying to combine the function-driven aesthetic from that age with (hopefully) interesting shapes. So yeah, I'll make some more!
@Shadownami92 - yes without fins(just shells) it's only good from about 45 degrees, working on moding the alpha with a view angle function for better multi angle layer blending
@mat "What was your technique for making the hair?"
the hair geo? maya paint effects is actually really powerful once you play with the params enough
@Froyok "How did you made the normal map?"
the normal, diffuse, and alpha are baked the same way, for each layer i bake the hair geo with a "back stop" where the next layer starts, or more accurately I bake from 1/3 above the current layer to 1/3 below the next layer to get some overlap
the next step is testing fins with a custom shader, then a full head of unique hair and see if it works to do the whole thing in one piece or with repeated parts layered in the same way hair cards are arranged now
calling the base for this turntable finished finally.... re did the edge of the base about 4 times until i found a design i liked... this one fits the character best so far now to get onto scultping the heroine herself!
@Froyok "How did you made the normal map?"
the normal, diffuse, and alpha are baked the same way, for each layer i bake the hair geo with a "back stop" where the next layer starts, or more accurately I bake from 1/3 above the current layer to 1/3 below the next layer to get some overlap
the next step is testing fins with a custom shader, then a full head of unique hair and see if it works to do the whole thing in one piece or with repeated parts layered in the same way hair cards are arranged now
Something i am working on;
Head is my design, most off the other stuff is based of random concept i found on the net, i will put my style and design into it as well.
Trying to learn some efficiency techniques. Nearly everything is split down the middle UV wise, and the chains are baked onto alpha planes. It was a challenge to avoid the butterfly effect with the scratches, and to get the chains to look decent. I think it turned out alright though.
Trying to learn some efficiency techniques. Nearly everything is split down the middle UV wise, and the chains are baked onto alpha planes. It was a challenge to avoid the butterfly effect with the scratches, and to get the chains to look decent. I think it turned out alright though.
Apart from a good film, what's the butterfly effect?
When you can clearly see obvious mirroring would be my guess. Mirroring is great for lowering the size of textures or UV space, but is a pain in the arse when you have detail like rust etc because you can clearly see an obvious mirror.
prolow: the hair you've presented is superb! Yep, it could be problematic from certain angles but I think it won't be a problem if there's a bunch of hair with this technique. Could you please tell us some tricks about the layer-creation method you used?
bugo, Christian Nordgren, BARDLER: it's always a pleasure to see some nicely done low-poly stuffz, grats! :thumbup:
fightpunch: that android woman is so cool, it's like I could hear that she screams: "Sculpt me, now!"
i made this boar couple months ago but i wasnt liking so i remade the model. and now i remade again. gave much more extra work but i finally like the result
i made the rig and animation too, at the end is a video with it rendered and it inside Dota 2
Apart from a good film, what's the butterfly effect?
When you mirror your UVs down the middle of an object and you put unique larger scale details along the mirror edge it is really noticeable. It looks kind of like a rorschach drawing right on your model if you are not careful.
this is my first attempt at hardsurface/weapons. for working only 3 days on it Im pretty happy with the outcome! got some too hard edgeres here and there but its easy fixed. its not done yet, ive got some minor things left on it, then on to the lowpoly:) crits are very welcome!
@SuadK: Looks pretty good. Make the grip more rounded, I think that made the overall look to the gun a bit angular. This awesome, considering its your first time doing it.
Calling this one done for now. Added some clothing details, re-rigged for nice posing. I might come back after GDC and tweak the shirt sculpt around the shoulder blades. Not reactive enough to the weight of the bag's strap. Construction shot here.
Working on my TOMB RAIDER art dump, here is the 4 main levels I worked on with the HUB team. The core hub team is around 7 different people; artists and designers. Total of 3 artists. Soon ill post all the stuff on a polycount thread for you all to enjoy. It was awesome working on this game the people at Crystal are awesome. I was a Senior Environment Artist at Crystal. I recently moved to another company... ND. To all the peeps in Crystal my heart goes out to them awesome team and I miss my friends.
Replies
ha nice one!
Thanks fella. Y'know I realize that steampunk is a little overdone these days, but I think people mainly get sick of seeing designs that are covered in superfluous pipes, dials, valves etc. I really like the mechanics behind victorian-era engineering/technology and I'm trying to combine the function-driven aesthetic from that age with (hopefully) interesting shapes. So yeah, I'll make some more!
I was inspired by this turret concept I found on http://inspiration3d.tumblr.com:
I made the low-res mesh and a quick preview animation:
Now still working on the high-rez mesh:
@mat "What was your technique for making the hair?"
the hair geo? maya paint effects is actually really powerful once you play with the params enough
@Froyok "How did you made the normal map?"
the normal, diffuse, and alpha are baked the same way, for each layer i bake the hair geo with a "back stop" where the next layer starts, or more accurately I bake from 1/3 above the current layer to 1/3 below the next layer to get some overlap
the next step is testing fins with a custom shader, then a full head of unique hair and see if it works to do the whole thing in one piece or with repeated parts layered in the same way hair cards are arranged now
Slayvin, Love the animation.
As for me I've got some college work that I fancy sharing. Plus its been a while since I'd done some 2D.
any crits would be really appreciated
sculpting the Whale creature out. this will be the master for a dozen of other ones.
Thanks for the answer !
Head is my design, most off the other stuff is based of random concept i found on the net, i will put my style and design into it as well.
Poop: Thanks a lot dude, I will go revisit my helmet texture pronto. I definitely got lazy.
Nick Carver: I love those designs
Just some stuff I've been working on for the indie game Miscreated from Entrada Interactive
base mesh of concept
1250 Tris
1k Diff/Norm/Spec
Rendered in Marmoset
Trying to learn some efficiency techniques. Nearly everything is split down the middle UV wise, and the chains are baked onto alpha planes. It was a challenge to avoid the butterfly effect with the scratches, and to get the chains to look decent. I think it turned out alright though.
Holy crap man that is looking AWESOME! Would love to see the final result when you get there!
Just a little sketch before bed. Took way too long to do... I should take out my ctrl and z button out of my keyboard!
Thanks dude!
(click to view in 3D)
(You gotta make your browser accept WebGL to make this work.)
Apart from a good film, what's the butterfly effect?
bit simple, but man I've missed making guns! Going to be fun to texture
bugo, Christian Nordgren, BARDLER: it's always a pleasure to see some nicely done low-poly stuffz, grats! :thumbup:
fightpunch: that android woman is so cool, it's like I could hear that she screams: "Sculpt me, now!"
i made this boar couple months ago but i wasnt liking so i remade the model. and now i remade again. gave much more extra work but i finally like the result
i made the rig and animation too, at the end is a video with it rendered and it inside Dota 2
http://steamcommunity.com/sharedfiles/filedetails/?id=132464837
and that is the OLD and UGLY version =]
hope you guys like the new version
[ame="http://www.youtube.com/watch?v=uw_7KBwNFC8"]Beastmaster Wild Boar - custom character - YouTube[/ame]
Thought I'd do a dirty cross post to promote our thread as it's alive and kicking once again.
CHECK OUT THE THREAD
Here's some art for our title M3CH.
jimsvanberg: ace mood! what platform are you thinking?
just finished with this one:
I wanted to make the presentation a little bit different so I added the weapon stat thingy from wow
here is my thread on pc:
http://www.polycount.com/forum/showthread.php?t=116004
When you mirror your UVs down the middle of an object and you put unique larger scale details along the mirror edge it is really noticeable. It looks kind of like a rorschach drawing right on your model if you are not careful.
And aaawesome work here lately.. daaaang!!
amazing! loved this one =]
Hey can I get some crits on this, I like how it is so far but I feel like its not quite there yet
based on Lemongrabs from adventure time
He looks off balance, his upper body need to lean forward more
start sculpting on the old guy
crosspost from our escape contest thread http://www.polycount.com/forum/showthread.php?t=118098
I'll add some more details to the texture and effects to it but besides from that it's pretty much done
@Papagersi : Love that zombie
I finally finished my entry for the Houdini/Mixamo Contest. Be sure to watch the video, that where all the fun is
[ame="http://www.youtube.com/watch?v=GxvkP6O0bZA"]Houdini - Mixamo Costume Design Challenge 2013 - YouTube[/ame]
I agree with MikeF though, the Hair could be a bit more dynamic imo.
Something I have been working on in my free time. Going slooow.
Guedin: that's an awesome costume! I was hoping to see the dude bust out some Bruce Lee-wannabe moves.
rogelio: Sweet stuff! Can't wait to play it!
Any tips on armor and weapons and costumes in general will be greatly appreciated.