So much great stuff everyone.
FightPunch, Kurt Russell, nick carver, guedin, pior, senator greaves, hazardous, Crazyfool...wowow
Spiderdude: love the pinup
Dan : love your presentations ( and the characters). Are those Bpr ?
Madzia : mad 2d skills !
Great work guys, holy shit the ladies are winning it in this thread.
I couldn't agree more! I wish I was good at making beautiful things but I seem to excel at 'ugly.'
Some brilliant work up here. I normally watch this thread from a distance but I've summed up enough courage to post up some of my own work.
My low poly Night Goblin warlord, based on a Warhammer fantasy illustration by Adrian Smith.
Obviously still in need of some robes but that's my next step. I guess he's just enjoying the breeze atm.
Dan crazyfool, great looking stuff
yeah just mucking baout with this, this a kind of concept which will probably never get finished as I am not as happy with the design, but thought I would share the final one anyway.
Here is a goblin char I just finished.
I wanted to keep things simple and play with shapes rather
then details. It really doesn't hold up if you zoom in.;)
Some firsts!
My first time making a humanoid model in 3DS Max.
My first time working on shaping a model in Mudbox!
This is a project I'm working on for a college course, and the beginning of a long year of building a portfolio for when I graduate in 2014. I know it's terrible, but I'm excited that I'm getting started!
Learning Zbrush thanks to Michael Pavlovich's amazing Tutorials on the Eat3D DvD's. I can Recommend them to anyone who wants to learn Zbrush and sculpting.
It's a total mess anatomy wise and I went completely Bananas with the face but an excellent practice. Now working on the Base skin, I didn't have all the right photo reference, but it was a good tryout with spotlight.
Pretty minor update, just added ropes to tie down the luggage and zbrushed the leather seat. Calling the high poly done, moving on to low poly model and unwrapping.
I'm creating one of our 'escape' characters in piecemail. Everything is polypainted, no photosourcing. I'm trying to work on getting better at fine and mid-range details, and texturing in zbrush.
The character has been through a bit, so he's supposed to be beat up and dirty.
Davidson that looks amazing. The camera jerks are a bit hard on my comprehension of the movement, but i want to play it. I could see my niece and nephew having a blast with this.
Davidson that looks amazing. The camera jerks are a bit hard on my comprehension of the movement, but i want to play it. I could see my niece and nephew having a blast with this.
Thx, initially I had the camera simply attached to the Knights head bone which was even more heavy shaking: http://youtu.be/ZQPm7pLO8rE Still have to tweak the FPV more.
Thx, initially I had the camera simply attached to the Knights head bone which was even more heavy shaking: http://youtu.be/ZQPm7pLO8rE Still have to tweak the FPV more.
Couldn't you leave it attached to the head joint with a division node that dampens the movement? So the head joint moves up and down maybe 10 units, but then divide it by 3 so the camera only moves 3.3 units.
My first character with a bit of complexity. It was a bit of a challenge to pull it all off, but I like how it turned out.
Modeled in Blender 2.66, rendered in Cycles.
The textures were primarily done in Blender. Including the logo on the shield, which was done using curve objects, rendered out as a flat texture, then added to the shield in Photoshop. The lights were baked into the texture as well. The rest was done in Paint Tool Sai for the flat colors.
Replies
FightPunch, Kurt Russell, nick carver, guedin, pior, senator greaves, hazardous, Crazyfool...wowow
Spiderdude: love the pinup
Dan : love your presentations ( and the characters). Are those Bpr ?
Madzia : mad 2d skills !
update on the monkey.
Cheers !
MonkeyGirl Progress Thread
Going to give sleep another shot. Good night.
http://p3d.in/CKkp0
Bit sloppy in places, but given that the camera can never get very close I've already over-detailed this guy anyway
Particularly love that piece daphz. So stylish, and I love the eyes, mouth and the slightly too-short nose.
man I love these mini environments!
need to fix the stock some, then its off to zbrush for extra fine details
EDIT: guess it would be nice if it had a trigger :P
I couldn't agree more! I wish I was good at making beautiful things but I seem to excel at 'ugly.'
Some brilliant work up here. I normally watch this thread from a distance but I've summed up enough courage to post up some of my own work.
My low poly Night Goblin warlord, based on a Warhammer fantasy illustration by Adrian Smith.
Obviously still in need of some robes but that's my next step. I guess he's just enjoying the breeze atm.
Still working on the textures; Trying to get the spec to pop as I want it to, before moving onto any of the other details.
[EDIT:] Just found the "Use Spec Alpha as Gloss" toggle. Looks a lot better now.
There is a timelapse out there too [ame="http://www.youtube.com/watch?v=IVis3uFym5A"]http://www.youtube.com/watch?v=IVis3uFym5A[/ame]
yeah just mucking baout with this, this a kind of concept which will probably never get finished as I am not as happy with the design, but thought I would share the final one anyway.
I really must stop polishing turds and move on
Dammm Barnesy, you have killed it! I really like those facial expressions it gives him tonnes of character...oh and dat cane!
Haz - Gorgeous, her face looks relatively different than most of your females too, in a good way.
Cheers !
MonkeyGirl Progress Thread[/QUOTE]
This is so fu&$in cool! Love it
Hello. Been a couple of years since last post.=D
Here is a goblin char I just finished.
I wanted to keep things simple and play with shapes rather
then details. It really doesn't hold up if you zoom in.;)
And this is some new training stuff, a design mostly is not mine.
My first time making a humanoid model in 3DS Max.
My first time working on shaping a model in Mudbox!
This is a project I'm working on for a college course, and the beginning of a long year of building a portfolio for when I graduate in 2014. I know it's terrible, but I'm excited that I'm getting started!
All base texture work right now, no normal or spec map yet.
It's a total mess anatomy wise and I went completely Bananas with the face but an excellent practice. Now working on the Base skin, I didn't have all the right photo reference, but it was a good tryout with spotlight.
Some Highpoly guns i made for Far Cry 3
C&C welcome
Update on my drone. A WW2 era inspired colour scheme with some other additional tests. This is still a WIP I want to push the materials more.
Cross post from here : http://www.polycount.com/forum/showthread.php?p=1793706#post1793706
The character has been through a bit, so he's supposed to be beat up and dirty.
check out the full project:
https://www.facebook.com/TheUrsaMinorProject
please like and share around we would love the support
[ame="http://www.youtube.com/watch?v=BC-m8kyAmjg"]Bird's Eye View Mod - 2 variations - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=eAedQBfSakc"]FPVnew - YouTube[/ame]
More about it on the greenlight page news:
http://steamcommunity.com/sharedfiles/filedetails/updates/92914705/1363643041
Im finsihing up on the highpoly. On to the lowpoly now!
Those are super awesome. How were the models made? Did you build a kit of legos to snap together? Or did you just model everything from scratch.
Working on my first proper Hard Surface asset, for the Emperor!
We use a program called Keyshot for the renders, ahs some really nice glass/plastic shaders plus its uber easy to use
Thanks! - we have a huge library of parts yes but i had to make quite a few of the more rare pieces which i just added to our library when i was done
Couldn't you leave it attached to the head joint with a division node that dampens the movement? So the head joint moves up and down maybe 10 units, but then divide it by 3 so the camera only moves 3.3 units.
So, any and all feedback would be appreciated (even if I can't make improvements to them for a while due to other project obligations). :poly124:
http://vimeo.com/61933488
A commission I did recently.
My first character with a bit of complexity. It was a bit of a challenge to pull it all off, but I like how it turned out.
Modeled in Blender 2.66, rendered in Cycles.
The textures were primarily done in Blender. Including the logo on the shield, which was done using curve objects, rendered out as a flat texture, then added to the shield in Photoshop. The lights were baked into the texture as well. The rest was done in Paint Tool Sai for the flat colors.