i find this extremely disturbing.... and it eerily resembles me in reality. please for the love of god stop working on this. practice basic human sculpts for anatomy. do bust studies... and again.. let this return to the dark place from which it came.
-Beezul
@Warren - looking awesome bro, really really impressive stuff. (sigh, lara takes me back to my youth!)
So, im going to be posting fairly regular updates on the car this weekend, trying to get it into a presentable state within the next few weeks so I can update my portfolio.
Hum, I'm working on some menu overhaul for our weird stackout game, atm..It's an arcade ios title and I wanted the colors to make your eyes bleed. In a good and happy way
more work on this guy.. some lighting, scaled up and re-worked my texture.. almost done.. gonna find some photo textures to play w/ them a bit for this guy too.. didn't mention before, but this model is based after one of Ben Mauro's drawings..
Edit: Lighting is baked in to the textures.. model is currently being viewed in flat shade
@ Digital Cantina-- That's looking killer so far.. Aaron Beck is one of the greats, dude.. I'm sure he'd appreciate the work you're doing I'm sure the textures are still WIP, but I think the edges could use some love. I'd also suggest some color variation in the diffuse as well as the specular.. specular could be pushed further to make the metal sing a bit more. I'm sure you know what you're doing.. just some thoughts..
@ Baj Singh-- Character is looking sick as usual.
@ Akira-- that hallway is looking great! If I may suggest a little bit of atmospheric fog or FOV blur? real subtle.. at least to push the back to the back.. the shot feels a little flat right now.. textures and props read real nice tho!
@ ToasterOven-- Definitely need more reference, and you're sculpting at too high of a resolution right now.. start much lower, get your main silhouette down first, and slowly build up.. and if it's just a figure study, look at tons of ref.. 3D.sk is great for that if you don't know of it already..
@ Kartoonhead-- I deal with the same problem w/ my machine.. only sport about 4 or roughly the same as you. you need to retopo your sub-tools. The best work flow for a lower end machine is to base mesh everything, instead of doing mesh extractions in Zbrush-- even at lower res extractions, the polys will add up fast.. we all should be doing that anyways..for my last character I built the figure from a dynamesh, retopo'd it w/ a zsphere, sent the lowest subD over to Max, base meshed my clothes and armor and weapons, NURMS'd them to a decent subD w/ "smooth by groups" turned on, then exported them all back to zbrush, reconstructed subDs, and then went to town on my sculpting.. My machine managed everything pretty good, and I had about 50 sub-tools w/ over 3mil polys each.. some didn't ever need to go that high.. but you get what i mean.. you can do it
Tonight's sculpting practice with polypaint based on a concept of the amazing Darren Bartley(FightPunch). It isn't really doing justice to his designs though.
Nothing compared to what some of you guys can pull off, but this is my second ever High Poly Model, so I am pretty happy!
I come at all this from a different angle to most of you, as i'm Actually a Part 1 Architect, who's contemplating moving into the visualization area of work. I used to use SketchUp, but started on 3DS max about 2 weeks ago, and have been working on High Poly Models for Assets within a House that I am trying to render!
Props to ScottHomer for the reccomendations and help he's given me! Great person and great artist.
Here's my current prop, a high poly floor lamp.
Any feedback will be greatly appreciated, just wanted to put some work on here
Lately I've been trying to improve my texturing skills, and I've now got to the point where I'd like to put that into action and make a mod, so I'm going to try and retexture all the chems in Fallout 3/New Vegas. Very heavily inspired by Millenia's Weapon Retexture Project, and mostly made using the brush pack linked in one of his tutorials. Not much to show yet but this is the base of the Mentats tin. I probably need to tone down the normals a bit, at least on the scratches? I also kind of overdid the dirt/rust, I think.
No where near as good as what all of you guys post, but here goes.
Short Intro: I'm actually a graduate Architect (Part 1) so come at this from a different angle. I'm looking at becoming specialized in ArchViz, so learning to model is key too that, I primarily worked in SketchUp before taking the jump to 3DS max about 2-3 weeks ago, this is my second High Poly Model.
I'm currently working on high poly props to populate a house render im undertaking. Here's my first high poly of a floor lamp, critique away please, it's the best way to learn
parrotatack, that is WAY TOO many polys just to get a nice smooth surface, expecially if youre planningto populate an area. Reinforce edges where ONLY needed and not anywhere else. Also, 2 interations of turbosmooth is all you really need...
Replies
And the current high poly status as of the time of post...
xpost http://www.polycount.com/forum/showthread.php?t=118373
@cybroxide really good, nice and simple colour scheme
@Kisel: Those characters are looking great, love the whale.
Crosspost of my Lara from the art jam.
That crab is so awesome it made my day, and it deserves a repost.
I just realized he would make a good friend for my old box. Awww, they are so cute together.
Caldria - I think the neck is too thick, hair needs a bit of work
i find this extremely disturbing.... and it eerily resembles me in reality. please for the love of god stop working on this. practice basic human sculpts for anatomy. do bust studies... and again.. let this return to the dark place from which it came.
-Beezul
God of War demon goat soldier.
Based on concept art by Anthony jones.
:poly136::thumbup:
Here's shameless cross-post from my WIP thread. Working on post-apocaliptyc Ford Mustang.
So, im going to be posting fairly regular updates on the car this weekend, trying to get it into a presentable state within the next few weeks so I can update my portfolio.
and low poly cars
You can vote for our mod Operation Black Mesa here: http://steamcommunity.com/sharedfiles/filedetails/?id=133377565&searchtext=operation+black+mesa
Thanks!
Edit: Lighting is baked in to the textures.. model is currently being viewed in flat shade
Here is som furry fag stuff I've started working on today,,, ohh those commission,....
Wow, cool work! very nice texturing!
X-post from here: http://www.polycount.com/forum/showthread.php?t=117841
Side with the Antagonist
[ame]www.youtube.com/watch?v=DssmqQSnQjQ[/ame]
Intro Video
[ame]www.youtube.com/watch?v=gpvV2dF9AAo[/ame]
something ive been working on....Also love the work guys
Just wrapped this character up, now just fixing the portfolio site up.
Training with textures. Spec. map maded by dDo.
@ Baj Singh-- Character is looking sick as usual.
@ Akira-- that hallway is looking great! If I may suggest a little bit of atmospheric fog or FOV blur? real subtle.. at least to push the back to the back.. the shot feels a little flat right now.. textures and props read real nice tho!
@ ToasterOven-- Definitely need more reference, and you're sculpting at too high of a resolution right now.. start much lower, get your main silhouette down first, and slowly build up.. and if it's just a figure study, look at tons of ref.. 3D.sk is great for that if you don't know of it already..
@ Kartoonhead-- I deal with the same problem w/ my machine.. only sport about 4 or roughly the same as you. you need to retopo your sub-tools. The best work flow for a lower end machine is to base mesh everything, instead of doing mesh extractions in Zbrush-- even at lower res extractions, the polys will add up fast.. we all should be doing that anyways..for my last character I built the figure from a dynamesh, retopo'd it w/ a zsphere, sent the lowest subD over to Max, base meshed my clothes and armor and weapons, NURMS'd them to a decent subD w/ "smooth by groups" turned on, then exported them all back to zbrush, reconstructed subDs, and then went to town on my sculpting.. My machine managed everything pretty good, and I had about 50 sub-tools w/ over 3mil polys each.. some didn't ever need to go that high.. but you get what i mean.. you can do it
Tonight's sculpting practice with polypaint based on a concept of the amazing Darren Bartley(FightPunch). It isn't really doing justice to his designs though.
I come at all this from a different angle to most of you, as i'm Actually a Part 1 Architect, who's contemplating moving into the visualization area of work. I used to use SketchUp, but started on 3DS max about 2 weeks ago, and have been working on High Poly Models for Assets within a House that I am trying to render!
Props to ScottHomer for the reccomendations and help he's given me! Great person and great artist.
Here's my current prop, a high poly floor lamp.
Any feedback will be greatly appreciated, just wanted to put some work on here
Short Intro: I'm actually a graduate Architect (Part 1) so come at this from a different angle. I'm looking at becoming specialized in ArchViz, so learning to model is key too that, I primarily worked in SketchUp before taking the jump to 3DS max about 2-3 weeks ago, this is my second High Poly Model.
I'm currently working on high poly props to populate a house render im undertaking. Here's my first high poly of a floor lamp, critique away please, it's the best way to learn