hey folks, just a quick update, this time just a quick run test for the Unreal Engine for my small level. Time sure flies by- messing around with UDK- totally missed out on the great day outside, I guess I'll settle with the UDK sunset- ;]
Part of our escape challenge. Decided to go a bit of a different direction with the main character from my last waywo post. Here's new, just about finalized.
Hey man, i'm really liking your scene. Lighting and Composition fits well. It's nice, that your UDK render looks better than the one with MentalRay. Only the one thing that stands out it, that you can see the wires of you skybox.
Very slick work as usual, Poop!
I think the shoulders could stand to have another loop, though. They seem to stand out as the most lowpoly part of him, especially when animated.
I was thinking that myself already, so thanks for the push to make it happen. Here is the wire with an extra edge for those who asked. Trying to keep this purposefully low for the target platform.
Hey man, i'm really liking your scene. Lighting and Composition fits well. It's nice, that your UDK render looks better than the one with MentalRay. Only the one thing that stands out it, that you can see the wires of you skybox.
thanks man, I appreciate it- Yeah u are right, I'm starting to like the UDK render more than my Mental Ray, to be fair my, I'm still working on my outdoor lighting skills for Mray and I was using UDK's lighting presets-- pretty relieved by that results for Unreal. As for the wireframe, I left it there on purpose - I just wanted to show the obvious results between both Mental Ray and UDK. In the future, I'm gonna be pushing my lighting skills for both renderers -- I always love doing this type of R and D
Very cool !
it's been a long time I had this head carved in my favorites folder and now I add that picture, thks
hehehe yeah the head was done at least 3 years ago in mudbox for some autodesk presentation, it was the hell to open that without a 3 years old license :X
I had a blast making this! XD
I think it's my new all time favorite style ... finishing some characters to go with it next. The whole dungeon fits on a 128x128 texture
I had a blast making this! XD
I think it's my new all time favorite style ... finishing some characters to go with it next. The whole dungeon fits on a 128x128 texture
I had a blast making this! XD
I think it's my new all time favorite style ... finishing some characters to go with it next. The whole dungeon fits on a 128x128 texture
@bbob: I love it... in the straightest way possible of course!
I'm an independent developer, and I've just recently finished updating a plug-in for Maya which I had made earlier. The plug-in allows you to use first person shooter controls inside Maya. The control scheme is similar to that of UDK. The update allows the user to select XButton1 or XButton2 as the mouse button to engage first person controls instead of the default rigth mouse button. Here is the intro/quick-guide video:
You can find out more about the plug-in and try it out at http://code-section.com/page/mayafps. Sorry for the shameless pimping :poly103: I hope you will like it, and any feedback is more than welcome!
BigGem, I know it's already been said thousand times but I just loooove the style! Whatever you do make sure there will be a game using those graphics!
boop,
haven't posted a WIP in a while
Imma just leave these here
Sorry for the horrible aliased renders
Hey, I just spent a week texturing "shark" skin, and the thing that was brought up a lot to me was color variation. Try to work in some blues and subtle greens into some areas, some gradients over large forms and it will help bring this guy more to life Loving the stylized shark though, keep it up!
Replies
www.tiffanyluu3d.com
getting close to being done with him.
Hey man, i'm really liking your scene. Lighting and Composition fits well. It's nice, that your UDK render looks better than the one with MentalRay. Only the one thing that stands out it, that you can see the wires of you skybox.
I was thinking that myself already, so thanks for the push to make it happen. Here is the wire with an extra edge for those who asked. Trying to keep this purposefully low for the target platform.
1,910 triangles
Render WIP of Adonhis from LMS!
thanks man, I appreciate it- Yeah u are right, I'm starting to like the UDK render more than my Mental Ray, to be fair my, I'm still working on my outdoor lighting skills for Mray and I was using UDK's lighting presets-- pretty relieved by that results for Unreal. As for the wireframe, I left it there on purpose - I just wanted to show the obvious results between both Mental Ray and UDK. In the future, I'm gonna be pushing my lighting skills for both renderers -- I always love doing this type of R and D
Very cool !
it's been a long time I had this head carved in my favorites folder and now I add that picture, thks
hehehe yeah the head was done at least 3 years ago in mudbox for some autodesk presentation, it was the hell to open that without a 3 years old license :X
it is good that you have found a way to reopen the model
really inspiring and really good surprise
I think it's my new all time favorite style ... finishing some characters to go with it next. The whole dungeon fits on a 128x128 texture
This is fantastic.
here's my render:
Here's the Action figure:
and here is the head (highpoly) render
i demand game NAO!
I'm an independent developer, and I've just recently finished updating a plug-in for Maya which I had made earlier. The plug-in allows you to use first person shooter controls inside Maya. The control scheme is similar to that of UDK. The update allows the user to select XButton1 or XButton2 as the mouse button to engage first person controls instead of the default rigth mouse button. Here is the intro/quick-guide video:
[ame="http://www.youtube.com/watch?v=JZJrM-cMhF8"]MayaFPS: First Person Camera Plugin For Maya - YouTube[/ame]
You can find out more about the plug-in and try it out at http://code-section.com/page/mayafps. Sorry for the shameless pimping :poly103: I hope you will like it, and any feedback is more than welcome!
:OOO
very cooool
i hate it when i just have to quote, but he's right
okay a small tease
some sort of cattle, very dumb and lazy cowlike animals. somewhat rare as there is just not enough land to feed many of these.
Sorry for the widegantic image. Trying to show all sides of this. Calling the high res done and moving on to lows and baking.
this is a screenshot after around 2 minutes of leaving the realtime renderer to do its thing
Reza try inverting your green channel on your characters normal map, the lighting looks wierd!
@ C86G, PLing, Yeah that's the sort of thing I had in mind . I made a little mock-up a bit earlier
but the characters in this aren't done..
... anyway, @St4lis no engine yet. I am still just making mock-ups to test the art style but I was thinking about Unity.
I also want to say kudos on the quality of work displayed in this thread. There is too much to comment on but the bar is set really high!
Feedback appreciated!
boop,
haven't posted a WIP in a while
Imma just leave these here
Sorry for the horrible aliased renders
P3D link now up http://p3d.in/2lLPB/shadeless
Hey, I just spent a week texturing "shark" skin, and the thing that was brought up a lot to me was color variation. Try to work in some blues and subtle greens into some areas, some gradients over large forms and it will help bring this guy more to life Loving the stylized shark though, keep it up!
Oh shit, Dustin. I haven't seen this in a while, and now it's looking super awesome!
Weird stuff :P I like the color choices. I feel this image is a good example of tangents
A little on the stylized side which was fun to do.