Very early stage shot of a little project I'am working on atm. Will mostly concentrate on shader creation, textures, particle effects and terrain. Again CE3.
Atm I'am testing a snow texture.
Some more work on My Detective guy, mostly been working on the face this week, well that and procrastinating, Let me know what you think, any feedback is much appreciated, thanks.
I'm new to CG, so bear with me, and I haven't yet learned ZBrush so you'll get no high-polys from me. Instead I offer you hand-painted low-poly models for your review.
I'm eager for critique, so feel free to tear me a new one!
i drew up a sketch of my faculty advisor (his name is Mr. Buffalo) and wanted me to sculpt the sketch up, so here it is for you all to see, C&C welcome
I'm new to CG, so bear with me, and I haven't yet learned ZBrush so you'll get no high-polys from me. Instead I offer you hand-painted low-poly models for your review.
I'm eager for critique, so feel free to tear me a new one!
It's a good start. The wood looks really good, but could do with a bit more saturation and contrast (in regards to the highlights). The metal looks a little thick for my tastes, but that's a style choice. The scratches also appear a bit random, so maybe remove some and make others bigger/smaller to add variety. Also, there's no indication of how the chest will open. There's a lock, but no crease in the texture to imply its ability to open.
My main critique on this is lack of light direction. Most hand-painted textures paint in some lighting (for an asset like this, I'd go with an overhead light). Right now, your texture does not have a lot of shadows or highlights.
Like I said though, it's a good start. Keep going with it.
It's a good start. The wood looks really good, but could do with a bit more saturation and contrast (in regards to the highlights). The metal looks a little thick for my tastes, but that's a style choice. The scratches also appear a bit random, so maybe remove some and make others bigger/smaller to add variety. Also, there's no indication of how the chest will open. There's a lock, but no crease in the texture to imply its ability to open.
My main critique on this is lack of light direction. Most hand-painted textures paint in some lighting (for an asset like this, I'd go with an overhead light). Right now, your texture does not have a lot of shadows or highlights.
Like I said though, it's a good start. Keep going with it.
Thanks for the tips!
I've got a question about the lighting, it's something I've been wondering about with game modelling/texturing. As you said, painted lighting seems to be a thing people do, but how do you go about it? In the case of this chest it won't really make much difference what I do with it, since this isn't a part of any concrete plan of mine, but say I'm modelling a character or an object that will be seen from multiple angles. What is the common solution for handling that sort of thing with painted-on lighting?
Edit: Specifically referring to where to place the lighting, I should note. Overhead is pretty safe, but is that just what you assume for painting textures? No direction for the light, just straight overhead?
St4lis, you are awesome! This game is getting better and better! Is it going to be available for android ?
Thanks man, I appriciate it. No, it wont available for android. The gameplay is entirely designed around using a mouse or a wacom. Plus this project is entirely non-commercial, so I just want the least possible hazzle when making it avaliable. Maybe next game though.
I'm new to CG, so bear with me, and I haven't yet learned ZBrush so you'll get no high-polys from me. Instead I offer you hand-painted low-poly models for your review.
I'm eager for critique, so feel free to tear me a new one!
A quick crit I would offer is to pay attention to how things are constructed. This chest, the metal parts at least, looks like it came out of a mold. There aren't any seams or bolts or anything to indicate how it holds together. That hurts it's believability in the viewers eye.
After watching Bungie's GDC talk, I felt inspired to do a little fan art. I'm pretty happy with it, I feel like the small details are still lacking (and very hard for me to work in)
After watching Bungie's GDC talk, I felt inspired to do a little fan art. I'm pretty happy with it, I feel like the small details are still lacking (and very hard for me to work in)
Replies
- BoBo
And that is a lovely picture, Kisel! It looks amazing!
Whew, I finally got the time to work on this girl today. I think I'm wrapping her up and calling her final now.
Very early stage shot of a little project I'am working on atm. Will mostly concentrate on shader creation, textures, particle effects and terrain. Again CE3.
Atm I'am testing a snow texture.
looks nice, tho the blue specular is too intense and has too much contrast compared to the other metal parts, almost like blue paint.
btw, is this the m4 used in Ivan's Secret?
cheers
Cross post from here http://www.polycount.com/forum/showthread.php?p=1799797#post1799797
I made the brachi for the demo.
[ame="http://www.youtube.com/watch?v=ohrsbqmsKa0"]Primal Carnage: Genesis - Reveal Trailer 2 (GDC 2013) - YouTube[/ame]
Some more work on My Detective guy, mostly been working on the face this week, well that and procrastinating, Let me know what you think, any feedback is much appreciated, thanks.
edit: better image setup
... And the oblicatory thread pimping: http://www.polycount.com/forum/showthread.php?t=118026
I'm new to CG, so bear with me, and I haven't yet learned ZBrush so you'll get no high-polys from me. Instead I offer you hand-painted low-poly models for your review.
I'm eager for critique, so feel free to tear me a new one!
Making some Weird Alien Cop, stuff?
Taking some of the Sense of Humor and concept behing the Aliens from MIB.
This is Noozeblower, an Dirty Cop from Cyclone Space Trash Company.
Sry about the Print Screen =X. Gonna post rendered when i get the chance.
[IMG][/img]
i drew up a sketch of my faculty advisor (his name is Mr. Buffalo) and wanted me to sculpt the sketch up, so here it is for you all to see, C&C welcome
It's a good start. The wood looks really good, but could do with a bit more saturation and contrast (in regards to the highlights). The metal looks a little thick for my tastes, but that's a style choice. The scratches also appear a bit random, so maybe remove some and make others bigger/smaller to add variety. Also, there's no indication of how the chest will open. There's a lock, but no crease in the texture to imply its ability to open.
My main critique on this is lack of light direction. Most hand-painted textures paint in some lighting (for an asset like this, I'd go with an overhead light). Right now, your texture does not have a lot of shadows or highlights.
Like I said though, it's a good start. Keep going with it.
I've got a question about the lighting, it's something I've been wondering about with game modelling/texturing. As you said, painted lighting seems to be a thing people do, but how do you go about it? In the case of this chest it won't really make much difference what I do with it, since this isn't a part of any concrete plan of mine, but say I'm modelling a character or an object that will be seen from multiple angles. What is the common solution for handling that sort of thing with painted-on lighting?
Edit: Specifically referring to where to place the lighting, I should note. Overhead is pretty safe, but is that just what you assume for painting textures? No direction for the light, just straight overhead?
this looks really great. it is much harder to create a realistic "clean" weapon, than one that is scratched and dirty. so very well done!
mind posting texture sheets?
Crashed supercarrier. No blizzard yet.
Game Update!
playable in browser at:
http://www.oskarstalberg.com/game/hovertank08/index.html
(i moved the hosting, since DB wasn't working very well)
Updates:
- Completely revised UI
- Distortion blast waves for explosions
- A little better roadkills
- achievements for killing enemies in new ways.
Drop your comments in my thread
Please comment, would like to get some feedback
Thanks man, I appriciate it. No, it wont available for android. The gameplay is entirely designed around using a mouse or a wacom. Plus this project is entirely non-commercial, so I just want the least possible hazzle when making it avaliable. Maybe next game though.
Thx Sanna!
@St4lis
The game is big fun! Love it
A quick crit I would offer is to pay attention to how things are constructed. This chest, the metal parts at least, looks like it came out of a mold. There aren't any seams or bolts or anything to indicate how it holds together. That hurts it's believability in the viewers eye.
2D, but hope that's okay.
After watching Bungie's GDC talk, I felt inspired to do a little fan art. I'm pretty happy with it, I feel like the small details are still lacking (and very hard for me to work in)
Might work into it more if I have time.
This is so wicked dude! Well done!
WIP crosspost from my sketchbook:
Man, that thing looks badass!
Here's my big pistol I'm working on atm :poly122: A micro desert eagle..
Something looks odd to me
and rough platform animation
no this looks fine to me, this is how you make morgan freeman