Ned Stark I just finished up for a mod. crits very welcome.
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You are catching the likeness.
He needs more color variation on his skin and hair. Right now he looks lifeless. His hair is too straight and makes his profile weak. I would almost say the face is too big in proportion to the body. Could just be the angles.
My programmer art (character model, effects, shaders), thedaemon (Brandon Ayers) animations and jairo0182 textures (walls and ground). I made the code all by myself, including the graphics engine. Game code took one month, engine 4 years
WIP of a woman character that I plan to pose with and umbrella. It will be a very desaturated scene except for her umbrella and yellow rain boots. I have not done much with the face yet so please ignore her face.
I'm Designing a UDK shader that can blend between rubber, plastic, metal, crystal, and emissive material properties, based on the alpha channel of a diffuse map. It uses a special greyscale spec map that adjusts alot of settings at once:
If you wanna see more gradient mapping experiments im working on, check out my Sketch Book thread
Based on the Velocity splash screen. 3000 ish triangles at the moment, diffuse texture is 1024x1024 is made using photoshop vectors but outputted as a bitmap.
Replies
You are catching the likeness.
He needs more color variation on his skin and hair. Right now he looks lifeless. His hair is too straight and makes his profile weak. I would almost say the face is too big in proportion to the body. Could just be the angles.
shoot shiiieeet
ESCAPE X-Post
I am back into this dude now so here is a little update.
-Added block in horns
-Block in scales
-block in gloves
and I don't know probably some other things too.
Keep the rads roll'n poly peeps and keep my pants happy :poly102:
[ame="http://www.youtube.com/watch?v=xOCZvugYGmQ"]DungeonGame WIP - New Textures - YouTube[/ame]
I'll probably find a bunch of stuff I don't like about it in a couple of days, but for now I'm happy with it.
^^ this :poly142:
I've been watching this progress over the last week or so and I must say that I really love it. Cant wait to see it in its finished state.
Ed
Haha.. omg so nice..
One tiny thing I would suggest is to give all bigger belts some layering effect (an edge or stitches) like this http://upload.wikimedia.org/wikipedia/commons/thumb/9/91/Belt-clothing.jpg/300px-Belt-clothing.jpg
or this http://www.riocasy.com/wp-content/uploads/2012/12/belt7.jpg
Later on while texturing it you will be glad to have bit more support of the strap-line and it'll looks more detailed
Wow! so much style and design. Lovely. Cant wait to see more!
Here's a little somethin' somethin'. Still on an 80's rendering kick.
i dont no why but he remind me Earthworm Jim ,surely it stupid head, very fun and good job, your style is recognizable directly and one of my favorite
I love this!!
Some stuff for a school project
If you wanna see more gradient mapping experiments im working on, check out my Sketch Book thread
Duncan:love the shapes and great personality
Rogelio: Fuck...that is awesome.
Based on the Velocity splash screen. 3000 ish triangles at the moment, diffuse texture is 1024x1024 is made using photoshop vectors but outputted as a bitmap.
Based on concept by Daven:
[/URL]
I'm still playing with this:
Going to tighten things up then do some animations then onto texturing.
Probably should start a thread? idk.
i've started to work on this guy...concept by the one and only : aaron beck
https://dl.dropboxusercontent.com/u/1472137/Spatz_ar4_wip01.jpg
Thread
http://www.polycount.com/forum/showthread.php?t=119561