Great stuff everyone. Optinium that's looking really cool.
Been a while since I posted anything. Here's an update on this guy, testing out some bakes/textures in Toolbag 2
(cross-post from my thread)
I need to re-arrange the UV islands and make a cleaner high-poly to bake from with wider edges. (The HP used for the bake here was corrupted, so it's filled with errors. Damn .OBJ!)
My goal was to learn how to bake normal with XNormal, and to make some realistic texture, satisfied by the result except for the triangle count, a little high.
Great stuff everyone. Optinium that's looking really cool.
Been a while since I posted anything. Here's an update on this guy, testing out some bakes/textures in Toolbag 2
(cross-post from my thread)
Dancuka: I really think you need to do something to break the symmetry more than you have with this piece, especially if you are just doing a bust render, you can see that the caution sticker is backwards on the left for instance.
Selecting the first orb now triggers a transition to a quick intro screen which then loads into first level gameplay. Soon I plan on adding functionality to the other orbs and making them non-selectable until the appropriate levels have been completed and will spawn an animated texture of some sort reading "Complete Appropriate Level".. or something along those lines.
Replies
Been a while since I posted anything. Here's an update on this guy, testing out some bakes/textures in Toolbag 2
(cross-post from my thread)
Some progress of a high poly BMX Ive been working on for a new character, still some bits to change, then get it baked down
God damn that's creepy, nice work though.
Fluffing about.
Trying to get better at realism.
From the hard poly challenge.
I need to re-arrange the UV islands and make a cleaner high-poly to bake from with wider edges. (The HP used for the bake here was corrupted, so it's filled with errors. Damn .OBJ!)
been noodling a skaarj today from a concept on the unreal forums.
My goal was to learn how to bake normal with XNormal, and to make some realistic texture, satisfied by the result except for the triangle count, a little high.
New handpainted sword ! New training !
http://www.polycount.com/forum/showthread.php?t=134096
Trying to blend stylized with realistic without falling into the Uncanny Valley.
It's using a rough approximation of the Peirce Quincuncial map projection because it looks cool.
http://en.wikipedia.org/wiki/Peirce_quincuncial
Yes, there are some pretty weird errors with missing bits of land around the south pole. I'm working on fixing that.
this looks so damn cool. awesome job!
needs lots of texture work and fur! but getting there......
Finished Kurt Papstein's Character pipeline for games!
Here's the final
Aaaaaah I want one
Great job. It's super cute! Love the gloss values and shine variations on the head and tentacles. Makes it pop lovely.
Fanart of Luffy, reference from artbook (attachment)
Here is some work done for outsourcing via my new company - XD Studios. 2 days to make, 9k tris
old model new tricks:
A map im working on in Source. Want to get the mood right first.
Learning 3DS Max. Here's the first thing I ever made with it. I was so scared of Max at first, now, I already prefer it to Maya...ahhhh.
927 polys for the pen and the lid, a bit over board maybe? But it looks like it's real world counter part so...yeah!
Having fun with zbrush and photoshop. Quick and dirty.
cheers :poly142:
More progress, trying to force my self to finish this one.
I'm kind of re-making a scene from RAGE in UE4
Heavy WIP!
Found some time to texture the model from this scene: http://www.polycount.com/forum/showthread.php?t=129561&page=198 - Splinter Cell Blacklist Scene :
Here are some shots:
[ame="http://www.youtube.com/watch?v=oFZqxHInOLk"]MARA - level select to load screen - YouTube[/ame]
LOOOOVELY work Turret, kaktuzlime, stabbington AND EVERYONE OF COURSE !!
Time to texture this baby
and awesome Transistor sculpt, Turret