Wow So much awesomness in this map !
Would like to have a breakdown of that, especially for the mid/far-ground, how do you handle that ? Is it a Lanscape or just custom meshes ?
*Edit* Just found the breakdown on your folio, this is incredible. But I still don't understand how you got the normal maps to look good on your far away mountains, it usually looks crappy, streched and with obvious tiling .
Hey, fantastic work, looks like some real juicy food! The anims are nice and bouncy too.
*EDIT* Refreshed the page and you've already done an explanation, you crafty bugger :P Will leave this here anyway.
There is no lies here! Looks to me like there is just a couple of different vertex offsets happening at the same time. An easy way to do this is to use vertex colours to mask off different types of movement. I stuck together a quick example for you (I even made a chicken... yep its one of those nights).
So, the vertices which have been painted green are translating in the Y axis and the vertices painted red are translating along their normals. Giving two different movement effects. You can stack movements up like this to create some really convincing animation, just like how Davision3D has.
Too much red in cavity. It is too automatic and I can see you did a mask by cavity and paint it all, doesn't look natural. Then why is he so bloody? In the same time, why is he greenish?
Sculpt wise, it's cool but you should rework the teres major/scapula/shoulder/clavicle area. For example the clavicle should have a "s" shape, it is never all straight like this.
You should also re work on the quadriceps, again, your muscles are too straight.
Look:
Then there is a lot of stuff happening on the abs sides. It doesn't look really natural, it is actually distracting. You should smooth this area a bit. Or maybe have the same buldgy effect everywhere.
@Suba the texture was generated in Ddo gonna do a second texture pass Ill also do a second pass on the skin thats scorched and torn. Ill also fix the anatomy up
I've modelled a lot of bodies for the past two years, but have not textured or put hair on them. That's what I'm trying to do this year. The hair is currently Maya nHair for preview purposes, but I gotta start doing polyplane hair in the near future.
Recently finished Omniknight set(Dota 2) for BigDaddy(n0tail), worked on it with Danidem. Hope you guys like it, any critics and/or feedback is more than welcome!.
There's a sculpt I've been working on since yesterday, will probably change the hair. Tried to render it out but it seems that there's a problem with my hardware or software, I get blue screen of death during render, so I could save just a piece of it.
love whats going on here, some amazing work as per,
Here is an early WIP of a bust i am working on. I am almost done with the jacket, need to make the rips better and tighten up a few bits then i can start polishing EVERYTHING else since its really rough.
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Wow So much awesomness in this map !
Would like to have a breakdown of that, especially for the mid/far-ground, how do you handle that ? Is it a Lanscape or just custom meshes ?
*Edit* Just found the breakdown on your folio, this is incredible. But I still don't understand how you got the normal maps to look good on your far away mountains, it usually looks crappy, streched and with obvious tiling .
Thanks man, I'm glad you like it.
I use one macro color map and a mask for rocky areas where I multiply tiling detail normal map.
I will be sharing the scene with community anyway but need to clean up unused content and shaders first
(I'm using the Decimate modifier after the Armature modifier in Blender)
The animation is jerky, but I'll keep working on that
Great stuff in this thread as always folks!
about 8 hours work so far, streaming live right now: http://hitbox.tv/Almightygir
That looks pretty cool! I experimented with something similar recently, here I animated decimation: http://i.imgur.com/uy0euwz.gif
The other food is now also alive, this is for the horses:
Edit: Also forgot to add C&C wanted, I modeled the hands as well, thank you!
Would to hear any comments or suggestions in the thread below!
http://www.polycount.com/forum/showthread.php?t=136586
(Not a lowpoly)
Zbrush sculpt and keyshot render
Kimono and FridockShir those are both looking ace.
CRITIQUES ARE WELCOMED
Sculpt wise, it's cool but you should rework the teres major/scapula/shoulder/clavicle area. For example the clavicle should have a "s" shape, it is never all straight like this.
You should also re work on the quadriceps, again, your muscles are too straight.
Look:
Then there is a lot of stuff happening on the abs sides. It doesn't look really natural, it is actually distracting. You should smooth this area a bit. Or maybe have the same buldgy effect everywhere.
Voil
Current progress on Blair
Looks cool!
My 2 cents: cherries and other cakes' decorations could jump not synchronously, but in different phase and to various height.
Shamelessly cross-posting from my thread!
oh man this looks awesome! Love the style
I'm really liking your style here.
Some seriously talented 3D artist here. Love it!
And here is my humble W.I.P. sword. I call her the 'ASCENDED DRAGON SLAYER'
thanks
And Dex that Scottish air must be doing strange things to your head, a character? What is this madness?
I've modelled a lot of bodies for the past two years, but have not textured or put hair on them. That's what I'm trying to do this year. The hair is currently Maya nHair for preview purposes, but I gotta start doing polyplane hair in the near future.
Rivet gun is looking awesome, I know I love Bioshock :P
dtschultz - lovely high poly
looks cool!
amazing as always...
Shameless cross-post from here: my first spellFX pack for Unity
Feedback would be much appreciated!
[ame]//www.youtube.com/watch?v=7iaiRh5A4DM[/ame]
astiil, looks super cute. Nice job.
crosspost from: http://www.polycount.com/forum/showthread.php?t=136586
Here is an early WIP of a bust i am working on. I am almost done with the jacket, need to make the rips better and tighten up a few bits then i can start polishing EVERYTHING else since its really rough.