Love it pyapor, only crit might be to tone down the scales in some areas to give more surface detail contrast, right now it looks like a repeating texture with the same overall intensity. Might try lowering size or intensity in broad areas like the stomach.
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Learning to draw, been at it about 1 week, just under. This is my 4th digital portrait, the others are horrendous, this one too, but maybe less so. Dropped some others in my sketchbook thread in the forum.
I started to finish up the work I've been doing in the previous year, during my first year at Futuregames, Stockholm, (3d art education in Sweden).
The character was done in the first term and had the textures retouched this summer.
Also, the lab. table that you see in the image was one of my first hard surface models and is based on a design by Tor Frick.
Yea I saw a post you made elsewhere with the standing figure. After seeing this I may dust off my Morgoth drawings and take a stab at translating them into 3d.
Cross-posting from my thread. Finally finished this guy. Rendered in Toolbag 2.
Here's a timelapse of my skin polypainting process for anyone interesed below. Thanks guys
I had some fun with Keyshot while I was trying to find a good color schem for the Petrol & Blood contest (you can check our thread Wartoad), little thing please little mind I think ^^ :
It is Blizzardfest time .
This time I'll go with the goblin thinker from Warcraft turn him into a hero. So after five lunchrunches the first goblin is there. Mad scientist type.
The idea would be that he sits in a giant "robot". In that robot it is pretty hot so he has some water to drink on top of his head. Because it isn't easy to come out of the bot there is an improvised "toilet" just in case. .
Will see where it goes from here...
[IMG][/img]
It's really intimidating/inspiring, seeing everyones work on here. Some really quality artwork everyone!
Here is some Zbrush texturing practice I have been doing in my freetime. That's right, I'm cross posting from my thread lol http://www.polycount.com/forum/showthread.php?p=2107718#post2107718
he looks awesome! but isn't there already a mammoth courier in the game made by Valve?
Oops, didn't know that. I checked before i made it in the list of couriers http://dota2.gamepedia.com/Custom_Courier
i found that thing
Hopefully they are different enough
Just finished a Kenmore washer/dryer unit for our current mobile project (a survival horror title):
Diffuse (with baked ambient occlusion from geometry) only
With simple 3 point vertex lighting setup
Could dump about 500 tris from the models if I didnt need the insides visible, but we want to have all cabinets/drawers/objects with doors and such able to be opened to stash things in there. There are also added edges in a few places that could be handled with normal maps, but I modeled them in for devices that will use pure vertex lighting (iPhone 4/iPad 1 and similar) and also to make the normal mapping on devices that will have it look much better. Given that a lot of the time you will be looking at single rooms at a time, like older Silent Hill games we can afford higher polycounts on smaller props- like in this image, James Shower head and brush from Silent Hill 2 uses 8000 tris and thats on the PS2 (!):
Replies
Started texturing Judge Deaths head whilst I play around with the forms of the body.
with a decent texture resolution such as this I think you can afford 50-100 more tris to break up the silhouette of the shingles.
wildstar fan axe ive been workin on
whole new world man . whole new world
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Learning to draw, been at it about 1 week, just under. This is my 4th digital portrait, the others are horrendous, this one too, but maybe less so. Dropped some others in my sketchbook thread in the forum.
this is my latest personal work medieval knight
Saw concept, liked, made, now texturing. Wanted to learn 3dcoat....its no doubt the best texturing app out there, definitely worth the $$.
and some turnaround https://vimeo.com/102165894
Great job! You need to bring the brightness of that plaster down though, or if it's post effects.. Either way, it doesn't look very realistic..
Adding grime and dirt would help this a lot too..
It's a neat piece!
concept art by Jay Ayaxer
http://jayaxer.deviantart.com/gallery/8765248/Featured
yep it's my design for melkor in the Silmarilion
here's the result after i textured it
From the hard surface challenge:
http://www.polycount.com/forum/showthread.php?p=2110593#post2110593
The character was done in the first term and had the textures retouched this summer.
Also, the lab. table that you see in the image was one of my first hard surface models and is based on a design by Tor Frick.
Yea I saw a post you made elsewhere with the standing figure. After seeing this I may dust off my Morgoth drawings and take a stab at translating them into 3d.
This seriously legit man, sick work!!
Here is my latest work. I wanted to polish my workflow and my skills, of course.:) Hope you like it!
A PS2, that brings me back.
Awesome work
http://www.polycount.com/forum/showthread.php?t=126800&page=3
Here's a timelapse of my skin polypainting process for anyone interesed below. Thanks guys
[ame="http://www.youtube.com/watch?v=XZnyigB4OHk"]Head Polypainting Timelapse - YouTube[/ame]
I've never tried this, but i will with my next character guy...
But i reckon that at the ~0:50 mark, that would work as a pretty good subdermis map... what do you think?
I'm working on courier for dota2. Texturing is almost finished.
Can we see some Wires and Flats?
Also maybe you can play around with the color of the bags.
This time I'll go with the goblin thinker from Warcraft turn him into a hero. So after five lunchrunches the first goblin is there. Mad scientist type.
The idea would be that he sits in a giant "robot". In that robot it is pretty hot so he has some water to drink on top of his head. Because it isn't easy to come out of the bot there is an improvised "toilet" just in case. .
Will see where it goes from here...
[IMG][/img]
Quick setup on my latest model for the Unity Asset Store, originally made for EmergeNYC.
http://steamcommunity.com/sharedfiles/filedetails/?id=268045793
Rendered in Marmoset 2.
http://www.polycount.com/forum/showthread.php?t=138011
Sacred 3 stuff
Basemodel of the woman not by me.
Basemodel of the dude not by me.
Turntable on my website.
Turntable on my website.
Cheers
Daniel
he looks awesome! but isn't there already a mammoth courier in the game made by Valve?
i found that thing
Hopefully they are different enough
Diffuse (with baked ambient occlusion from geometry) only
With simple 3 point vertex lighting setup
Could dump about 500 tris from the models if I didnt need the insides visible, but we want to have all cabinets/drawers/objects with doors and such able to be opened to stash things in there. There are also added edges in a few places that could be handled with normal maps, but I modeled them in for devices that will use pure vertex lighting (iPhone 4/iPad 1 and similar) and also to make the normal mapping on devices that will have it look much better. Given that a lot of the time you will be looking at single rooms at a time, like older Silent Hill games we can afford higher polycounts on smaller props- like in this image, James Shower head and brush from Silent Hill 2 uses 8000 tris and thats on the PS2 (!):
EDIT: Crossposted from my WIP thread here:
http://www.polycount.com/forum/showthread.php?p=2111868
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Character I'm creating for the © Easley-Dunn Games.
Highpoly and polypaint are done. Time to do the game-res, UVs and texturing!