Concept and design Im working on... Inspired by early 1900 trains and the art deco style.
Quixel renderings of the wheel
Maya Low-poly progress... the top "shield" is temporary... just trying to figure out what will and will not be seen and how extensive I need to get with the undercarriage.
Honestly? The tesselation adds so very little, I'd have never been able to tell just looking - and what I DO notice, is that it shrinks the cactus spines. I'd say that in this case, less is more.
Honestly? The tesselation adds so very little, I'd have never been able to tell just looking - and what I DO notice, is that it shrinks the cactus spines. I'd say that in this case, less is more.
Yes it`s looks messy for now, i`m fix it in the future
Concept and design Im working on... Inspired by early 1900 trains and the art deco style.
Quixel renderings of the wheel
Maya Low-poly progress... the top "shield" is temporary... just trying to figure out what will and will not be seen and how extensive I need to get with the undercarriage.
Here is a small update on my character. Hope you like it.
The proportions and attire are cool. I really dig this, it makes me think Bioshock. Cant wait to see the colors.
Here's what I'm working on right now. First time I've made a modular construction kit to build something - bit of a learning curve there but the higher resolution texture bits that I get to work with are soooo worth it!
Thanks zachstambaugh. I working on adding colors but am having a little trouble find poly hair plane tutorials for texturing hair. Anyone have any links for this? Thanks
Thanks zachstambaugh. I working on adding colors but am having a little trouble find poly hair plane tutorials for texturing hair. Anyone have any links for this? Thanks
this is an old but great tutorial bout alpha planes and hair
It's not bad but the textures feel "formless" ... like, slapped on without regard to the orientations or uses of the polygons they are sitting on. The universal pitting on the metal looks odd as it's entirely uniform all over the gun.
I think with some extra care given to the materials and to the wear, specifically, this could look a lot more bad ass!
Hi Polycount, thought I'd post my first complete zBrush character sculpt. Im still learning the more unique features of the software so theres some wonky execution here and there, but I'd still love your feedback. vray renders coming soon
Hey Guys,
I'm working on the low poly of a vault that i'm making. The only thing is I have a little bit of problemm because I don't know what I should do In normal Map or what I should do in mesh.
I was thinking of animating the cog-wheels when the door opens. But if I do this all of the cog wheels need to be meshes to I can animate them. But on the other Hand this would give a huge Amount of poly's.
Could anyone mayby tell me if this is to high for a unique asset in a next gen game.
Replies
Shameless cross post
http://www.polycount.com/forum/showthread.php?t=138918
I then added some materials and did some renders in MODO:
The biggest problems are the nozzle at the end needs to be bolder and more impressive, and the barrel itself needs a more interesting silhouette.
Next time!
This is a WoW fan art. Somethings that pandarens use in their lives.
You are absolutely killing it lately.
Heres a quick something I whipped up this morning after playing some good old Dragon Age Origins
Concept and design Im working on... Inspired by early 1900 trains and the art deco style.
Quixel renderings of the wheel
Maya Low-poly progress... the top "shield" is temporary... just trying to figure out what will and will not be seen and how extensive I need to get with the undercarriage.
Refining my old project (wip):
[SKETCHFAB]f86559a0f26849e2bce2713500108745[/SKETCHFAB]
hey...Hey... HEY!!! .... This is awesome...
Making this guy for KoE:
I dunno, I'm loving the clean look to it all. Sure, add some interest to the floor but don't clutter it up ... looks great so far!
HEY! Optinium, thanks man!
Looving this . Great job!
Absolutely missed PETROL/BLOOD deadline as expected. Still going to finish the character though!
Honestly? The tesselation adds so very little, I'd have never been able to tell just looking - and what I DO notice, is that it shrinks the cactus spines. I'd say that in this case, less is more.
Yes it`s looks messy for now, i`m fix it in the future
And to make this object more interesting to watch and add more "story" , I added somes stickers.
The proportions and attire are cool. I really dig this, it makes me think Bioshock. Cant wait to see the colors.
Here's what I'm working on right now. First time I've made a modular construction kit to build something - bit of a learning curve there but the higher resolution texture bits that I get to work with are soooo worth it!
this is an old but great tutorial bout alpha planes and hair
http://www.paultosca.com/varga_hair.html
Looking good ! I think know the skin just need some dirtyness to merge it a bit more with the outfit.
@ tsabszy
Nice boomstick !
Here's my boomstick, I thought I'll never finish it.
Hope you'll like it.
It's not bad but the textures feel "formless" ... like, slapped on without regard to the orientations or uses of the polygons they are sitting on. The universal pitting on the metal looks odd as it's entirely uniform all over the gun.
I think with some extra care given to the materials and to the wear, specifically, this could look a lot more bad ass!
full breakdown of sculpt stage here.
Update to my District 9 Mech.
Low poly bake, 13k triangles and a 2048²
I'm working on the low poly of a vault that i'm making. The only thing is I have a little bit of problemm because I don't know what I should do In normal Map or what I should do in mesh.
I was thinking of animating the cog-wheels when the door opens. But if I do this all of the cog wheels need to be meshes to I can animate them. But on the other Hand this would give a huge Amount of poly's.
Could anyone mayby tell me if this is to high for a unique asset in a next gen game.
Nice job, eagerly awaiting the texture. Maybe make a gravity and phazon suit version? All it needs is recoloring iirc, regardless, good job!
Any suggestions are welcome