@Araiel, really really nice. As soon as I saw the render I just recognised it from Star Wars. Good job on keeping to the reference. Only critique, I might be wrong but the floor should be more glossy. But I might be wrong. But other than that. Awesome.
Thanks, I'm glad that you like it. And about the floor - you are right. It should be more glossy. I will try to fix that later
Twoflower: that loooks amazing! Love the depth and the bright accents
Thank you! Your stuff looks awesome aswell! looking forward to seeing the finished version of that sketch! love the previous work that you have posted here on polycount. Got a bunch saved in my inspiration folders ^^
Workin' on some crap for Dota. This is turning out to be really good hard surface practice. Using subdivision weights makes life so much easier when doing this kind of thing. Adding a bunch of support loops is a thing of the past unless I want really smooth shape transitions.
Fantastic work. I have finally got my ISS to a state where I am happy with.
There are a few things I could change but im thinking of a new project to create, maybe a exterior environment.
update from last post. added extra Misc Items to fill the scene (cameras etc) and also added more polys to the module seal (reason behind it was gaming today can support alot of polys (especially next gen)
This scene is 50k polys (Low I know right) - but the attention was around texturing and how low of polys I could keep a filled environment.
Just though I would share here,
I'm recording a timelapse of my process on Jinx from league of legends.
Hope this can be of interest to someone
[ame="http://www.youtube.com/watch?v=LXCq4UPDxG0"]Jinx Timelapse Part01 - YouTube[/ame]
If you want to give me critics comments or insult you can visit my Thread
Here's the scene as it looks tonight. Finished off a few more major assets, added pipes and lights both of which need tweaking. Added a ceiling and some beams to close off the endless empty space. It's going to still be a while before I start on smaller detail. I also increased the tiling on the floor because the tiles were too huge before. I created a basic glass texture for the lights, I'll expand it later when I start adding bottles as theres no point creating a cube map and messing with reflections just yet.
Took a break from faces today, started an alien character off the back of a sculpt I did last night. I'll be visiting this again in the near future and working him up. Gonna go for a Mass Effect vibe.
Any crits or feedback welcome, very early stages at the moment working on a black out and flushing out some elements.
I've started streaming today for those of you interested in my process to get this guy from concept stage to game model. Please join me. Don't be shy Hopefully tonight i will finish with the high poly and after that I'll do the low poly in topogun and 3ds max, texture in photoshop with ddo and final render will be in marmoset toolbag 2. http://www.twitch.tv/nimlot26
Replies
Really great stuff man, can't wait to see it finished
Beautiful work!
Thank you! Your stuff looks awesome aswell! looking forward to seeing the finished version of that sketch! love the previous work that you have posted here on polycount. Got a bunch saved in my inspiration folders ^^
@neox - All of the illustrations on your project are great. I really love the colors and painting style.
@dado - nice! I've wanted to paint some decks too but my drawing skills are not quite where I want them to be haha.
@angipauly - Really dig that sketch. Lookin forward to seeing it colored.
Timelapse - part 3: http://www.youtube.com/watch?v=VDDWy2aDPIo&feature=share&list=PLYH-GSs5Q4Ug-rdjP8FTI4rpHZWqIJ_4P&index=2
lookin dope daphz!
Jamesy- SO DOPE. lovin dat pixel stylish goodness
acapulco- love the art on dat site mang!
weishing- such win. love that painterly texture goodness
Modo + Catmull-Clark SubD
Crosspost from my thread [CE3] Blimp WIP
http://cargocollective.com/turpedo/Corgi-Stuff
Heres a Girl I'm workin on.
AkiRa - Pretty good stuff by yourself. Looks like you're working hard which pays off
http://www.polycount.com/forum/showthread.php?t=125991
something i've wanted to finish, but never could.
Fantastic work. I have finally got my ISS to a state where I am happy with.
There are a few things I could change but im thinking of a new project to create, maybe a exterior environment.
update from last post. added extra Misc Items to fill the scene (cameras etc) and also added more polys to the module seal (reason behind it was gaming today can support alot of polys (especially next gen)
This scene is 50k polys (Low I know right) - but the attention was around texturing and how low of polys I could keep a filled environment.
A detailed depth of the environment can be found here - http://prades3dartist.weebly.com/iss.html
Thanks for the feedback as always I love what people create here. Inspires me to push myself.
Until next time.
Prades
Thanks!
I had to stop by to say that this is awesome! You should create a thread just for this and show all the details! Awesome!
You can see this and other stuff on my blog: http://rholehouse.blogspot.co.uk/
You can find my thread here: http://www.polycount.com/forum/showthread.php?t=130902
Critique would be immensely appreciated
Here's my two latest!
My scene is getting a little bit closer what I have in mind but there are still a lot to do.
I'm recording a timelapse of my process on Jinx from league of legends.
Hope this can be of interest to someone
[ame="http://www.youtube.com/watch?v=LXCq4UPDxG0"]Jinx Timelapse Part01 - YouTube[/ame]
If you want to give me critics comments or insult you can visit my Thread
cheers!
On a closer look I found a weird sharp light cutting through your wall in the top right corner of your images.
Sweet moon walker man!
Here is some update shots from my Green Arrow remake for the CC challenge, HP is pretty much done apart from the bow. GA thread is here if anyone is interested : http://www.gameartisans.org/forums/threads/62713-Comcion-2014-3D-TheQuietPotato-Green-Arrow-Stand
HP Render using the amazing Mike Nash pack.
Bake of the face with simple texture.
Here's the scene as it looks tonight. Finished off a few more major assets, added pipes and lights both of which need tweaking. Added a ceiling and some beams to close off the endless empty space. It's going to still be a while before I start on smaller detail. I also increased the tiling on the floor because the tiles were too huge before. I created a basic glass texture for the lights, I'll expand it later when I start adding bottles as theres no point creating a cube map and messing with reflections just yet.
Any crits or feedback welcome, very early stages at the moment working on a black out and flushing out some elements.
Think i'm done with the high poly model for my Comicon entry. Now onto retopo .
http://www.twitch.tv/nimlot26
Great Character Baj!
WIP of something like a soviet fed camera, Im just making this as an attempt to learn substance designer
Trying some new lightmap settings in Unity. Chunky!
did a likeness study today, its tough but fun
Tossing in some progress pics from the Mechwarrior project I got going on.
Crosspost from the thread: http://www.polycount.com/forum/showthread.php?t=130841
^^