Not art per se, but I finally worked out a good workflow for rendering out the smooth mesh preview wires in Maya, in good high quality. It's been bothering me for months.
I know the frustration, please tell us your technique :thumbup:
You're being waay too modest - this guy kicks the crap out of my creature. Awesome work!
Hey Brad, thanks for kind words! This is a nice surprise I learned so much from the course. I am actually planing to do the Mech Robot next. please do share more courses online. Big Fan!
Thank you my buddy!You know you give me lots of help!In the process of modeling i have many times think about quit but anyhow i did it becuz i know you are watch in me,i know that throughout!
All my best wish for you my bro,happy new year and let's roll it together!
Bro the proportions are superb - The small waist, bigger shoulders and even bigger club gives it so much character !
Ya you smoked the concept, but hey you should be happy that's a good thing ey
You got solid artistic foundations man I'm sure you'll do great, GL & Happy new year !
hey everybody, yesterday i finished most of the work on my Cryengine 3 SDK personal project so I decided to post some in-game shots .I worked on this around 3-4 months after work ( I work as environment artist at Ubisoft Sofia, so until recenetly we were pretty busy finishing our work on Assassin's Creed IV Black Flag) and I created all the props and textures in the level.Hope you guys like it, any constructive feedback is more than welcome:)
here's a short video of the level ( sorry for the incosistent camera movement , recording the flythrough by hand while doing video capture can be pretty rough) http://youtu.be/eI2GGEGDc7M
I am very glad to hear it, thank you very much! ^__^
Good job,buddy,Love that expression and dynapose.I am thinking at the skin of body that my suggestion is if you add more color variation it will looks better.You see,if you try some light gray,pink and gray blue,that would be great~
Thanks for that, I was starting to feel OK about myself. Now I can go back to the loathing.
Is that all subd or NURBs or ... ? If it's subd, I hate your face.
its subd. i'll post some wires when i get home for the fella who asked. its preety time consuming... and yeah its got pinching in some areas, but when working on the same piece for 10 hours you wanna get it over with finally and move on. i'll surely revisit some parts in the end...
Had a proper go at sculpting for the first time. This what I've got so far. Just some really basic shading painted in to help be get a better idea of shape. I've got more details to sculpt in before I'll bother doing any fancy painting.
I plan on using this when finished, for a character creation screen in Unity using Skyshop with sliders for facial features. (not for any actual game, just for a demo project).
Good job,buddy,Love that expression and dynapose.I am thinking at the skin of body that my suggestion is if you add more color variation it will looks better.You see,if you try some light gray,pink and gray blue,that would be great~
Thank you very much for the advice! ^_^
I totally agree with you. I think that the texture has turned out a bit monotonous. But this was only the second time when I textured a model.
Did some polypainting on this guy and some Fibermesh just to bring it together until the lowpoly/texture:
Looking good ScudzAlmighty!, but I can't help but feel like his legs are too short. If you use the crotch as the half way mark his legs would be about 1/2 - 3/4th of a head size too short.
awesome stylized Vin Diesel, Aaron! really cool, great likeness
okay i've been working on something that might not look spectacular at first glance. Ultra Lightweight normalmap generation for Indiegames. usually for such titles the budget is too tight to model a blockout, sculpt it, retopo the thing, unwrap, set up cages (or mess with raydistances), and bake this stuff.
So i wanted to cut out all the weight of this workflow, make it as simple and quick as possible, what you see here is the same mesh.
Okay normalmaps are no new deal, everyone knows them by now, but those normalmaps are generated from the lowpoly.
It just needs a bit of rethinking in the modelling stage and you can get decent enough results at almost no cost. It's not perfect and not made for everything. But for this project it will deliver nice and smooth normals, not shitty old lowpoly shading, with almost no extra work cost involved.
Now lets make it a one click solution
working on a renault f1 v8 engine as a little tribute to the departing v8 engines. Just at the blockout stage, getting ready to subd the mesh. Probably going to render in vray
Tons of inspiration as always guys!
Decci- really love that guy!
Neox- rad idea, got any process shots?
I know, I know, another non digital piece.. but hey, gotta step away form the computer on the occasion... right? Well I'm calling this dude done for now, learned a lot, and it's still not perfect, got some good tips about other methods for breaking up materials.
Looking good ScudzAlmighty!, but I can't help but feel like his legs are too short. If you use the crotch as the half way mark his legs would be about 1/2 - 3/4th of a head size too short.
Thanks for the feedback MeintevdS, It does look that way but it's not actually what's happening. The pants are meant to be baggy and hanging low/roomy in the crotch. I'll have to work on the sculpt abit more so that it doesn't need to be explained I guess Here's how the body is underneath:
Replies
Can we see the wires on this, my good sir?
Pretty sure it's all Sub'd. You can see some pinching here and there. Pretty awesome man. Can't wait to see the engine develop
http://www.polycount.com/forum/showthread.php?t=129783
653 tris
D/N/S
I know the frustration, please tell us your technique :thumbup:
Hey Brad, thanks for kind words! This is a nice surprise I learned so much from the course. I am actually planing to do the Mech Robot next. please do share more courses online. Big Fan!
Thank you Simon! I'm glad you liked it Post some of your good stuff some time soon!
This is wicked. Well done.
Still need to finish up some smaller details
C & C always welcome, Cheers!
All my best wish for you my bro,happy new year and let's roll it together!
here's a short video of the level ( sorry for the incosistent camera movement , recording the flythrough by hand while doing video capture can be pretty rough) http://youtu.be/eI2GGEGDc7M
I am very glad to hear it, thank you very much! ^__^
Is that Schrodinger as a super hero? That is amazing ...
its subd. i'll post some wires when i get home for the fella who asked. its preety time consuming... and yeah its got pinching in some areas, but when working on the same piece for 10 hours you wanna get it over with finally and move on. i'll surely revisit some parts in the end...
More works here: http://aaronfang.weebly.com/blog.html
aaron
Had a proper go at sculpting for the first time. This what I've got so far. Just some really basic shading painted in to help be get a better idea of shape. I've got more details to sculpt in before I'll bother doing any fancy painting.
I plan on using this when finished, for a character creation screen in Unity using Skyshop with sliders for facial features. (not for any actual game, just for a demo project).
Aaron_Fang - Loving that Vin Deisel caricature, very cool style
Thank you very much for the advice! ^_^
I totally agree with you. I think that the texture has turned out a bit monotonous. But this was only the second time when I textured a model.
Looking good ScudzAlmighty!, but I can't help but feel like his legs are too short. If you use the crotch as the half way mark his legs would be about 1/2 - 3/4th of a head size too short.
okay i've been working on something that might not look spectacular at first glance. Ultra Lightweight normalmap generation for Indiegames. usually for such titles the budget is too tight to model a blockout, sculpt it, retopo the thing, unwrap, set up cages (or mess with raydistances), and bake this stuff.
So i wanted to cut out all the weight of this workflow, make it as simple and quick as possible, what you see here is the same mesh.
Okay normalmaps are no new deal, everyone knows them by now, but those normalmaps are generated from the lowpoly.
It just needs a bit of rethinking in the modelling stage and you can get decent enough results at almost no cost. It's not perfect and not made for everything. But for this project it will deliver nice and smooth normals, not shitty old lowpoly shading, with almost no extra work cost involved.
Now lets make it a one click solution
Decci- really love that guy!
Neox- rad idea, got any process shots?
I know, I know, another non digital piece.. but hey, gotta step away form the computer on the occasion... right? Well I'm calling this dude done for now, learned a lot, and it's still not perfect, got some good tips about other methods for breaking up materials.
Anyway, thought I'd share, more pics of the process shots of the molding and casting at my web page, or in my sketch book here:[url] http://www.polycount.com/forum/showthread.php?p=1982164#post1982164[/url]
Happy sculpting!
Fan art of Musashi Miyamoto as seen on 'Vagabond' Manga because he's so badass. Need more tweak on the textures, and need to do his awesome hair.
Thanks for the feedback MeintevdS, It does look that way but it's not actually what's happening. The pants are meant to be baggy and hanging low/roomy in the crotch. I'll have to work on the sculpt abit more so that it doesn't need to be explained I guess Here's how the body is underneath:
maybe lower the gloss or get a better background or something.
http://www.gameartisans.org/forums/threads/62421-Comicon-2014-3D-Starkie-Spawn-Stand
Variety of assets. To be honest, I am quite frustrated with my inability to create what I want. I could do with some help.