Amazing work going on here. Something ive been working the last weeks. Still need to bake AO but normals seem to work really well . Any comments welcome
You should share that blueprint! I wanna be able to control the movement speed of the default TPS character with the analog stick. No need (obviously) to share the model, just the blueprint data copy/pasted on the default one if you want!.
Amazing work going on here. Something ive been working the last weeks. Still need to bake AO but normals seem to work really well . Any comments welcome
Damn man that normal bake, I thought it was your high poly for a second, can't wait to see it done!
@FridockShir did you bake down the side rail? Hard to tell but it looks like it's just baked detail rather than being an actual mesh. If so you should definitely keep the actual geo for the side rail, adds nice silhouette value when being viewed in FP.
im stuck with the damn face topo again, need to have a lowpoly model for a sidescroller but also the model needs just enough details for ingame cutscenes. can anybody help?
Alright! After being side tracked for far too long, I finally (pretty much) finished my project. Please feel free to critique, any advice will be put to use.
I've been doing this a lot for other people lately, so I guess I'm in this retopo mindset. I did a quick paintover for you. I think you're getting stuck because you're trying to describe certain subtle details. It's more important that you get a clean layout first, with clean, even loops, and then you can add more geo within those loops to add detail as needed. Or you can use normal and/or displacement maps.
An example of this is your five-corner poles on your cheek; you have too many of them. Try to limit them to places that don't move as much or are tucked away.
The corner of the jaw can be conceived of as the corner of a cube, a three-corner junction to allow the flow to change direction.
And you dint ask for this, but I've made some quick sculpt notes if you're interested. Your face has a bit of that CG Squareface look going on.
Alright! After being side tracked for far too long, I finally (pretty much) finished my project. Please feel free to critique, any advice will be put to use.
Hey, you finished it! You've improved the sculpt a lot, and it turned out great. I'm really loving the colors, and the painting on the pot (as well as overall design) is absolutely lovely. Keep up the good work, and I hope the gift is well received!
The idea behind the gun is that like a dark hole gun or a dark void gun, the solar gun shoots sphere energies that drag enemies and suck them in it. Instead of taking the enemies to an another dimension, it incinerates them. It was a pretty fun concept, anyways here is the gun. The Solar Gun is the first prop that I got to use Marmoset and Ddo.
Here is a space suit that's part of a personal project I'm working on. It's an art book regarding space exploration. To see the whole book in it's WIP form head over to this site. https://tyler-smith-uyus.squarespace.com/
I am currently working in a Dead Space environment with an underwater twist. Also, unlike most of the game my scene is an exterior. The main focus of it is the Town Center which is a Dome as well as part of the entrance to what I am calling "Atlantis" for now.
The entire scene is made with modular pieces and a few extra props inluding my submersible version of the USG Kellion.(I am doing working in this prop individually from the scene but will eventually be added to such.)
Some modular buildings for background purposes
and some small objects to decorate the scene(Please do not mind the awful default textures).
What I am having trouble is bringing this environment to look next gen and that deals with the trim sheet... one of the main things that I am trying to work on is materials and getting them right. Any help would be appreciated as to how to make next gen trim texture sheets.
@JPomeisl : That looks awesome ! I love the design
I'm still playing with Unreal Engine 4, learning Blueprint scripting with the character I did for the Comicon
The grappling hook was a pain in the ass to implement with my limited knowledge, and it still super buggy, but now it's doing something, which is good
I'm currently working on this, off a concept that I found on the internet called Argo_001. I would like some feedback on the model itself (it's not complete, but any feedback on it currently would be nice). I'd also appreciate it if somebody could push me in the right direction regarding hand-painted texturing! Thanks a whole bunch! :-)
mr_ace loving that style. Makes me want to try it out as well.
kaktuzlime that is a real beaut. Nicely done!
I've been working off of a sweet concept by the dudes of Creature Box. Been having a lot of fun on this one. I've moved on from the high-res and have just finished the baking phase for the most part. Looking forward to texturing and experimenting in marmoset. Hope you guys like!
@JPomeisl : That looks awesome ! I love the design
I'm still playing with Unreal Engine 4, learning Blueprint scripting with the character I did for the Comicon
The grappling hook was a pain in the ass to implement with my limited knowledge, and it still super buggy, but now it's doing something, which is good
You gotta move the chip in that blade higher. Every time I look at that axe, I keep thinking the next time it hits something, the bottom point is snapping off!
Replies
Please drop by my thread if you get a moment:
Nothing special. One of the props for my current environment.
You should share that blueprint! I wanna be able to control the movement speed of the default TPS character with the analog stick. No need (obviously) to share the model, just the blueprint data copy/pasted on the default one if you want!.
Damn man that normal bake, I thought it was your high poly for a second, can't wait to see it done!
[ame="http://www.youtube.com/watch?v=XLvE30ORqyY"]Jinx Texturing timelapse part 01 - YouTube[/ame]
You can visit my thread for comments and crits
Love the proportion on this.
Badger182 - that is stupid-big!
All low poly baked in xNormal and modo
An example of this is your five-corner poles on your cheek; you have too many of them. Try to limit them to places that don't move as much or are tucked away.
The corner of the jaw can be conceived of as the corner of a cube, a three-corner junction to allow the flow to change direction.
And you dint ask for this, but I've made some quick sculpt notes if you're interested. Your face has a bit of that CG Squareface look going on.
Hope this helps.
Here's a first bake on this dude... The rail looks bad. Advices much needed ! Please go on my thread to shout at my noobish mistakes.
Hey, you finished it! You've improved the sculpt a lot, and it turned out great. I'm really loving the colors, and the painting on the pot (as well as overall design) is absolutely lovely. Keep up the good work, and I hope the gift is well received!
https://tyler-smith-uyus.squarespace.com/
The entire scene is made with modular pieces and a few extra props inluding my submersible version of the USG Kellion.(I am doing working in this prop individually from the scene but will eventually be added to such.)
Some modular buildings for background purposes
and some small objects to decorate the scene(Please do not mind the awful default textures).
What I am having trouble is bringing this environment to look next gen and that deals with the trim sheet... one of the main things that I am trying to work on is materials and getting them right. Any help would be appreciated as to how to make next gen trim texture sheets.
with presets like Purple Drank how can you not love marmoset...
I'm still playing with Unreal Engine 4, learning Blueprint scripting with the character I did for the Comicon
The grappling hook was a pain in the ass to implement with my limited knowledge, and it still super buggy, but now it's doing something, which is good
[ame="http://www.youtube.com/watch?v=SW46ZZHNPj8"]Unreal Engine 4 - Eren Game WIP 02 - YouTube[/ame]
I'm currently working on this, off a concept that I found on the internet called Argo_001. I would like some feedback on the model itself (it's not complete, but any feedback on it currently would be nice). I'd also appreciate it if somebody could push me in the right direction regarding hand-painted texturing! Thanks a whole bunch! :-)
Top! :thumbup:
Dont mind if i play myself some Linked Horizon in the back while watching this?
You gotta move the chip in that blade higher. Every time I look at that axe, I keep thinking the next time it hits something, the bottom point is snapping off!
After two months of modelling this thing I need to finally take a break: