Hey guy's, I put this into a thread, but seems to have died out to the third page quickly:) So I thought I would share through here:) It stands 9 inches in height, and approximately 6 inches in width along with being solid resin. I appreciate any comments and critiques, and thank you for taking the time to look. Also, please note that the mouth was pulled in from one of Kenneth's Scott's characters.
Here is another bust that I am in the works on getting printed, so any comments or critiques are always appreciated:) Please note, that some have commented that missing the arms feels off, so I am in the process of adding those now.
I think you need to add more contrast and saturation to your textures like this:
@Robeomega: On my Screen your adapted version seems to much contrasted. This might be the result of numberous things. ScreenCalibration, taste or even just because you wanted to make sure I understood your point by overdoing it a bit.
Anyway, I do thank you for putting in the effort of sharing your thoughts on my work.
@ PogoP, WarrenM, Isaiah Sherman :
Thanx for sharing your opinion on this guys.
First work I post here, I'm nervous because there are so many talented people here. I have been browsing this board for a long time but was not active. I was mostly posting on CGSociety and CGHub, but since CGHub is gone and CGSociety is boring now, I decided to make this my new home, even if I don't really work in the game industry.
I'm currently updating my portfolio and I stumbled on this old model I did back in 2007. I though that with a cool pose, a quick sculpt pass on the hands, and a nice shader (Mike Nash setup), it would make a nice addition
I made this weapon originally for the IGN Dark Souls II Art contest but noticed then that this contest is only eligible for residents of the united states…sadly.
Hello everyone and happy 2014. This is my very first post on Polycount. Here is a trio of characters I've been working on for a little pet project/ game concept.
Turns out my earlier screenshot was from a version of CE3 several versions old... these new shots are in the newest version. Had to change some settings around. Got some new assets, new grass and dirt texture made in Zbrush too. Not sure if I am completely happy with the dirt texture though.
Got some good results messing with the lighting... hope these show up good on others' screens! Trying to achieve photorealism in Cryengine 3. This may turn into a full scene.
Just a shader thing again. I was trying to find an easy solution for implementing flow distortion, and here it is. Its using one grayscale image for distorting the uv coordinates of the waves. Not perfect but good enough for what I want.
that's really cool Ysalex, you really made your character coherent and interesting.I like how you just throw away the stuff that you feel doesn't work and start over, that's a really professional approach to your work. Great design for the arm and execution in general (now i'll put this in my inspiration folder).
A WIP shot of a sculpt i’m doing based of Kekai Kotaki’s concept art for the Norn Stag Armor from Guild Wars 2. I didn't make the deadline, but I want to see the piece through to completion anyway. I’m Still plugging away at it. I’m starting to get into working on the secondary details. I’m looking forward to fleshing out some elements.
SCYthe:
looking awesome man.
but i feel like you could push the material definition even further. im having a hard time telling what material the vest/pads etc are made of
ALso, update! NSFW :P more TnA? yes plis
friendly advise, dont forget the damn three quarters view :S
Edit:
No idea RUZ, but hes looking terrific
but please, you need to work on something else now, show us new fresh off the oven goodness! haha
Still got a ton of crap to update, replace, etc etc..
Trying to get everything at a proof-of-concept stage, with most everything baked, and with a simple Normal + Metallic + AO material
Though, I hope to get to do other stuff. Hanging out in the low poly part of town makes me feel bad when I see the awesome high poly stuff you guys do. :X
Replies
Thank you kindly sir!
I have had that issue before in DDO, IIRC you fix that by Exporting FBX with tangents and binormals checked.
Messing around with some models from work in a unity scene.
[SKETCHFAB]cf5283115d0047d8b72f7ef237a98e10[/SKETCHFAB]
No, that looks worse. Over-saturated and loss of midtones.
Throw in a swirl on his tummy, and you've got yourself a realistic poliwhirl!
Great Job!!
Loving these shrooms dude! If there's anything gaming needs its more natural fungi. Such variety and color. I want to see them in a scene.
Spark
Spark
Thanks Man! It is coming be rest assured! Going to bake the fungi tomorrow and post a sketchfab model so u can preview the lowres.
@Robeomega: On my Screen your adapted version seems to much contrasted. This might be the result of numberous things. ScreenCalibration, taste or even just because you wanted to make sure I understood your point by overdoing it a bit.
Anyway, I do thank you for putting in the effort of sharing your thoughts on my work.
@ PogoP, WarrenM, Isaiah Sherman :
Thanx for sharing your opinion on this guys.
@ Stockwell : glad you like it. I made a little presentation shot from the wire with the flats and posted it in my sketchbook thread. this way I don't clutter this topic to much.
Here's the link
http://www.polycount.com/forum/showthread.php?p=2048757#post2048757
second this!
I'm currently updating my portfolio and I stumbled on this old model I did back in 2007. I though that with a cool pose, a quick sculpt pass on the hands, and a nice shader (Mike Nash setup), it would make a nice addition
I made this weapon originally for the IGN Dark Souls II Art contest but noticed then that this contest is only eligible for residents of the united states…sadly.
jeebus.
those are amazing btw.
The Lighting Wizard Is Here
I like it.
Got some good results messing with the lighting... hope these show up good on others' screens! Trying to achieve photorealism in Cryengine 3. This may turn into a full scene.
Came here to post this update of her - redid the arm and make some body changes:
Could be slightly hypnotizing. Here is more about the Last Knight Easter event: http://steamcommunity.com/games/262210/announcements/detail/1280455199447015565
great face ZeGerman, vray?
just wondered if anyone knew why I am getting these artefacts where I have circled in red
I changed the shadow from raytraced to mental ray shadow map and its still getting these weird hard edges.
maybe just not enough polys?
Also I finally get back to my alchemy lab with the goal to change it into a Warcraft Enviroment
(http://www.polycount.com/forum/showthread.php?t=126280)
A WIP shot of a sculpt i’m doing based of Kekai Kotaki’s concept art for the Norn Stag Armor from Guild Wars 2. I didn't make the deadline, but I want to see the piece through to completion anyway. I’m Still plugging away at it. I’m starting to get into working on the secondary details. I’m looking forward to fleshing out some elements.
looking awesome man.
but i feel like you could push the material definition even further. im having a hard time telling what material the vest/pads etc are made of
ALso, update! NSFW :P more TnA? yes plis
friendly advise, dont forget the damn three quarters view :S
Edit:
No idea RUZ, but hes looking terrific
but please, you need to work on something else now, show us new fresh off the oven goodness! haha
Crosspost from my thread. Looking for crits!
Trying to get everything at a proof-of-concept stage, with most everything baked, and with a simple Normal + Metallic + AO material
http://www.polycount.com/forum/showthread.php?t=130821
[SKETCHFAB]366cade154a1438a8e7d909dc17b44c1[/SKETCHFAB]
[SKETCHFAB]f10b7493232748f1a44794ae7fa27250[/SKETCHFAB]
[SKETCHFAB]2e6bd0cdd58543348d045774d0772be9[/SKETCHFAB]
[SKETCHFAB]bfa3d508cba94aba9bafcc669bdafe85[/SKETCHFAB]
Getting back to the comic I am doing.
Though, I hope to get to do other stuff. Hanging out in the low poly part of town makes me feel bad when I see the awesome high poly stuff you guys do. :X
(See turnable here: http://www.polycount.com/forum/showthread.php?p=2049442#post2049442 )
Looks pretty darn good to me!