Practicing expressions and testing my rig. Hopefully the expressions are more obvious than my last expression chart.
They're better, but they're nowhere near enough yet. I was slowly panning down the page and I actually didn't realize why you had posted so many heads of the same character until I passed the batch and scrolled back up to see wtf.
There still needs to be some major variation between expressions. Try the Glen Keane approach. Draw an expression on a page somewhere, something completely unrelated. Make sure that expression looks really nice, and then go back and trace over your character rig's expressions either on an alternate program or just on a semi-transparent piece of paper. Then look at the drawing traced from your rig and compare it to the drawing you made free-hand, and see how far you need to push things.
Looking at an expression in a purely 3D space skews your perception of it. Drawing it as a 2D character will emphasize how much more you can go.
great stuff as usual guys
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?
could you show your wireframe on top? As it looks pretty normal to me, while you have faked smooth phong shading on it, creating the illusion of a highly detailled mesh. The geometry is still lowpoly, how should any light create realistic smooth shadows if what you throw at it, is a pretty edgy lowpoly model? at least the leg looks like a perfect example of this
actually Neox I had turned off shadow maps in the render setup by mistake and the shadow maps were being rendered as raytraced which does give a few artefacts with slightly lower poly models.
looks fine now
wasn't able to sleep a wink, and have been making a mobile game for the past couple of months and had very little time for 3D, but I got a quick sculpt in this morning!
was trying to focus on wrinkles and such looking at lots of pictures of old people lol
Been working on this a little in my spare time, a lot of work to go and a lot of things I can see that needs fixing also, such as the angle of the head(seems a bit odd to me) and the belt thing that would not keep up since it does not have a strap keeping it up!
A photoshop paintover of a real time scene i have going on. Just added the slight vigenette and DOF. Eventually will get this mock running in real time.
But yeah, first finished model I have actually posted here.
1024x1024 maps. Would post them, but you would all cry about the amount of unused texture space
Finally took the time to bake down and texture my high poly gramophone model today. I still have more work to do on the materials, and the gold flourish on the front isn't quite reading as gold (could be the environment doing that though).
I started learning 3D sculpting earlier this week. Currently working on trying to get a better grasp of anatomy before I can move onto more ambitious projects! Here is my first proper sculpt:
Hey dudes! Here is my WIP image. I decide to texture my creature model based on Jaem KIM concept art. So here it is with textures. Now im working with pedestal, then will fix lightning and make a pose with biped skeleton. If you have any critique or advices, please post it here. Now im interest in textures, also its my first model for pbr. Later i will post here some poses and you can choose better one.
As usual i fail everything on presentation shot, so i will post the progress here and hope you will help me make this model better.
I played Bioshock Infinite BaS Ep2 and I just had to do something Here is the big daddy drill in Marmoset Toolbag 2. I think I´m going to make a Bioshock themed UE4 scene.
Brought an owl lectern piece into Marmoset Toolbag2. Now I want to repaint the texture. Maybe once I wrap up my current scene I'll go back and repaint some old stuff for a bit.
Wanted to do some "old school" diablo 3-like loot, so it's a many poly (didn't actually pay attention to that) and a 512*1024. Textured it during a live stream, I'll finish it the same way tonight or tommorrow morning (if you're interested )
Replies
10/10 would ride into battle.
Niice!
I'm looking forward to this:thumbup:
Finished my female face first in a series im working on
also:
There still needs to be some major variation between expressions. Try the Glen Keane approach. Draw an expression on a page somewhere, something completely unrelated. Make sure that expression looks really nice, and then go back and trace over your character rig's expressions either on an alternate program or just on a semi-transparent piece of paper. Then look at the drawing traced from your rig and compare it to the drawing you made free-hand, and see how far you need to push things.
Looking at an expression in a purely 3D space skews your perception of it. Drawing it as a 2D character will emphasize how much more you can go.
Just keep in mind
THIS isn't even too far yet:
More monsters.
could you show your wireframe on top? As it looks pretty normal to me, while you have faked smooth phong shading on it, creating the illusion of a highly detailled mesh. The geometry is still lowpoly, how should any light create realistic smooth shadows if what you throw at it, is a pretty edgy lowpoly model? at least the leg looks like a perfect example of this
looks fine now
was trying to focus on wrinkles and such looking at lots of pictures of old people lol
Had to do my own concept, not exactly my strenght but I like how it turned out
Unity3D live demo
http://www.polycount.com/forum/showthread.php?p=2049823
Sexy handpainted textures man!
http://www.polycount.com/forum/showthread.php?t=128212
A photoshop paintover of a real time scene i have going on. Just added the slight vigenette and DOF. Eventually will get this mock running in real time.
Just want to share todays dynameshing..
Next gen rock right here.
But yeah, first finished model I have actually posted here.
1024x1024 maps. Would post them, but you would all cry about the amount of unused texture space
mucking about with SSS again. bit of a silly hat but there we go
Makes me want a game like this...
wow, nice!
This is my first post here... It's still a WIP (still missing the details inside the cabin, including captain Nemo).
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Hope you like it!
As usual i fail everything on presentation shot, so i will post the progress here and hope you will help me make this model better.
old higpoly shot
I played Bioshock Infinite BaS Ep2 and I just had to do something Here is the big daddy drill in Marmoset Toolbag 2. I think I´m going to make a Bioshock themed UE4 scene.
That is awesome!
here's some wip creature sculpt:
and the concept:
Haha I love this model so much, I really love the Dangenronpa anime..
Maybe the mouth could be a little bit rounder and bigger ( a little bit).
Posted a wip last week..almost done now. Fiddling with final details and presentation.