@scumworks - great peice of work there. The textures are selling it for me. The only reason I have one shoe is because it is going to be mirrored. Its broken into several subtools so is a strain to mirror for the high poly.
@devmatt - really like the direction this is heading in. Can't wait to see more.
My Latest Projects pending, done High poly and low poly models. Now only what is left Mapping the guns and everything is ready for texturing! I know it's not something professional but it's something... And yeah my other nick is Serial Self-Killer. You can also find these pics on my deviantart profile too
Haven't done any proper high poly modelling in a while.. and wanted to model this sword since the game came about more than a year ago.... So... finally started it.
Been working on another fight scene in my spare time
wow thats the sort of fluid combat thing you expect in some sort of a high quality kung fu movie, outstanding work.
ive retopoed and started the bakedown of my mini fridge (and a bit of texture) tomorrow is the door.
first thing ive retopoed in 3d coat, got frustrated as fuck with topogun so decided to pick it up and start some learnin!, Just the door, the back bit, the floating normals I wanna do and the grill bit to go
I haven't done a lot of stylized work before so any and all critique would be greatly appreciated. The thread can be found here
You could remove all geometry that doesn't change the silhouette and reduce the polycount down to 25 percent or less of what you have right now. If the extra geometry is to improve the bake just add some extra loop cuts along the edges and remove the rest.
Been working on another fight scene in my spare time
Another beaut! One thing I'd mention is that the spinning roundhouse at the end to green guy needs some more snap to it, right now it's very smooth/soft, and it doesn't feel like it would send the green dude flying like that The yellow guy can't catch a break tho haha
You could remove all geometry that doesn't change the silhouette and reduce the polycount down to 25 percent or less of what you have right now. If the extra geometry is to improve the bake just add some extra loop cuts along the edges and remove the rest.
cheers for that totally forgot to clean up my loops halved the polycount in max
Okay done with this project. Here are a couple of the final images.
I also created a tutorial for getting your zbrush stuff into maya without losing detail. It deals with displacement maps etc. It and some more images are in my threads:
AI Prototype : Radi-Ant (Source SDK)
Download Link: N/A
Map Info:
The Radi-Ant is a mutated antlion that can live in areas flooded with sewage. It's main form of attack is a kamikaze explosion that leaves behind a deadly radiation sack.
The radiation sack emits a cloud that is harmful to the player and other AI, even headcrabs and zombies. Due to it's tough skin, the only way to destroy the radiation sack is to burn it with fire. Luckily, the player can manipulate it by using the gravity gun to punt it into nearby fires.
Notes: Still using temp assets for the antlion skin and radiation sack (helicopter bomb)
Nice, I've been thinking about doing a skeletool or something similar. The only crit I have for yours is the file lumps are too large in scale; perhaps that would be done better in nDo. Just needs to be more noisy and less lumpy. Otherwise it is sweet.
Replies
@devmatt - really like the direction this is heading in. Can't wait to see more.
Thanks! That is his smile by the way.
Wow this looks great man really liking where its going. Keep it up !
ScoobyDoofus -nice head- can you tell a little about the process how to export a model with polypaint to toolbag2
would love to see more angle views from this - great work renaud
See more: Click here!
This is just a sculpt to learn to do hard surface sculpting a bit better.
Im still working on this turret, just wanted you to check out the new stuff:
Have fun guys!
Because badly cropped alpha from object? Maybe.
[/QUOTE]
edit:: updated. Thx lildragn
Some WIP shots, having a blast with this scene
Again character ISN'T MINE
That is awesome!
Haven't done any proper high poly modelling in a while.. and wanted to model this sword since the game came about more than a year ago.... So... finally started it.
Your portfolio is awesome, love it!
I watched your last gif for what felt like hours and I am going to do the same with this one too! So much awesome!
wow thats the sort of fluid combat thing you expect in some sort of a high quality kung fu movie, outstanding work.
ive retopoed and started the bakedown of my mini fridge (and a bit of texture) tomorrow is the door.
first thing ive retopoed in 3d coat, got frustrated as fuck with topogun so decided to pick it up and start some learnin!, Just the door, the back bit, the floating normals I wanna do and the grill bit to go
What do you think?
I haven't done a lot of stylized work before so any and all critique would be greatly appreciated. The thread can be found here
You could remove all geometry that doesn't change the silhouette and reduce the polycount down to 25 percent or less of what you have right now. If the extra geometry is to improve the bake just add some extra loop cuts along the edges and remove the rest.
Another beaut! One thing I'd mention is that the spinning roundhouse at the end to green guy needs some more snap to it, right now it's very smooth/soft, and it doesn't feel like it would send the green dude flying like that The yellow guy can't catch a break tho haha
~t
lildragn ,hmm Now that you mention it.. yeah... I'm gonna go back & tweak a few things to get a lil' more umph outa that kick.
cheers for that totally forgot to clean up my loops halved the polycount in max
http://www.polycount.com/forum/showthread.php?t=134207
http://www.polycount.com/forum/showthread.php?t=134233
This is literally so amazing that you are on the front page of reddit! Was number 1 earlier.Proof!
I also created a tutorial for getting your zbrush stuff into maya without losing detail. It deals with displacement maps etc. It and some more images are in my threads:
http://www.polycount.com/forum/showthread.php?t=98003&page=23
Download Link: N/A
Map Info:
The Radi-Ant is a mutated antlion that can live in areas flooded with sewage. It's main form of attack is a kamikaze explosion that leaves behind a deadly radiation sack.
The radiation sack emits a cloud that is harmful to the player and other AI, even headcrabs and zombies. Due to it's tough skin, the only way to destroy the radiation sack is to burn it with fire. Luckily, the player can manipulate it by using the gravity gun to punt it into nearby fires.
Notes: Still using temp assets for the antlion skin and radiation sack (helicopter bomb)
[ame="http://www.youtube.com/watch?v=lHiXsIkYxMc"]www.youtube.com/watch?v=lHiXsIkYxMc[/ame]
- Jason
Here's one of these...
Nice, I've been thinking about doing a skeletool or something similar. The only crit I have for yours is the file lumps are too large in scale; perhaps that would be done better in nDo. Just needs to be more noisy and less lumpy. Otherwise it is sweet.