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.
Yea, I am using a quickly thrown together 3d procedural noise for that and I set the subdivisions low so that the wireframe wouldn't bother me so much, it works much better when I displace at higher subdivs. If I bake it down to a low poly, I would absolutely do that in nDo.
I was just gonna do the high poly for practice since I haven't set aside any time for modeling in a long time.
The Skeletool looks sick, I was considering getting myself one of the carbon fiber ones to go along with my Style CS.
Just look at the thing...
..it looks angry! :poly122:
I've been working on a couple of Team Fortress 2 maps.
The Hat Factory is a payload style map inspired by all those wonderful hats. I've built a bit of content in it themed as the "Poco Cooperative" which is obviously a side reference to this place. The map is just about the beta stage. It's pretty much content complete and I'm expecting to grind away at the polisher on this next.
The 2nd map I made was more of a design exercise over this last weekend. It's called Turbine Upsidedown. And for those familiar with TF2 you'll recognize the name. I took the stock Turbine ctf map and rotated it upside down. Then I added ramps and made small tweaks to then make the map work in this new configuration. It was a bit of fun to do and some folks have already been having fun with it out in the public. It's more or less done unless something unforeseen happens. It's over at the Tf2maps site as well.
the arabic writing on this image is horizontally inverted .. hehe
just thought of pointing out
let me know if u need help with Arabic stuff
some sculpting from me
Damn should have thought of that one, thanks for pointing it out , the reason: The backside got another advertisement texture. Gonna mirror it. Thanks for pointing it out
Always amazed by the quality of work keep it up guys.
Crossposting this guy from last months noob character challenge. Just finished off the textures. Still have to pose him and maybe make the monkey from the concept.
More progress on my vegetation studies. I'm aware of the lack of quality in the grass (got the technical workflow down at least, just need to iterate and polish) but I will be doing another push on it after the Hydrangea flowers are complete. I still got the whole green leaf / bush and stalk work to do for them but that shouldn't take to long.
Nani from Lilo and Stitch. I want to make her a little sandy base to stand on and do some work on the textures, but I'm pretty excited to put this into Marmoset when I get back on my main PC.
I've been following the forums for a long time and not participating... I want to change that! So I'm gonna start here, I've been redesigning my portfolio and re-rendering some old projects. This is a cursed character, because it seems like I'll never finish it, I need to take one day or two to get it done and never touch it again.
Fun little work done to improve some ZBrush workflow and tool knowledge. Made myself do everything in ZB to learn some of the tools I usually ignore by jumping into max to fix/rotate/cleanup/retop. Was a good learning experience, frustrating at times though!. There are a few little issues and I wanted to add a lot more detail and wrinkles, especially to his chest and hands but after Transpose posing (Never again!), the file became bloated and crash/corrupt happy so I did what I could and left it as is!
Original concept Axman by the great Karl Kapinkski
This is Sadlygrove (Tristepin in French), a character from a French cartoon called Wakfu. I made my own variation of him from the figurines in the game Krosmaster.
Replies
[ame]www.youtube.com/watch?v=1h6fMf16-Q8[/ame]
very nice!
I will never get tired of seeing these. Nice work!
Yea, I am using a quickly thrown together 3d procedural noise for that and I set the subdivisions low so that the wireframe wouldn't bother me so much, it works much better when I displace at higher subdivs. If I bake it down to a low poly, I would absolutely do that in nDo.
I was just gonna do the high poly for practice since I haven't set aside any time for modeling in a long time.
The Skeletool looks sick, I was considering getting myself one of the carbon fiber ones to go along with my Style CS.
Just look at the thing...
..it looks angry! :poly122:
I have seen this thing all over facebook this morning! Awesome work and well deserved praise!
Ha! Love this. It's just having fun without being to serious. I miss that in a lot of artdumpy places. It's very inspiring to me
That'd be muh fault.
I've been working on a couple of Team Fortress 2 maps.
The Hat Factory is a payload style map inspired by all those wonderful hats. I've built a bit of content in it themed as the "Poco Cooperative" which is obviously a side reference to this place. The map is just about the beta stage. It's pretty much content complete and I'm expecting to grind away at the polisher on this next.
here's a link to the latest build: https://dl.dropboxusercontent.com/u/7709653/plhatfactory21.zip
The 2nd map I made was more of a design exercise over this last weekend. It's called Turbine Upsidedown. And for those familiar with TF2 you'll recognize the name. I took the stock Turbine ctf map and rotated it upside down. Then I added ramps and made small tweaks to then make the map work in this new configuration. It was a bit of fun to do and some folks have already been having fun with it out in the public. It's more or less done unless something unforeseen happens. It's over at the Tf2maps site as well.
http://forums.tf2maps.net/showthread.php?t=22484
Below are a couple of images from the maps. You can guess which is which.
the arabic writing on this image is horizontally inverted .. hehe
just thought of pointing out
let me know if u need help with Arabic stuff
some sculpting from me
And good job @jimimcgowan for your final year project, looks sweet.
Barrel!
Damn should have thought of that one, thanks for pointing it out , the reason: The backside got another advertisement texture. Gonna mirror it. Thanks for pointing it out
gilesruscoe - Very simple, but has a wonderful charm and just feels good.
Some things I've been working on for a Doom High Res Project and for Titan's of Time, a web-based MMORPG.
See if you can work out which one is for which project
Fellow Polycounter CG Phantom did the head of the Cyberdemon and I did the body.
The mechanical bits haven't been finished yet.
Crossposting this guy from last months noob character challenge. Just finished off the textures. Still have to pose him and maybe make the monkey from the concept.
Just a likeness practice from me
[ame="http://www.youtube.com/watch?v=74N9viB7XGc"]Likeness Study: Emma Stone - YouTube[/ame]
A little preview of my next update. Here's the thread I started about it for reference: http://www.polycount.com/forum/showthread.php?t=134279
My own Kaiju design based loosely off of frog forms and I referenced the epic concepts from 'Pacific Rim.'
I usually just post in my sketchbook, so feel free to crit/comment here or there. Keep up the crazy-good work everyone!
Here's some early detail stuff...just testing some methods out.
Steam Workshop Link
Thanks!
Nani from Lilo and Stitch. I want to make her a little sandy base to stand on and do some work on the textures, but I'm pretty excited to put this into Marmoset when I get back on my main PC.
stevston89 great proportions! I like his expression, very well done! :thumbup:
This extra Strike Suit I did for Strike Suit Zero: Director's Cut was announced today
http://strikesuitzero.com/blog/announcing-the-revenant-the-stealth-suit/
Fun little work done to improve some ZBrush workflow and tool knowledge. Made myself do everything in ZB to learn some of the tools I usually ignore by jumping into max to fix/rotate/cleanup/retop. Was a good learning experience, frustrating at times though!. There are a few little issues and I wanted to add a lot more detail and wrinkles, especially to his chest and hands but after Transpose posing (Never again!), the file became bloated and crash/corrupt happy so I did what I could and left it as is!
Original concept Axman by the great Karl Kapinkski
Here is the scene I'm working on, still a lot of things to do, lighting is not final and some texture are not done yet, but UE4 is so awsome !
Feedbacks are welcome
[IMG][/img]
She's very pretty, great job!