I wanted to try and model a low poly, chibi version of Geralt from The Witcher 2. It was really fun actually. I'm not used to either making chibi characters or hand painting textures like this, but I'm happy with the result.
I planned to make him under 1000 tris, but he ended at 1030, so, too bad I guess.
So basically for the past year or 2 my heart really hasn't been in it haha but now I'm back and ready to start progressing again. Definitely a huge waste of 2 years but what ever cant get it back now. Here's my latest sculpt took 2 nights and not finished yet.
I would say the texture is too big, wood has more colors in in not only orange, it makes it flat, and not pop up more.
I found some pic that might help, cause i wish i could say soemthing more, but my brain just farted... xD
Im pretty sure its a mini tutorial from somewhere on polycount, i found it ages ago
Hope it helps
Progress on one of my final modules for Uni. I had to take an existing level/stage, character or combat vehicle from a Fighting Game and re-design it. I chose to take the Eagleland: Onett stage from Super Smash Bro's and re-design it with a Dishonoured/Fable sort of Victorian England feel.
My other projects and furture updates on this are over on my sketchbook thread
Working on an Insurgency map over on Mapcore but got to the point where I am doing my props/textures ect. It's in the Source engine, so no PBR but enjoying myself though.
Finally got a Maya -> workflow figured out. last week was all trouble shooting trying to get MESA or the Valve Maya plugins working. What a pain.. Here is my first prop, one of the small domes for the mosque...
Been trying a different approach to my Metroidvania/platformer thingie. Made a new set of modular pieces, this time much larger and less rigid in their shape. I think this is probably a much more interesting direction to take this in.
CourtT: glad to see you taking advice, don't get discourage but this wood needs some more work. Have some reference open in another window, perhaps some real life wood and some stylized wood as well to see how the artist interprets grain.
Some general advice I can give for painting textures is to avoid harsh blacks and whites, avoid the dodge and burn tools as well as smudge (this is not a hard rule, just avoid them until you've mastered everything else). Try to paint with a harder brush, adjust the hardness with shift+bracket keys. Sample colors ALOT, instead of resorting to the smudge tool to blend I'll typically sample the border colors and paint, sample again, and continue to blend 'by hand'. Sorry if this is all stream of conciousness, basically the best advice is any techniques that work for concept art and illustration will work for old school, painted textures.
If thats ok with you i let myself to overpain your texture, im not the pro or anything, but here w go.
First of all, don't use soft edge brushes, use more colors, try to do it more dense, since wood is pretty dense. the contrast between shadow and light is too much, it makes it looks cartoonish( or did you try to make it cartoony? )
Anyway, if you want i can give you .psd with layers i did for this overpaint, maybe it will help
I'm working on a fairly amateur project for my university course (this is the first proper unit in 3D) and was hoping I could get some pointers. The task is to create an asset low poly enough for use in games, which I realise is a little vague.
I was looking to make a jian sword similar to the reference images below, and I've just about finished the model as I think it should be, but I'd very much appreciate any opinions on how to improve it before I go to unwrap. I'm planning to use a bump map to do the details on the blade ornamentation, but should I model any of that in?
Been trying a different approach to my Metroidvania/platformer thingie. Made a new set of modular pieces, this time much larger and less rigid in their shape. I think this is probably a much more interesting direction to take this in.
Replies
Thread-> http://www.polycount.com/forum/showthread.php?t=140531
this character has a lot of expression! beautiful! :thumbup:
Here are a couple tutorial videos I have made.
[ame="https://www.youtube.com/watch?v=B4NFno0-nsQ"]https://www.youtube.com/watch?v=B4NFno0-nsQ[/ame]
[ame="https://www.youtube.com/watch?v=W2Ei9ZEC2SE"]https://www.youtube.com/watch?v=W2Ei9ZEC2SE[/ame]
Here's some progress on a couple of pieces I've been working on.
Maokai Fan Art X-posted from here
Based on this Concept though, obviously, modified.
And an Elf character of my own design Xposted from here
C&C on either or both would be greatly apreciated, as I'm still getting the hang of Zbrush workflows.
I wanted to try and model a low poly, chibi version of Geralt from The Witcher 2. It was really fun actually. I'm not used to either making chibi characters or hand painting textures like this, but I'm happy with the result.
I planned to make him under 1000 tris, but he ended at 1030, so, too bad I guess.
All in all not bad, I think. But I could definitely use some advice on how to make it really pop. Here is just the flat texture.
I would really appreciate any help I can get from all you awesome people.
Thread:
http://www.polycount.com/forum/showthread.php?p=2282400#post2282400
My take on the MegaMan X heart tank.
Based on the Balthazars Regalia armor set!
Nice! That hot metal effect looks great!
I found some pic that might help, cause i wish i could say soemthing more, but my brain just farted... xD
Im pretty sure its a mini tutorial from somewhere on polycount, i found it ages ago
Hope it helps
My other projects and furture updates on this are over on my sketchbook thread
That's really nice, refreshing to see a female game model that actually looks like a normal person :thumbup:
Wow! Love your concepts do you have a thread?
Finally got a Maya -> workflow figured out. last week was all trouble shooting trying to get MESA or the Valve Maya plugins working. What a pain.. Here is my first prop, one of the small domes for the mosque...
Thread: http://www.mapcore.org/topic/18266-wip-insurgency-gizab/
Here's the old thing for reference: https://www.youtube.com/watch?v=qrRSg0QXH_I
Thanks to the advice from you awesome people, I think it is greatly improved. Any other tips would be appreciated.
Some general advice I can give for painting textures is to avoid harsh blacks and whites, avoid the dodge and burn tools as well as smudge (this is not a hard rule, just avoid them until you've mastered everything else). Try to paint with a harder brush, adjust the hardness with shift+bracket keys. Sample colors ALOT, instead of resorting to the smudge tool to blend I'll typically sample the border colors and paint, sample again, and continue to blend 'by hand'. Sorry if this is all stream of conciousness, basically the best advice is any techniques that work for concept art and illustration will work for old school, painted textures.
Diffuse
Specular
Bump
First of all, don't use soft edge brushes, use more colors, try to do it more dense, since wood is pretty dense. the contrast between shadow and light is too much, it makes it looks cartoonish( or did you try to make it cartoony? )
Anyway, if you want i can give you .psd with layers i did for this overpaint, maybe it will help
I'm working on a fairly amateur project for my university course (this is the first proper unit in 3D) and was hoping I could get some pointers. The task is to create an asset low poly enough for use in games, which I realise is a little vague.
I was looking to make a jian sword similar to the reference images below, and I've just about finished the model as I think it should be, but I'd very much appreciate any opinions on how to improve it before I go to unwrap. I'm planning to use a bump map to do the details on the blade ornamentation, but should I model any of that in?
Thanks in advance for any advice.
I really like the atmosphere. Reminds me of ICO and SotC a lot
This is my first post here, and first mini environment in UE4. Looking forward to be an active member of this community.
You can get it here:
http://steamcommunity.com/sharedfiles/filedetails/?id=426281237
I haven't done much 3D Modelling in a while so I am hoping to do some more small buildings like this to get me back into it.
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