Great work everyone. Lots of inspiration. I was playing with Mudbox for a few hours and this is what I came up with. It is ahead for a model mr. Freeze that I am working on. It will be low poly normal maped. Right now just base mesh from Mudbox.
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warby: someone played shadow of the colossus there?
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just what i was thinking
ive got a new box of trixs with a Conroe, and a 2 gig of ram woot woot, high poly here i come.
this is an old peice that was too much for old my system (it crashed it every time i tried to put it all together) now here it is running in max at 1.5 mil tris, no sweat.
Warhawk: Face looks really accurate man, nice stuff.
Fuse: The textures are looking really nice, but go in and get rid of some of the blackness everything has to it, and add more color, even to you darks.
Shep: I already posted on this at CGchat lol....awesome work though....oh and, Does the quality of your video card have any part in speeding up max?
...testing normal maps on spawn. Couldn't get xnormal to work well so had to cut in the sourcemesh subdivions to get it into Max 1607 tris so far, left both high and low versions of the acessories. Hope i can find some inspiration to keep at it, otherwise it will go righ now to the never ending works folder; i was already forced to continue it to this point by that crazy portuguese Johny
"Couldn't get xnormal to work well so had to cut in the sourcemesh subdivions to get it into Max"
use poly crunch and then import with the hidden layer trick to get it in max - if that fails, cut it into chunks. It's an absolutely awesome piece, we're all dying to see this guy get the love it deserves
EricElwell: Your stuff is getting a lot better. I love the colors and some of the details. But you should really try backing off of the dodge and burn tools. They seem to be a bit counter productive. Try painting all your shadows and hilights with straight color.
Oh yeah, I totally agree with you there. I didn't have my tablet at the time, so all the additions I made were with dodge/burn and smudge with the mouse.. using smudge, the image lost some of that grit that it originally had, and the extreme blacks/whites are a problem. I do try to paint in straight color now, though I definitely don't have as much experience as I would like. I'm trying to make it a point to make time to practice.
btw, I really appreciate the crit! I always want to push myself to do better work, and I appreciate every time a more experienced artist chooses to give me a tip or constructive criticism, thanks a lot!
yes true true now that i'm looking at it with some new fresh eyes i cleary see that you mean guys. Thought i didn't want to go the 1337 NexTGen Powa!!111 ZOMG and some huge 20k model, but i guess 1600 is also somehow low.
i'll aim for some 3k or something.
about importing the big model what dark trick you mean JI? poly crunch? felling noobish here
i
Hey guys, I'm posting this new work in progress to hopefully get some insight on modeling in zbrush since I'm somewhat new to it. Basically I'm taking a low poly maya model into zbrush to create a high res / high detailed normal map to skin on the low res. however, there're some features of the lizard that i left to do in zbrush but am somewhat confused on the process; mainly the teeth and spikes on his back. I got the idea from the Ofer Alon, Pirahna modeling video on the zbrush education site (http://www.pixologic.com/zbrush/education/education-zclassroom.html) to mask off where the teeth and spikes come up but they never seem to have enough polys once moved into position and are almost impossible to sculpt (see image). Since masking and then moving isn't exactly an extrusion, like in maya, and no new polys are really created, what's the best way to go about doing this? Am I doing something wrong? Any other crits much appreciated also...Thx!
another weird stuff, for his background PM message me you will be freaked...i managed to finish this 3 hours before i go to spain definately aaah ! i wanted to give more love to it but i cant gotta save all data do external har drive )
kolbyjukes: Awesome Hulk. Very good anatomy work. I like those veins all over him. Can't wait to see the textures.
Here is what I have been doing. A base mesh in Maya and mudbox for sculpting. About 5 hours and this is what I got. It will be highr res mesh for low poly Daredevil that I am working on. The head is on separate model. I will combine the head and body when doing a final low poly model. Also the belt and stuff will be added afterwards.
Replies
@Rota
That looks awesome!
He has lots of character imo
Hope you can finish it.
warby: someone played shadow of the colossus there?
[/ QUOTE ]
just what i was thinking
ive got a new box of trixs with a Conroe, and a 2 gig of ram woot woot, high poly here i come.
this is an old peice that was too much for old my system (it crashed it every time i tried to put it all together) now here it is running in max at 1.5 mil tris, no sweat.
Warhawk: Face looks really accurate man, nice stuff.
Fuse: The textures are looking really nice, but go in and get rid of some of the blackness everything has to it, and add more color, even to you darks.
Shep: I already posted on this at CGchat lol....awesome work though....oh and, Does the quality of your video card have any part in speeding up max?
(and totally awesome)
I like it so far. 'Cept the lips. I liked'em more when they weren't as hardly lit.
Update
Added a sword and changed the shoulderpads. Comments are most appriciated. Especially around his waist and on the shoulderpads.
//W1r3d
earrrr...
test dx9:::
Messing around with colors on my high poly inbetween building the low poly.
http://home.mn.rr.com/ihworkshop/sony%20bravia.jpg
Did my first spec map along with the diffuse and normal.
56 triangles
- Jesse
my video card aint much of a step-up from my last system, but all the other vottle -necks me old comp had are gone.
whopp whoop
Here's something I've been working on lately:
started with texturing today.
very cute girl!!
I love to see swedes who don't focus 110% on Battlefield related crap (ok ok, I've said that a few times now!)
use poly crunch and then import with the hidden layer trick to get it in max - if that fails, cut it into chunks. It's an absolutely awesome piece, we're all dying to see this guy get the love it deserves
btw, I really appreciate the crit! I always want to push myself to do better work, and I appreciate every time a more experienced artist chooses to give me a tip or constructive criticism, thanks a lot!
i'll aim for some 3k or something.
about importing the big model what dark trick you mean JI? poly crunch? felling noobish here
i
used a lattice to pose the model, so some of the deformation are shitty.
Welcome!
Here is what I have been doing. A base mesh in Maya and mudbox for sculpting. About 5 hours and this is what I got. It will be highr res mesh for low poly Daredevil that I am working on. The head is on separate model. I will combine the head and body when doing a final low poly model. Also the belt and stuff will be added afterwards.