yeah they look off. i have those but they are little further down i have to change the bumps. here is a pic for ref.. the photo is at a different angle the render is from more underneath my face
and i should proabably start my post cause i have a feeling i will be updating this a lot as i tweek
thanks doc, i started a thread for this and i did tweak me jowls a bit..so check that out, might still need to trim them a bit.. the mouth is giving me trouble, so hard to capture the true sexy of arshlevon.
bit of a Silo doodle. I'm really starting to love this displacement painting thing. I still need to learn to do more of it in lower subdivisions though, might save me trouble later on.
Dang RobG, the texture work on the character is great! You say "Now to import him into my game code" on your blog, can you share any details on the project?
Still working on my sewer, I'm having some lighting issues with the grating at the bottom and I'll have to scale those flame particles down a bit
here's a link to the map, it isn't really much right now and there are some texture errors I have to fix on some of the trim sections.
JM.. first off, you can set the emitters to do lighting as well so they're doing double duty. Even if you scale down the torches, the smoke needs to be blacker and move / spread a bit faster. And I can't seem to select the grate to move it down (which it needs to be moved just slightly).
Thats a really bad normals map dude, all of your detail there from large to small scale just looks like noise, no form at all. Finding a good lighting setup wont help you here.
Tried to clean him up, and added a lazy cape... I think tomorrow I'll actually make one and somehow make it fit in the texture :P Probably won't have time to fix the cape correctly, but we'll see.
I actually did this before the one i posted earlier, so it's still a bit lacking in the sharpness-department, but i think i'll try to shape it up a bit. Get it to look like everything's got a purpose, rather than just being blobby detail.
Since everyone´s gotta have his own cliche space chick, i´ve been working on mine. Alot of the model is still wip (headgear, face & hair, missing folds), but i need some critique.
Plan to normal map her and sculpt some detail in when maya modeling is finished.
@IxenonI:
The details are really well made, but I strongly suggest to have a closer look at the human anatomy, since that still needs more work.
It kind of looks like the detail was made first and the human underneath was added as an afterthough, or as if you got impaitience with the human and started adding the props way to early.
IxenonI, looking good! I agree with the guys above, though. Should be easy to fix.
I'm going nuts trying to fix the texture here; I'm struggling with the idea of making the outfit look clean like a Supervillain's but giving it enough detail to look good. Any help is appreciated!
no ofense, but the cape texture someone vomited in it , maybe give more definition with the normals , so far the model seems a random smudge of normal mapping not reading any froms at all i also think your green channel is not inverted .
Thanks everyone, I was trying to power through this model because I thought the comp was over THIS monday :P Anyway, I've gotten burnt-out on this dude, I'm gonna leave him like this, too many errors and whatnot. I think I've learned some stuff, so that's good. I may try using what I've learned to make another entry.
Almost finished up a prop here. Just need to fix the normal overlay for the leaves a little bit Final mode/texture followed by original hi-poly, followed by low poly wire
The modeling is getting closer, I'm rendering out a test video of it rotating overnight tonight. If it looks decent (fingers crossed) I'll post up the video.
thats pretty cool man, some of the organic pieces look a little soft next to the mechanical bits, it would help to tighten up some of the creases on his head.
Hi everyone. My almost first post here, although i've been lurking on these forums for several years now
Recently i started to work on my new portfolio, because i haven't updated it for two years now, and as a result, faced some problems trying to find work.
So, this is one of the pieces i'm currently working on, its still wip, i'm planning to add more details on textures and probably some messing with vertices, to add more shape.
2512 tris and two 512*512 textures atm. there is no concept for this, did some doodling tho (does not worth showing anyway). i tried to design it to look good from both - ground and aerial points of view, and i hope its purpose is quite obvious - guard, observe. Fantasy ofc.
any c&c are greatly appreciated. thanks in advance.
Replies
Although the details in the flesh are looking damn good.
There is something about those little lines above the ridge of the nose, that look a bit out of place
and i should proabably start my post cause i have a feeling i will be updating this a lot as i tweek
That cross-stitch looks awesome dude... very realistic and it matches your ref
-caseyjones
gonna unwrap it and start texturing sometime tomorrow during my plane ride.
here is a little update on my character... (except the shoulders and the forehead, everything is wip.. )
the black parts are just not done yet, but it inspired me to make an other character to see the face all black with just the eyes
bit of a Silo doodle. I'm really starting to love this displacement painting thing. I still need to learn to do more of it in lower subdivisions though, might save me trouble later on.
Pea your new 3d is nice!
Looks great. :]
I´ll turn this into some sort of samurai as soon as i can find some good references.
Rota
Still working on my sewer, I'm having some lighting issues with the grating at the bottom and I'll have to scale those flame particles down a bit
here's a link to the map, it isn't really much right now and there are some texture errors I have to fix on some of the trim sections.
http://ic3.deviantart.com/fs12/i/2006/266/a/1/GDI___TITAN_by_Renardin.jpg
Any ideas and crits are welcomed! The diffuse is basically just solid colors right now, I haven't done any of the details.
Dying?
I actually did this before the one i posted earlier, so it's still a bit lacking in the sharpness-department, but i think i'll try to shape it up a bit. Get it to look like everything's got a purpose, rather than just being blobby detail.
Since everyone´s gotta have his own cliche space chick, i´ve been working on mine. Alot of the model is still wip (headgear, face & hair, missing folds), but i need some critique.
Plan to normal map her and sculpt some detail in when maya modeling is finished.
Detailshot
@MightyPea
I like the form, would be nice to see the tentacles integrated in the mouth / face
The details are really well made, but I strongly suggest to have a closer look at the human anatomy, since that still needs more work.
It kind of looks like the detail was made first and the human underneath was added as an afterthough, or as if you got impaitience with the human and started adding the props way to early.
btw: the smoothed "assedge" looks funny
I'm going nuts trying to fix the texture here; I'm struggling with the idea of making the outfit look clean like a Supervillain's but giving it enough detail to look good. Any help is appreciated!
IxenonI - very good details, like you spent a lot of time on getting it 'just right'
good that you learnt some stuffs on this character, and I wish you better success for you next one!
I take a break from my human character...
on the right, Stupimon N°2! Parrozard.. or something like that
I think you rushed it and for that it suffered from a great deal of lumpiness.
Just a speedpaint on a model, 15min.
That bird is sooooo awesome.
The modeling is getting closer, I'm rendering out a test video of it rotating overnight tonight. If it looks decent (fingers crossed) I'll post up the video.
Peace
If you havn't guessed already, I am a very nostalgic person...
Recently i started to work on my new portfolio, because i haven't updated it for two years now, and as a result, faced some problems trying to find work.
So, this is one of the pieces i'm currently working on, its still wip, i'm planning to add more details on textures and probably some messing with vertices, to add more shape.
2512 tris and two 512*512 textures atm. there is no concept for this, did some doodling tho (does not worth showing anyway). i tried to design it to look good from both - ground and aerial points of view, and i hope its purpose is quite obvious - guard, observe. Fantasy ofc.
any c&c are greatly appreciated. thanks in advance.