So ive decided to make a map I always wanted to play, for CSS:
de_metalgear. Terrorists have to blow up either a walking tank with nuclear capabilities, or a mainframe computer that is in the same facility. Tribute to Konami. Here's my own design, Metal Gear LEX:
Now that souds like a freaking sweet idea. I'd play it!
Here's a little preliminatry concept before I indulge my childlike obsessions. I will NEVER grow up. Just some toph lovin, and following ghostrider's lead.
Pseudo: boarder looks great, board looks kinda... hmm maybe selfmade fingerboard. dont forget to check some boardshapes out. Broadest points are where the Tail and the Nose begin to bend. Thickness should be right in the middle, but the ends are thinner. Lenght should be from ground (with boots on) to somewhere around the chin ....and boarders will forgive you
Enix, that's funny man. I worked on ESF for quite some time when they first started. Back in the day I built most of their characters, and the interface, which they still use (yes, it's shitty).
SEKNeox, would it be right to assume that is a Zbrush model? Holy crud that's nice man. Awesome work. Do you plan on giving it colors/texture or leaving it as a statuesque bust?
looks cool there chris, fun lighting setup too. everything has a bit of a heavy-handed black outlined look though - is that intentional? I could easily see that fitting with the style of the game, if that's the case. hard to tell if there's a lot of black linework in the diffuse textures, or if it's coming from the normals.
Thanks guy, Im experimented with stylish techno-organic bits. Didnt think much about it melting or moving when I made it, but Ill take it as a healthy accident.
noritsune, sorry, my materials arent rendering right in SEd, and I totally forgot my fix after I went to bed.
I'll keep working to tighten up those graphics And hopefully, beat the boss of level three
Once I get the model nailed down I'll rework my UV's and begin texturing. For now, here's a playblast if anyone wants to check it out (takes to long to render until its final)
Working on an art test, spent too much time fiddling with normal maps and specular maps today, I need to just work on the diffuse and worry about that stuff later. I had to call it a night when I started putting the spec from the bricks into the normal of the door, blargh!
@ Turoid: I think the nose (especially the bridge of the nose) is way too strong for a baby. In fact, the bridge of the nose is practically non-existant in babies and the nose should be tiny and upturned. I also think the eyesockets are too deep and the eyes too big. In general, I think the proportions you have are too adult-looking. I think the face should be smoother, rounder and puffier.
SekNeox, that head is looking so ace. I wish you'd come up with the concept too, but it's cool anyway. I like how you did the hair, especially since it's watertight on the face mesh.
Daz, great job on Q and Bondo. I think Q's wrinkles could stand to have a bit more volume, especially the ones around her neck. They appear like tightness wrinkles right now, rather than looseness wrinkles from age.
Spitty, that Visor model is downright sexy! I love how you rendered it, very soft, almost like a childrens illustration.
Jaco, nice work on her face and jacket. I think the wrinkles could stand to be assymetrical, but it's looking good regardless.
hi everyone
this is my first post on polycount... when i first visited it i was overwhelmed by so many great works and artists here. im just beginning to learn coplexity of game art so i'm really hoping for any crits and comments on my work. i did it in my free time for a mini chalange at one of polish cg forums. rendered with scaneline. hope you like it. polycount is 5000 tris, colour map 1024/1024
and sorry for my crapy english
Thanks poopinmymouth! Agreed on the symmetrical wrinkles, fixed.
8000 polies, is this acceptable for the average polycount for a main character in the average 360/PS3/PC title? Next up I have to clean the normal maps up bit, and I'll start a thread when I start texturing her. I'll post a wireframe then aswell.
Thanks noritsune, I plan on using some alphas to add some stray hair and what not, but now that you mention it I might do something a bit more exciting with it.
Replies
And yes, I know he doesn't have any hands.
i just had to indulge, hope thats cool
de_metalgear. Terrorists have to blow up either a walking tank with nuclear capabilities, or a mainframe computer that is in the same facility. Tribute to Konami. Here's my own design, Metal Gear LEX:
just so you know...
metal gear CS map... sounds pretty damn fun to me.
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Yeah, agree, superb idea!!
shotgun: awesome!
Here's a little preliminatry concept before I indulge my childlike obsessions. I will NEVER grow up. Just some toph lovin, and following ghostrider's lead.
I have like NO idea what to do with the texture. Oh noes!
well yeah i've got too much time... digital bust, based on a sculpture done by Andy Bergholtz
Daz, awesome work man. Great likeness.
SEKNeox,
Amazing work! I love it
would it be right to assume that is a Zbrush model?
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no it's a mudbox model, but yeah it is mostly sculpted not modelled
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Do you plan on giving it colors/texture or leaving it as a statuesque bust?
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i didn't plan anything so i leave him as he is
@foreverrendering: nice work, but maybe a bit blurry? dunno i just prefer sharp edges ^^
thanks guys
SEKNeox U rule, great stlyle!
"@foreverrendering: nice work, but maybe a bit blurry? dunno i just prefer sharp edges"
I second that, otherwise Great work.
Regards : Rota
noritsune, sorry, my materials arent rendering right in SEd, and I totally forgot my fix after I went to bed.
foreverendering, Im forever loving it!
I'll keep working to tighten up those graphics And hopefully, beat the boss of level three
Once I get the model nailed down I'll rework my UV's and begin texturing. For now, here's a playblast if anyone wants to check it out (takes to long to render until its final)
http://www.jeremygritton.com/images/workInProgress.avi
Remade my little texture. This is the second texture I have done in my life.
Maybe these will help with nailing baby proportions:
http://www.fineart.sk/index.php?s=80&cat=14
http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=112035&page=0&fpart=3
It's a nice start to the sculpt, keep it up!
-caseyjones
I optimized this guy and dropped him down to 5k polys. Now just finishing the skin.
SekNeox, that head is looking so ace. I wish you'd come up with the concept too, but it's cool anyway. I like how you did the hair, especially since it's watertight on the face mesh.
Daz, great job on Q and Bondo. I think Q's wrinkles could stand to have a bit more volume, especially the ones around her neck. They appear like tightness wrinkles right now, rather than looseness wrinkles from age.
Spitty, that Visor model is downright sexy! I love how you rendered it, very soft, almost like a childrens illustration.
Jaco, nice work on her face and jacket. I think the wrinkles could stand to be assymetrical, but it's looking good regardless.
That's looking very much like this:
http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=112035&page=0&fpart=3
[/ QUOTE ]I know, I absolutely love that model so I got quite a bit of inspiration from it
btw, thats a cute baby
this is my first post on polycount... when i first visited it i was overwhelmed by so many great works and artists here. im just beginning to learn coplexity of game art so i'm really hoping for any crits and comments on my work. i did it in my free time for a mini chalange at one of polish cg forums. rendered with scaneline. hope you like it. polycount is 5000 tris, colour map 1024/1024
and sorry for my crapy english
8000 polies, is this acceptable for the average polycount for a main character in the average 360/PS3/PC title? Next up I have to clean the normal maps up bit, and I'll start a thread when I start texturing her. I'll post a wireframe then aswell.
I plan on doing more though.
Can't wait for the textures.