Pretty sick stuff thar, guys. Eric, I'm loving that robo, fantastic texture.
just some tree lovin. I've got some much better ones at home, this one was just at a friend's house. 20 minutes. 458 tris.
the skin texture seems very washed out , no skintones, etc, just seems that you were playing around with the dodge tool , same goes with trousers, has that bloby look of lightning
i'm making a body for this guy, but i see now i uploaded the wrong screenshot for that. Have a look anyway, it's DeviantArt-ready: http://pea.sparrowfall.com/zorm_fucked.png
In case anyone didnt know, I used to write graffiti when I was younger. I was never very good. I've picked it up again doing pieces on the legal walls in town.
My can control is crap still, but I'm getting better.
Hey Mop that looks cool, one thing that stood out to me though is your bolts don't look very tight. They're kinda smooth and rounded off and it doesnt look like any sort of wrench could grab them to turn them. I thinkn the other elements look very nice though, how did you put the text on the surface?
tinman: here's the ref pic, if you're referring to the bolts around the main hub I think I got them fairly accurate. I guess I could tighten up the edges a little.
The text was done by just using a text spline set to renderable, a Bend modifier to match the curvature of the tyre, and then a Path Deform (WSM) linking to a circular spline.
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Oleg Linkov: I really like the direction you're going in. Your execution is pretty nice, but as you said, it's obvious you didn't really have a design in mind. A few things that catch my eye :
1) The little whispy green rings are really cool, but they dont seem to be coming from anywhere. If there was some kind of emitting object on the little towers, it would make more sense. Like for example, if you just had one ring going around the very points of each column, it would make sense because there seems to be some kind of starting point. Even though it's fantasy and real physics mean nothing, it still needs to look like it makes sense in it's own context.
2: The part in the middle, the big tower, looks like it's going to fall over. Maybe widen out the base to a near-pyramid shape to make it look like it's really standing on something.
On top of that, I think your textures so far aren't really warranting two 512x512 maps. By looking at them, I would have guessed maybe 256.
Sorry for the long-winded crit. Keep going dude, I want to see where it goes. Good stuff.
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Thanks Slum. Took me a while to finish it, been busy with some other things. I thought about some sort of emitters myself, but i guess was a bit lazy to make them :P Anyway, there is final version. Textures now 256*256. Thanks for suggestions, it was helpful.
ta mop that's actually mudbox too, I wanted to see how max handled the model (badly!). Fun how the high frequency details get all lost and look completely different to mudbox when lit.
The stubble on that face is awesome. It does throws me a little that you have that much detail there though, but the wrinkles around the eye are kinda of mushy
wow, lots of good sculpting going on! The fatladysings, his bottom lip looks sort of pulled down, the bottom of his nostrils need defining, and his eyelids are puffy, but the style of it is looking good.
rivets are much better to do in highpoly, its easy as hell, all you have to do is place some isntances. And if you have uv stretching it will come out right, not the case with doing it in PS
well all the faces of the gun which will have rivets will work planar mapped, so i don't see a problem with texturestretching , but if it doesn't work i still can go with instanced rivets, thanks
really nice balloon so far.. as for the other model there are some nice details but keep in mind right angles won't work very well with a projection modifier. You might get some results due to cage distortion but there'll be a lot of misses. Tapering those small details in a little should help.
i'm not working with that stupid cage of max :P
never really got warm with it
if there are some areas that doesn work that good i can just detach these parts and bake them seperately and just photoshop it all together
Updated topology in Mudbox and sculpted the subdermal armor. Specular mapped the body(1162), tank(638) and weapons(296x2) = 2392 poly. Spec, Normal and diffuse maps are 1024x1024. Modified lighting. Rendered everything again.
Replies
I get the feeling that the tutorial will end up with a very angsty vibe, though. :-\
just some tree lovin. I've got some much better ones at home, this one was just at a friend's house. 20 minutes. 458 tris.
I now like maya's built in 3d paint tool. It works nicely for seam repair.
hobodactyl how many sit ups do I have to do to get a body like this
i'm making a body for this guy, but i see now i uploaded the wrong screenshot for that. Have a look anyway, it's DeviantArt-ready:
http://pea.sparrowfall.com/zorm_fucked.png
My can control is crap still, but I'm getting better.
pickle monster.
cute robot.
anyway rocket
did you really have to put a FULL STOP between those two images
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Who?
Nice MoP, and I love the street paint slum.
5 minute modelling madness
The text was done by just using a text spline set to renderable, a Bend modifier to match the curvature of the tyre, and then a Path Deform (WSM) linking to a circular spline.
Oleg Linkov: I really like the direction you're going in. Your execution is pretty nice, but as you said, it's obvious you didn't really have a design in mind. A few things that catch my eye :
1) The little whispy green rings are really cool, but they dont seem to be coming from anywhere. If there was some kind of emitting object on the little towers, it would make more sense. Like for example, if you just had one ring going around the very points of each column, it would make sense because there seems to be some kind of starting point. Even though it's fantasy and real physics mean nothing, it still needs to look like it makes sense in it's own context.
2: The part in the middle, the big tower, looks like it's going to fall over. Maybe widen out the base to a near-pyramid shape to make it look like it's really standing on something.
On top of that, I think your textures so far aren't really warranting two 512x512 maps. By looking at them, I would have guessed maybe 256.
Sorry for the long-winded crit. Keep going dude, I want to see where it goes. Good stuff.
[/ QUOTE ]
Thanks Slum. Took me a while to finish it, been busy with some other things. I thought about some sort of emitters myself, but i guess was a bit lazy to make them :P Anyway, there is final version. Textures now 256*256. Thanks for suggestions, it was helpful.
progress on sagat:
I'm trying to do a head sculpt every two or three days to really get a feeling for the anatomy of the face
http://polyphobia.de/nonpublic/NS/models/18_boy.jpg
we started modelling the first ship for the mod, based on these concepts:
http://www.stephanart.com/Minenleger.jpg
http://www.stephanart.com/minelayerback.jpg
http://www.stephanart.com/minelayerback3.jpg
and here the first models for the normalmaps:
by kioku
by me, smaller details like rivest (right word?) will be done in Photoshop
and here a first normalmap- and shadertest done by me with j.i. styles skinshader
never really got warm with it
if there are some areas that doesn work that good i can just detach these parts and bake them seperately and just photoshop it all together
Refitted my old pilot geezer with a shiny new pressure suit for mudbox
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Cool the old geezer is back in action...
But I'd rather see the old arcanaloth turn into a dog of war
Updated topology in Mudbox and sculpted the subdermal armor. Specular mapped the body(1162), tank(638) and weapons(296x2) = 2392 poly. Spec, Normal and diffuse maps are 1024x1024. Modified lighting. Rendered everything again.
Model rotation
hi-res: http://hardwired.hu/upload/3DF2/TC2/TankCyborgHi.mpg
low-res: http://hardwired.hu/upload/3DF2/TC2/TankCyborgLow.mpg
Topology update: 200K poly original body to 1.3M for detail
Rotation: http://hardwired.hu/upload/3DF2/TC2/HipolyCyborg.mpg
Subdermal plates paint + dark "bodice" for skinshader and normal map:
http://hardwired.hu/upload/3DF2/TC2/cyskin.JPG
Renders with new lighting:
http://hardwired.hu/upload/3DF2/TC2/cyfront_5.JPG
http://hardwired.hu/upload/3DF2/TC2/cyfront1.JPG
http://hardwired.hu/upload/3DF2/TC2/cyfront2.JPG
http://hardwired.hu/upload/3DF2/TC2/cyfront3.JPG
http://hardwired.hu/upload/3DF2/TC2/cyfront4.JPG
http://hardwired.hu/upload/3DF2/TC2/cyside.JPG
http://hardwired.hu/upload/3DF2/TC2/cyback.JPG
Spec maps for weapon, tank, body
http://hardwired.hu/upload/3DF2/TC2/weaspec.JPG
http://hardwired.hu/upload/3DF2/TC2/tankspec.JPG
http://hardwired.hu/upload/3DF2/TC2/cyspec.JPG
Proceeding with weaving in cybernetics and ripping up the flesh as suggested by KDR_11k, dejawolf.
Messing with different poses for now.