ironbearxl : the texture goes very well, i like the way the muscles are turning out. But i think u could use some reds, i know its a WIP and sagat has a dark "yellow" skin tone, but i really think u can add some other colors.
SEKNeox: Crazy work, very very cool! One thing, i think the folds on the material in the top of the balloon dont work very well. I beleive the pressure of the ballon dont let to do so many folds.
The design is really cool neox! I'd be careful with the bright edges though, lots of people use it for metal effects, but it usualy looks very artificial if used all over the model. If the bright edge is supposed to be a highlight, then only use it on the edges facing upwards (I used it this way here: http://scotty.inri.ch/images/portfolio/bh3.jpg )
If it's supposed to be a more exposed area where the silver metal occurs under the scratched away layer, then you need a better readable and less blurry texture to make this clear. I hope it's understandable what I'm talking about
yes i understand what you mean, and you're right but right now the texture is only a mix of some tilable metals with the normalmap overlayed and only a few edges extra highlighted, only the ones that show upwards have some extra highlights. The rest of the lighting is coming from the normalmaps and the 3 pointlights in the scene
Actually I would love to see a complete game done in that paintery/sketchy style of 3D Modeling Someone should convince his boss now!!!
Edit: Pardon my ignorance but could you give me a link to those Scott Robertson's videos you are talking about? Or a quick tutorial/overview of your own how you made that model? Thx!
Trying to have 5 units made for an rts but spending most time on animations for obvious reasons but im gonna have to give mudbox an zbrush a go soon Do they work well with wacom tablet?
Working in XSI so far no units done fully but hopin for 1500 tri units with n-maps an textures to have animated sets ready, sigh.
Cool stuff, SEKNeox. My only beef with it, is that the normal map appears to be a waste. There's really no detail in the map, so it looks like there's no normal map at all. The only thing benefitting from it is the bolts, it seems.
you'll definitely see the difference when i turn the normalmap off
and i planned to add more rivets and weldseams in photoshop, i see no sense in modelling such things
I'd highly recommend watching them, and actually following them on paper doing similar sketches than Robertson's on the fly. The man is very clear and calm which makes his videos far better than Feng Zhu's training material for instance. Then you can train doing dozens of sketches in a row till you finally have something you like...
Btw, the guy is pretty much set in stone when it comes to industrial concept art - 'swooshy' lines everywhere. But still, a very nice educative exercice.
As for the model I was just messing with a sphere in a mudbox, could be done in Z2, mudbox or Silo as far as i can tell. I do plan to use that very coarse mesh as a base to lay down proper splines very soon.
ok, had some rare free time for personal work , so i decided the hands on my models are shit and tried to make a better one . i made it in a way that i just remove some edges and is fine for subdivision in mudbox.
The thumb looks a little dinky but those are some of the best low poly hands I've ever seen! The rest of the model is great, too. I'd really like to see this when it's finished.
Heres an update on my low poly nightmare, 1396 triangles, plus an 397 tris for the mutated half of his torso, pictured in the wireframe shots. probably gonna use this model as a base for the other versions of nightmare that i might have the urge to make.
That jack sparrow is looking awesome johny, especially thands and face!
[ QUOTE ]
ok, had some rare free time for personal work , so i decided the hands on my models are shit and tried to make a better one . i made it in a way that i just remove some edges and is fine for subdivision in mudbox.
more stuff from me soon
[/ QUOTE ]
FINALLY someone else that doesn't model every hand with a Kung-Fu grip! See people hands can be more expressive than just C-Clamps and lobster claws! Take notes, there is going to be a test later!
Replies
SEKNeox: Crazy work, very very cool! One thing, i think the folds on the material in the top of the balloon dont work very well. I beleive the pressure of the ballon dont let to do so many folds.
Yeah is My Zangief redesign..some quick spec and lighting on the head
Almost done on this guy, I'm just gonna leave it at the high res.
here is a very early shot of the lowresmodel with normalmaps and texture, really early ^^
If it's supposed to be a more exposed area where the silver metal occurs under the scratched away layer, then you need a better readable and less blurry texture to make this clear. I hope it's understandable what I'm talking about
Nice design you got going on there pior, has an F-zero feel to it. More more!!!
Edit: Pardon my ignorance but could you give me a link to those Scott Robertson's videos you are talking about? Or a quick tutorial/overview of your own how you made that model? Thx!
Trying to have 5 units made for an rts but spending most time on animations for obvious reasons but im gonna have to give mudbox an zbrush a go soon Do they work well with wacom tablet?
Working in XSI so far no units done fully but hopin for 1500 tri units with n-maps an textures to have animated sets ready, sigh.
Do they work well with wacom tablet?
[/ QUOTE ]mudbox or Zbrush + wacom =
@pior: fun car!
@flynn: show us some textures on this one
Still nice
and i planned to add more rivets and weldseams in photoshop, i see no sense in modelling such things
I'd highly recommend watching them, and actually following them on paper doing similar sketches than Robertson's on the fly. The man is very clear and calm which makes his videos far better than Feng Zhu's training material for instance. Then you can train doing dozens of sketches in a row till you finally have something you like...
Btw, the guy is pretty much set in stone when it comes to industrial concept art - 'swooshy' lines everywhere. But still, a very nice educative exercice.
As for the model I was just messing with a sphere in a mudbox, could be done in Z2, mudbox or Silo as far as i can tell. I do plan to use that very coarse mesh as a base to lay down proper splines very soon.
Hope it helps!
more stuff from me soon
That jack sparrow is looking awesome johny, especially thands and face!
http://www.freewebs.com/quaggs/Nightmaretexwire.jpg
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nice job!
hands are far too fat though. Johnny has thin spindly fingers.
I can think of the Alternative Skin easily... heheh
make the boots a bit more feminine. He is in general a very feminine character.
love the slightly stylised proportions, although i agree the thumb looks a bit small.
I want to be a pirate
ok, had some rare free time for personal work , so i decided the hands on my models are shit and tried to make a better one . i made it in a way that i just remove some edges and is fine for subdivision in mudbox.
more stuff from me soon
[/ QUOTE ]
FINALLY someone else that doesn't model every hand with a Kung-Fu grip! See people hands can be more expressive than just C-Clamps and lobster claws! Take notes, there is going to be a test later!
Why You don't try to export here into Quake 4.
Really nice model.
TEXTURE TEXTURE TEXTURE .
I'm thinking about Jack too.
...W.I.P.
like the style tho
he looks like he lost a tenner and found a fiver
like the style tho
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...bad boy
Yeah I've got already some crits to his "regard -look" and his eyebrow . Well , You confirm this crits.
I will re-touch him a little bit.
REF:
Thanks, Rooster