haha yeah tactic, i would look for another way to pimp your stuff, it brings my browser to crawl, but it is very cool looking. stills do just fine. maybe some stills and a link to the turntable?
I'll cry if you give it a trident. Thats been done to death, and I don't think an eel would prefer that... he would spend too much time coiling his body around the shaft.
Doing alot of stuff these days. Here´s one of the things. Bet you´ve seen the model before *cough cough*. Felt like texturing a little so i went here and grabbed it. I´m just putting down the basic level of color and such right now, playing around a little.
Will try to finish it all sometime. I can´t get the right artistic mood going right now. I just sit and... sit and sit and sit. Not very productive to say the least.
Hey tacit I really like your work man, how long do you think it takes you on avg to create these characters? Seems like you always have a cool model blocked out every time I turn around!
I like the gifs btw, my browser's never had a problem with them... It's slow for the first rotation but once the frames get cached it's a pretty nice way to check out the model
glad you like them foreverendering. your work is some of the best i've seen and pretty much sets the bar for me. it doesn't usually take that long to put together the low poly stuff ( -5000k ). once i've figured on what it is i'm gonna make it might take about a day. day and a half to build it up
the key is the texture work. a process i'm not terribly fond of. that's why the site aint up yet. i want to finish a texture of halfway decent quality before i dump all the other colourless wonders in there. of which there are many
nice rock xysdf. I am not liking an area in the middle shot about midway up the rock there is a section with uniform stripes that doesn't look very natural. Is there any particular type of stone your trying to recreate?
ironhawk: yeah you are right, the stripes need some work, currently they look a bit like elastic stonesplates, the should get sharpened. the whole idea of the rock is something like a rock which appears in the center of a map (and trys to be the centerpoint/meetingpoint) which should tell a story of the local culture living there as a art object. My thoughts about the type of rock are like if it was probably made up by local artists (or people) maybe over a great time where everyone formed a particular area of the rock - something like a mixed art-rock meetingpoint object. like some trees in the park which have all sort of local lovers and other crazy stuff cutted into the bark.
http://www.rockclimbing.com/ is a good reference for rocks. They have a large photo database. I recommend the artistic section. For good shots of single rocks check the bouldering area. Some of the shots will list the region and type of stone ie granite, limestone, sandstone ect...
brilliant ref ironhawk cheers! im guilty of not thouroughly researching mine so I think I'll go give em another pass with a certain type of rock in mind
edit: doh i got so much cool ref now.. what a noob mistake
i am mainly just working on the non-diffuse part of the underground catacombs/cavern area of the fortress level. i'm also trying to work in a style like morrowind or oblivion did so i can mix and match pieces of the cavern like puzzel pieces to make uop the area.
any suggestiosn on what you would find in a catacomb/cavern like area?
and ignore that floating board... .
Jarrod1937: what shape said. Always keep your pixel density even all around. Add more rock size variation, such as scatting lots of really smaller ones, and a few mediums to go with those larger ones. Also, change up the height of the floors/ceilings some. You can take it too pretty extreme levels so that it blocks visibility to other areas of the cave. FFD or Lattuce works great for this, though you may save it for a final stage.
here's a wip low/mid poly model for something I'm working on.. still needs the interior to be blocked out, rubble spilling out of the doorway, and some detail bits are missing too.
EricElwell, thanks yeah I did a quick and nasty paintover of basic geometry concept just to throw some ideas for mood around.
Jarrod it's around 10k, at my target already but can use lots of optimisations. Looking better, pixel density still seems a bit low on the wall to the right either that or the large rock directly next to it is mega hi res. Looking great tho.
AHHH! why is it all grayscale and bright as the sun?
Watch out for low poly profile edges that stick like that small rock on the right. Silhouette is important when using normals because those low poly edges kill the high detail illusion you're trying to create.
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AHHH! why is it all grayscale and bright as the sun?
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sorry about the brightness, the lighting is yemporary, as for it being grey scale... its because its only normal mapped so far. so no color diffuse yet.
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Watch out for low poly profile edges that stick like that small rock on the right. Silhouette is important when using normals because those low poly edges kill the high detail illusion you're trying to create.
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thanks, i will try to hide the pointy parts of the silhoette.
something I find helpful is to try and approximate the colours and lighting you're going for as early as possible, so sometimes just throwing on temp colours just to get the general tone is a good idea. the less surprises the better I say
its looking very promising though keep it up man
I feel like such a newbie here @_@
erm, some texture work, this is about 90 minutes in, still got some extra depth to work in, the teeth wont be symetrical, I only flipped my current progress to get an idea of where I was heading, the model shape is pretty restrictive, I may tinker in reshaping it a little to better fit the character.
image link as the width is over 900 pixels clicky
[edit] oh yeah, the mouth is open because there will be a tongue there, I should also note I didnt model this, i'm just skinning
Replies
Finally got around to putting a normal and spec map on this one, Im calling it done.
it brings my browser to crawl
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ie doesn't like big gifs
I'll cry if you give it a trident. Thats been done to death, and I don't think an eel would prefer that... he would spend too much time coiling his body around the shaft.
but yeah, its pretty badass looking
awesome looking beastie, tacit.
Will try to finish it all sometime. I can´t get the right artistic mood going right now. I just sit and... sit and sit and sit. Not very productive to say the least.
this is just a test bake with a little texture. very wip!
SEKNeox: very nice char its a test of an idea really and to practice
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pior. yes. i just modelled it in that pose to try and hit the character. i'll be straightening it out to sculpt and rig proper
not sure about any accessories. i was thinking two shorter spears. one in each hand. and maybe some light armour in the normal map
-caseyjones
I like the gifs btw, my browser's never had a problem with them... It's slow for the first rotation but once the frames get cached it's a pretty nice way to check out the model
Any idea when it might be up?
the key is the texture work. a process i'm not terribly fond of. that's why the site aint up yet. i want to finish a texture of halfway decent quality before i dump all the other colourless wonders in there. of which there are many
Just taking a rest from 3d with some paintin.
edit: doh i got so much cool ref now.. what a noob mistake
Here's something to get me in the habit of finishing stuff
any suggestiosn on what you would find in a catacomb/cavern like area?
and ignore that floating board...
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Jarrod1937, that's looking pretty cool, maybe check the pixel density on the walls. It's looking noticeably lower than on the props.
C&C's welcome!
Place it in gloomy and rainy environment and it's ready to be used in the next Tim Burton's movie
and that is an excellent windmill shape, whats its tri count so far?
Jarrod it's around 10k, at my target already but can use lots of optimisations. Looking better, pixel density still seems a bit low on the wall to the right either that or the large rock directly next to it is mega hi res. Looking great tho.
RobG great style
Watch out for low poly profile edges that stick like that small rock on the right. Silhouette is important when using normals because those low poly edges kill the high detail illusion you're trying to create.
shape: freakin' awesome windmill!
AHHH! why is it all grayscale and bright as the sun?
[/ QUOTE ]
sorry about the brightness, the lighting is yemporary, as for it being grey scale... its because its only normal mapped so far. so no color diffuse yet.
[ QUOTE ]
Watch out for low poly profile edges that stick like that small rock on the right. Silhouette is important when using normals because those low poly edges kill the high detail illusion you're trying to create.
[/ QUOTE ]
thanks, i will try to hide the pointy parts of the silhoette.
its looking very promising though keep it up man
guess it will only appeal to a few. lol
im doing a zen garden css design
maybe hawken will dig it:D
More Robots
erm, some texture work, this is about 90 minutes in, still got some extra depth to work in, the teeth wont be symetrical, I only flipped my current progress to get an idea of where I was heading, the model shape is pretty restrictive, I may tinker in reshaping it a little to better fit the character.
image link as the width is over 900 pixels
clicky
[edit] oh yeah, the mouth is open because there will be a tongue there, I should also note I didnt model this, i'm just skinning
here are some DS/cellphone models i've been working on lately:
oh and great work everyone, really impressed over the quality in this thread.