Hey, looking pretty good there, rawrsie. I especially like the designs you have painted on the blade. If I had to make some suggestions, I'd say the handle could use a little more edging on its harder bits. (such as around the handguard, and possibly around the pommel) You already have some pretty good edging on the blade itself, so no worries there. I like the designs on the blade so much, I really think you should scale them up a bit. Let them take up more space on the blade. If you do that, you could also tweak their colors a bit to make them look as if they were carved directly into the steel. Right now they look like they were painted onto the surface, and an etched look to them would be really appealing. I noticed you mirrored the texture for the blade, but the blade itself has separate UV mapping for each side. Since you went ahead and gave it more than one side, go ahead and take advantage of it. Put separate scratches, weathering on each side. Maybe a touch of rust on one side but not the other, or a dried blood stain or two. Now that you have the base colors and design down, really play around with what you can do with the texture.
Its a very solid model. You'll probably really like it on the polycount boards. A lot of expertise around here. When you post an update on this model, include a wireframe so that we can see where the polys are going to. 240 tris is entirely reasonable, but its always nice to see a wireframe.
after seeing thiel_joe sketch stuff at the 1 hour mudbox thread decided to give it a try. Zb plus photoshop, didn't post it there cause seems that is kinda differente from the thread purpose eh:
Arsh bust base mesh for the win!
To be more specific, it was about an extra emo guy and angry woman who were stranded in a deserted wasteland when their squad was ambushed by giant mutant bugs. I think it showed on adult swim for a while.
Watched "20,000 Leagues Under the Sea" last weekend. I couldn't stop myself from making this... 11k polys and 100% procedural textures using 3ds Max 9. I did unwrap everything but haven't gotten around to rendering the materials out and touching up the textures.
That's coming along Geezus, though my only crit would be that you failed to capture the proportions from the reference. Most of the planks you have look thinner and the building is looking wider at the base. Even the metal ornament on the door is thinner in your model. So I guess add a bit more mass into a few of the areas.
Also, everything is looking really straight where the reference is a little wonky and bent. Breaking up those straight lines will improve the model tenfold.
Keep it up man.
Hay Geezus, throw a FFD modifier and squish in the middle, you'll be surprised how much character that will add, you could also add a noise modifier to shake things up a bit. Also try sloping the roof in more like the reference.
still working on my first attempt at concept art/photoshop drawing/painting. it originally started out at a virtual pen and ink type drawing, but i needed to color it.
it is for an assingment in my photoshop class (introductory, nothing exciting), but i wanted to do soemthing a little more useful to me. there will be three images total, one at night, one in the morning, and another at daytime (or possibly with the sun setting).
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quick normal map (only) test last night. auto-uvs, 1840 triangles, no touch-ups after bake
<image removed to reduce clutter>
I'm please enough details came through, gotta redo this all efficent now.
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Pretty nice, my normal maps always come out looking liked boiled pig anus, sigh
Just working on a supervillain plant mutant type... thing. Oh its my own head but the body as you might expect has lost a few pounds from the real life me! Will be modelled and textured eventually! Oh and Ive made a painting thats a bit out of my territory...cuteness! EURGH!! Sick!! lol
Hi folks, this is my first post here so bear with me. I'm still a student, and this is the fourth model I've ever put together with maya, but I figured I'd throw it up here anyway.
If you recognize what it's from you get a super special prize! or something
Hawken, is that from an anime series where they fight against giant bugs?
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I think that was called "blue gender"
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Isn't that sort of like asking if its the anime with the little girls who are super powerful
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I'm going to guess "Powerpuff Girls"
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or the one where adolescents fight with big robots?
Replies
Its a very solid model. You'll probably really like it on the polycount boards. A lot of expertise around here. When you post an update on this model, include a wireframe so that we can see where the polys are going to. 240 tris is entirely reasonable, but its always nice to see a wireframe.
Arsh bust base mesh for the win!
gave this guy some sweet love tonight:
workin on a robot from the nutrocker? movie
workin on a robot from the nutrocker? movie
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heh, they are not robots dude. I have one of these toys. They are power suits. With the toy you can open it up to reveal a guy inside.
Hawken, is that from an anime series where they fight against giant bugs?
To be more specific, it was about an extra emo guy and angry woman who were stranded in a deserted wasteland when their squad was ambushed by giant mutant bugs. I think it showed on adult swim for a while.
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workin on a robot from the nutrocker? movie
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heh, they are not robots dude. I have one of these toys. They are power suits. With the toy you can open it up to reveal a guy inside.
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S.F.3.D - http://www.trooperpx.com/SF3D/
@bitmap: That paper model is awesome dude
A cold and lonely night with some mud:
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Nice but it's another one sculpt of yours that looks like zidane Try changing base mesh a bit.
Watched "20,000 Leagues Under the Sea" last weekend. I couldn't stop myself from making this... 11k polys and 100% procedural textures using 3ds Max 9. I did unwrap everything but haven't gotten around to rendering the materials out and touching up the textures.
reference from Pardulon.com:
I still have some work to do on the textures, they're not too interesting at the moment, especially the metal ornaments on the door.
Also, everything is looking really straight where the reference is a little wonky and bent. Breaking up those straight lines will improve the model tenfold.
Keep it up man.
-caseyjones
it is for an assingment in my photoshop class (introductory, nothing exciting), but i wanted to do soemthing a little more useful to me. there will be three images total, one at night, one in the morning, and another at daytime (or possibly with the sun setting).
colored:
drawing:
I'm please enough details came through, gotta redo this all efficent now.
S.F.3.D - http://www.trooperpx.com/SF3D/
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lots of cool links on that site, heres one ive found that would make great reference.
http://home.att.net/~mak3000/mdls.html
quick normal map (only) test last night. auto-uvs, 1840 triangles, no touch-ups after bake
<image removed to reduce clutter>
I'm please enough details came through, gotta redo this all efficent now.
[/ QUOTE ]
Pretty nice, my normal maps always come out looking liked boiled pig anus, sigh
based on this concept:
http://www.xrucifix.com/mack/TheArmourShard.JPG
does anyone know how I can fake a glow effect without glow maps?
If you recognize what it's from you get a super special prize! or something
http://www.youtube.com/watch?v=k6pGefbD4V0
Feeling discouraged :P
oops big pic
Hawken, is that from an anime series where they fight against giant bugs?
[/ QUOTE ]
I think that was called "blue gender"
[ QUOTE ]
Isn't that sort of like asking if its the anime with the little girls who are super powerful
[/ QUOTE ]
I'm going to guess "Powerpuff Girls"
[ QUOTE ]
or the one where adolescents fight with big robots?
[/ QUOTE ]
and "Evangelion"
Did I win?