That turned out awesome Ruz! You completely nailed the consistency between the eyes and the rest of the face, which is one of the most distracting aspects I see in higher poly works. The skin tone looks like it could be played with just a tad more along the lines of getting a slightly more red/dark hue as the yellows seem overpowering. Wonder if monitors will even pick up this subtle of a tweak (or if my monitor has even been calibrated in the past few months). I guess even without the image you get the gist.
yeah I hover around the red and yellow in the hue and saturation, never quite deciding which looks best. I think some way in between the two is nice.
I know what you mean about eyes, they are generally too bright IMHO
here a little something I think I'm finished with....I don't know though....I wanna know what you all think.
i tried to keep as accurate as possible, but with so many variations of the Mauser I kinda took bits and pieces of all my reference images and stuck it together. Enjoy!
[ QUOTE ]
here a little something I think I'm finished with....I don't know though....I wanna know what you all think.
i tried to keep as accurate as possible, but with so many variations of the Mauser I kinda took bits and pieces of all my reference images and stuck it together. Enjoy!
[/ QUOTE ]
the insets on the side have more of a smooth rounded bevel to them on the c96, not such a harsh edge like that. Also is this diffuse only? If so you really need some good specular highlights painted in. Your metal is looking a little "cloudy" as well.
tacit math , that looking cool right now
Davision3d - yeah the wire is a bit messy right now. will post some wip tonight
Marine - you are right, did n't really see that
i think there is some wokyness in the upper lobe/forehead ... there seems to be a weird deformity and a cavity, as if his skull was smashed in .. unless you are suggesting some light hair there ... the loops are pretty nice though
Nice texturing Japhir. I got inspired by some recent HL1 re-makes of Grunts (ahem!) and made something in same specs for a mod i've befriended a long time ago:
This is a 40k imperial psyker. For Rival Species. Now let us do some unwrapping.
[ QUOTE ]
japhir, that seems incredibly low res texture wise?nice all the same
[/ QUOTE ]
it is 128² :P.
For my spiderman model I had 256² and someone mentioned that it was too large for such a small model, so I also used 128² for this one.
Got to playing around with lights last night as they appy to shapes (ie ; lightsabre or neon tubes) I want to come up with a standard solution and keep it as a file that way I don't have to recreate anything else except the shapes...still W.I.P.
Replies
scuse the multiple posts, just fancied pimping a few bits and pieces.
I know what you mean about eyes, they are generally too bright IMHO
i tried to keep as accurate as possible, but with so many variations of the Mauser I kinda took bits and pieces of all my reference images and stuck it together. Enjoy!
here a little something I think I'm finished with....I don't know though....I wanna know what you all think.
i tried to keep as accurate as possible, but with so many variations of the Mauser I kinda took bits and pieces of all my reference images and stuck it together. Enjoy!
[/ QUOTE ]
the insets on the side have more of a smooth rounded bevel to them on the c96, not such a harsh edge like that. Also is this diffuse only? If so you really need some good specular highlights painted in. Your metal is looking a little "cloudy" as well.
CgTalks MGAC
Limit of 1000
Heman and Orko
998 tris
Very cool character! His mouth is hard to read, maybe give him a fat lip.
@ Ruz
Great heads. The textured head big fold, between lips and nose, looks too simple and sharp to me.
Can we see a wire of your max head?
Davision3d - yeah the wire is a bit messy right now. will post some wip tonight
Marine - you are right, did n't really see that
texture is 128^2.
2 more
and a video of the world editor ( bad quality anyway...)
http://guyguyjp.free.fr/worldbuilder.avi
running a sharpen filter at about 30% might help those windows in the brick wall.
changed the hair and texture, also worked on the alpha map. (alpha not showing)
This is a 40k imperial psyker. For Rival Species. Now let us do some unwrapping.
Still figuring out normal maps:
japhir, that seems incredibly low res texture wise?nice all the same
[/ QUOTE ]
it is 128² :P.
For my spiderman model I had 256² and someone mentioned that it was too large for such a small model, so I also used 128² for this one.
just another one quick.
StJoris - Heh yeah i fancied doing some fan art since im playing windwaker atm.
rooster - Haha nah not yet i'm still working on it
And vitor, that's looking really sweet. I like it better than some of your sculpts, even.
brilliant work RobG
Here's what i did when everyone else around me was having LAN-game fun:
Really a LOT of room for improvement, and i dont mind some extensive rants. The cloak will need some detail-loving, but im out of ideas for now.
I'm working on this as sell as a ton of other things:
The red circles are where I want joints. I want the knee to work like that of a lot of the Master Grade Gundams
All I've ever used is biped and don't know much about bones, but I think its the only way I can get the knee to do what I want.
I have very little exp w/ rigging and bones but this is what I want to do and I don't know if I can do it the way I want to.
knee test
ramp tile for sci-fi tile set. have to adjust some things so it tiles better but pretty much ready to do the normal map.
continuing from the last concept: