mikebart- the bricks look pretty good with the normal maps, but have you ever thought about using tiling textures? You'd easily be able to get away with a 512 prick pattern, and a 512 with the specialty brick patterns tiling horizontally. Just seems like a really big waste at the level of detail you've got so far.
sama.van- Looks real slick, so far. Although the skin tone on her body seems to get lighter the further down you go.
xenobond: thanks man, Ive found It hard get those defined corners and edges without baking from HP models, so its basicly made up of lots of unique peices.
Wow, some awesome stuff popping up in here over the last few days!
Tennis: That stuff always amazes me, really sharp and lovely colours. Good job!
RobG: Nice sprite too, more anims will be fun!
Commander_Keen: Very cool, I'm itching to try ZB3 for this sort of stuff, although I agree with what Xenobond said, those "buffers" at each end are looking a bit blobby. Nice concrete damage though, and you're definitely hitting the right style.
Mikebart: More nice stuff as usual, although I think Xenobond is right about your use of textures. If you wanna keep the nice edges that catch the highlights on corners, you could maybe make a thin, modular "corner piece" texture, which matches up with either side of a 512x512 tiling brick texture, and has normals that work around a 90 degree lowpoly angle. That could be 128x512 or 256x512 if necessary, and would probably mean you could keep that highpoly look without spending so much space on unique textures.
Sama.van: Very interesting texture, cool work so far
Pseudo: Great start, I like the eyes, although they seem a tad close together to me?
@Mop, Xenobond; Thanks, I can see what you mean about the corner Mop, making a thin sliver of a normal map would definitly save some texture space but using a 512x512 tiling brick texture would be useless for what im trying to do here, ill post it up properly soon, its a bit experimental as in its something I havent done before but basicly im creating a set of modular peices which ill be able to build a farily large variaty of brick structure's including render, trims, ornaments and damaged bits all on the same 2048x2048 texture map, it wont be super high rez but it will have alot of content.
these are basicly all the models that the building consists of at the moment and by doing it this way Im able to build quite quickly.
I always thought that snake looked a bit constipated, and never smiling. In the beginning of MGS3 he has pretty big eyes too, but that may be just that once.
Im practicing drawing different materials.
I'm adapting it a bit to my own style, and aiming more for the original concepts for Solid Snake than Big Boss from mgs3. I'll definitely check on the eye size/expression, though, thanks.
You have to scratch it Suprore, a lot of small hard strokes in a high subD would lead to some good hair. You can also try to use a alpha with a lot of points so you dont have to do that much. But thats detailing, so make it in the end.
Here is my new creature:
I finally found the perspective button.
Sculpted from Z spheres
A project for my 2d class to demonstrate depth or something like that. We could do it in any painting medium we'd like, so I chose illustrator. Fun stuff,Still needs work of course. I think I'm also going to add some arms to it.
neo... that is REALLY cool.. Did you do a lighting study first? I cant say I've ever seen something that looked like that really personally. Good subject matter too. Cant go wrong with fit girls wearing tight pink ones.
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neo... that is REALLY cool.. Did you do a lighting study first? I cant say I've ever seen something that looked like that really personally. Good subject matter too. Cant go wrong with fit girls wearing tight pink ones.
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Thanks! I just did the lighting by eye really. Mostly just starting off with more intense bright colors and slowly getting darker and more desaturated as they go off in the distance. I did do a little reference searching though for the form haha.
Neo_God: Heh, that's cool... although I'd have to say that the flesh shadows (especially at the top of the image) are looking too desaturated and grey, IMHO it'd really improve it if you kept the same values, but saturated them more and pushed the hue towards red. Same with the bottom of her right leg.
I still kept them a pinch desaturated though, because this is what the project calls for. But the reds definitely helped soften up the flesh. Though I also upped the saturation on everything to make it pop more, and I added palm trees.
Haha, Per, I don't know how original this is, because I think Japanese guys have been drawing this sort of stuff for years, haha.
Low poly entry for another forum...
The topic was an MMO character,the idea is to have a main character w/ 'upgrades' and such...
Screenshot right out of Maya "Use no lights" option has been checked.
Daghen those are looking sweet and I can't wait to see them textured.
The one thing I'm going to say that I had said with your buildings, too, is to avoid using layer style beveling with white and black - use softlight, screen, and multiply blending modes for the highlights and shadows, and use color tints, not pure black and white. You'll get much better bevels.
Replies
sama.van- Looks real slick, so far. Although the skin tone on her body seems to get lighter the further down you go.
a basemesh i tossed out very quickly to use in future sculpt projects.
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I dig this idea, make something that resembles Odo from Deep Space nine, haha. It's a very good idea.
im pretty happy with it now, so i think im going to move on to the track.
makoa:
nah im just fooling around, but i do have access to a racing game engine, so i might just make a 1 track demo.
Tennis --> Hell nice! I love this one too!
hopefully looking a bit more effeminate...
Just started working on the texture tonight, so it's very early of course, blocked out colors and AO bake.
Tennis: That stuff always amazes me, really sharp and lovely colours. Good job!
RobG: Nice sprite too, more anims will be fun!
Commander_Keen: Very cool, I'm itching to try ZB3 for this sort of stuff, although I agree with what Xenobond said, those "buffers" at each end are looking a bit blobby. Nice concrete damage though, and you're definitely hitting the right style.
Mikebart: More nice stuff as usual, although I think Xenobond is right about your use of textures. If you wanna keep the nice edges that catch the highlights on corners, you could maybe make a thin, modular "corner piece" texture, which matches up with either side of a 512x512 tiling brick texture, and has normals that work around a 90 degree lowpoly angle. That could be 128x512 or 256x512 if necessary, and would probably mean you could keep that highpoly look without spending so much space on unique textures.
Sama.van: Very interesting texture, cool work so far
Pseudo: Great start, I like the eyes, although they seem a tad close together to me?
Inspiring stuff in here...
these are basicly all the models that the building consists of at the moment and by doing it this way Im able to build quite quickly.
A lil something for Threedy's low poly contest thingy.
Toad character, named Kain
Due date is coming soon & it's gonna be close (again!!)...
Maya test render shot. Ramp shader, Brightness. One directional light for hilites.
Screenshot right out of Maya. Lambert, 'No lights' enabled.
edit: btw lot of lizards here lately
reworked my initial concept a bit closer to how I wanted:
A little more snake -- anyone have advice on sculpting hair that doesn't look terrible? Just been blocking stuff in with std an lazy mouse so far.
Im practicing drawing different materials.
Here is my new creature:
I finally found the perspective button.
Sculpted from Z spheres
/http://i13.tinypic.com/5y9b0pg.jpg
- last update for the day, hopefully, posted too many times already.
I couldn't import highest subd into max though, i would have to do that in parts & polycrounch it.
here's grab from mudbox.
I was modeling this in max, but was getting some weird corruption holes in the mesh, so sent it to silo beta.
Nude body again WIP.
Polycount Armor Torso : 3400 (hmm really ... It take long work time...)
ha
neo... that is REALLY cool.. Did you do a lighting study first? I cant say I've ever seen something that looked like that really personally. Good subject matter too. Cant go wrong with fit girls wearing tight pink ones.
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Thanks! I just did the lighting by eye really. Mostly just starting off with more intense bright colors and slowly getting darker and more desaturated as they go off in the distance. I did do a little reference searching though for the form haha.
WIP building (using old plants),
new plants,
p.s trees suck to model!
I still kept them a pinch desaturated though, because this is what the project calls for. But the reds definitely helped soften up the flesh. Though I also upped the saturation on everything to make it pop more, and I added palm trees.
Haha, Per, I don't know how original this is, because I think Japanese guys have been drawing this sort of stuff for years, haha.
I've realized first big subdivison
with HYPERNURBS (controled by edges) to see what's going on.
I think that the basic shapes are here , probably I can go for a little ZBRUSHING now.
Any suggestion ?
diZzyWalnut, zbrush wouldn't hurt, go for it.
one more piece of spam then ill make a thread for this tomorrow night.
ditched the mask piece and working on the body:
The topic was an MMO character,the idea is to have a main character w/ 'upgrades' and such...
Screenshot right out of Maya "Use no lights" option has been checked.
Tier 1.
Tier 2.
Tier 3.
Wires.
Textures.
!!!!
Francisco C3
The one thing I'm going to say that I had said with your buildings, too, is to avoid using layer style beveling with white and black - use softlight, screen, and multiply blending modes for the highlights and shadows, and use color tints, not pure black and white. You'll get much better bevels.
Sci fi tile practice. Learned quite bit on this one. Mostly about consistency. Somthing these dont show very well.