some more work on this steampunkish train thingy ive been making on my free time(i might actually get enough time to start on the engine and steam pipings on my winter break ) still 100% diffuse,no baked lightmaps yet either.
Working on this hallway what does everyone think about the color choices and texturing what needs to be changed? I still need to add light fixtures on the wall and add a floor/Roof and dirty it up with some decals. the door and wall are both normal mapped from high-poly models.
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Aiiiee.... getting lost in the texturing. Any crit's for him?
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Really cool, and I dig the strap work you've got going there. Intricate, yet plausible and functional. I think the tattoos are just right.
Taking a break from my main project to sculpt a barbaric warrior. Using Arshlevon's basemesh, and it's rendered in Vidar Rapp's Skin_02 matcap for ZBrush 3.
The wood is really not convincing IMO. For the most part it looks like it's just a cloudy brown texture. Also, it looks like you are lacking ambient occlusion again. The door to the farthest left (the one that's cut off) has the normals popping really well there, because of the angle and the lighting. But the one in the middle has it popping less, and the furthest one is even worse. You should really try to get some more AO in there. Same goes for all the crown molding and the wainscoting. A normal map goes a long way, but only if the lighting is perfect in every shot you do. That is not always going to be the case (especially in games, where you can't strategically place the camera to avoid that).
The back wall is very brightly lit, but the left wall corner (where it meets with the back wall) gets really dark. That's something you should look into.
There is nothing unique feeling in there. Every asset you have in the scene is repeated a lot. It's not catching my attention to be honest. Like you said, you need to add decals, and a lot of them. Try your best to make every inch look as unique as possible (within reason of course). Having a good grunge/damage decal can go a long way if you rotate it around. Can avoid making it look so repetitive.
Is this supposed to be like a mansion/estate hallway? Or is it a hotel/apartment? If it's a hotel or something, you should add some room numbers on or next to the doors (you could do this in a decal so that each door could have a unique #). And maybe add a key area as well.
For such a simple scene, you might want to go a little more detailed with the geometry. Extrude out the actual wainscoting and crown molding. Will add a little more depth to the scene.
Not sure what the theme of this is going to be (scary/dark, grungy, clean etc) but if you are going for an older not so well maintained, I'd suggest adding some decals to make some of the wall paper ripped, etc.
Just some observations. Just make sure you get that AO stuff fixed if you have some ao in the texture already, try multiplying it ontop of itself another time or two.
thanks for the crit flewda i dont like the wood either i played GoW today and the wood in the mansion is alot more grainy and very realistic i might have to use some photosourced textures.
OK, so I got the lowpoly built, exactly 5000 triangles including knives (not shown in this pic since I haven't done the highpoly for them yet). There are also 3 other scrolls around her back which you can't see from this angle.
Everything on here is on a 1024x1024, baked in [http://www.xnormal.net]XNormal[/URL].
sorry nothing to post, but I had to asspat Mop.. really amazing work! the model is very nicely proportioned and quite charismatic.. if your textures are as good as your normal map, that will really kicks ass!! can't wait to see the next step!
(wow that was so constructive..)
Cheers folks. I always suck at modelling feet, seems this one isn't much better. The face is going to get some tweaks too, it's not quite soft enough at the moment, and the silhouette is too angular.
@thefrog4u: love the texture! i might be wrong and i'm sorry if i am, but it does look a lot like this texture that i found on the web a long time ago: http://img504.imageshack.us/img504/4020/malebaseskinnu8.jpg
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?
A piece of friendly advice would be not to continue using other peoples work without mentioning them or you might find that a lot of people will be pretty reluctant to work with you in the future.
It's actually an ok technique you're using you just need to to pay your dues where it's needed.
And it's not oldschool if you take it. It's oldshool if you make it.
Last part? I wonder where he got the pants and shoes. Maybe that one tutorial about the younger photosurced ps2 spec guy that's, like, a million pages, and walks through the entire process?
Last part? I wonder where he got the pants and shoes. Maybe that one tutorial about the younger photosurced ps2 spec guy that's, like, a million pages, and walks through the entire process?
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Hey hooo... to clear some things:
Mesh: BASED on Arsh´s but as said remodeld much parts. Used Arshs Mesh mainly to get the basic shapes right. The head for example was completely done by me.
HeadTexture: Used Ancient-Pig´s tutorial to paint my own.. used the texture creatied by him as ref, but did not copy and paste it.. thought this is what a tut is made for?
I already said that the breast was photosourced and I never said I took the Foto by myself.. this breast was given free by an older pcgame to create own textures.
And lower body is 100% my own work.. I can garantie (even the photosourced pockets (as said) where taken from a foto I made on my own.. and the shoes where painted in bodypaint (the only part which I painted in Bodypaint. I usaly like painting in paintshop pro more)
And last but not least I´m not a professional and I don´t ever will work for the game industrie. I just work on 3d chars for fun.. I don´t even have a portofolio. So I´m not earning any buck with this stuff.
nothing wrong with using reference or anything, but if you just copy and paste stuff you should at the very least post where you got it from or in some cases even ask the artist/photographer that made the stuff. I am not accusing you or anything(maybe some others are ) but next time mention where you get your stuff from because now we thought you did all of this yourself. (except some parts of the model)
the head texture is nice and i like your skeleton model.
Replies
crits welcome!
been zubbing...finally have time to do some of my own stuff again. Loves me a crit if you have one.
Aiiiee.... getting lost in the texturing. Any crit's for him?
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Really cool, and I dig the strap work you've got going there. Intricate, yet plausible and functional. I think the tattoos are just right.
Taking a break from my main project to sculpt a barbaric warrior. Using Arshlevon's basemesh, and it's rendered in Vidar Rapp's Skin_02 matcap for ZBrush 3.
TheFrog4u : it seems the eyes are a tad too high..
yeah my car got wheels!!
The back wall is very brightly lit, but the left wall corner (where it meets with the back wall) gets really dark. That's something you should look into.
There is nothing unique feeling in there. Every asset you have in the scene is repeated a lot. It's not catching my attention to be honest. Like you said, you need to add decals, and a lot of them. Try your best to make every inch look as unique as possible (within reason of course). Having a good grunge/damage decal can go a long way if you rotate it around. Can avoid making it look so repetitive.
Is this supposed to be like a mansion/estate hallway? Or is it a hotel/apartment? If it's a hotel or something, you should add some room numbers on or next to the doors (you could do this in a decal so that each door could have a unique #). And maybe add a key area as well.
For such a simple scene, you might want to go a little more detailed with the geometry. Extrude out the actual wainscoting and crown molding. Will add a little more depth to the scene.
Not sure what the theme of this is going to be (scary/dark, grungy, clean etc) but if you are going for an older not so well maintained, I'd suggest adding some decals to make some of the wall paper ripped, etc.
Just some observations. Just make sure you get that AO stuff fixed if you have some ao in the texture already, try multiplying it ontop of itself another time or two.
I'm starting to sorta like it (consequently, I'm starting to hate myself )
workin' on some WAR inspired stuff
Everything on here is on a 1024x1024, baked in [http://www.xnormal.net]XNormal[/URL].
the wireframe looks very sweet!
my only comments would be that her elbow/lower arm looks a bit funky, though that might just be the angle/lighting... or me
(wow that was so constructive..)
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?
@mop: great stuff! as usual.
I've started on a new head for a full character that I'll soon thake into P&P.
http://img504.imageshack.us/img504/4020/malebaseskinnu8.jpg
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?
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... Or just use it, with hue/sat shifts? Looks exactly the same, taking uv stretching into account.
100% Silo so far, but Blender render (Please forgive the hair):
As for the texture, the brown side's look as if they don't belong there. Better to keep it all green I'd say.
for something symmetrical as a trash can, how the hell are you getting a extra triangle there Cody?
As for the texture, the brown side's look as if they don't belong there. Better to keep it all green I'd say.
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Good point, I'll look at the wires. If it's all green it might look a little bland.
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http://img504.imageshack.us/img504/4020/malebaseskinnu8.jpg
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?
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... Or just use it, with hue/sat shifts? Looks exactly the same, taking uv stretching into account.
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I think I found the last missing piece for this model. That's one more person you need to give credit TheFrog4u.
http://www.pig-brain.com/tut01/tut01_01.htm
A piece of friendly advice would be not to continue using other peoples work without mentioning them or you might find that a lot of people will be pretty reluctant to work with you in the future.
It's actually an ok technique you're using you just need to to pay your dues where it's needed.
And it's not oldschool if you take it. It's oldshool if you make it.
Still playing with baking normals, my texture but default HL2 model :]
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http://img504.imageshack.us/img504/4020/malebaseskinnu8.jpg
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?
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... Or just use it, with hue/sat shifts? Looks exactly the same, taking uv stretching into account.
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I think I found the last missing piece for this model. That's one more person you need to give credit TheFrog4u.
http://www.pig-brain.com/tut01/tut01_01.htm
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Last part? I wonder where he got the pants and shoes. Maybe that one tutorial about the younger photosurced ps2 spec guy that's, like, a million pages, and walks through the entire process?
Here is the previous model with new wip texture job:
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/untitled__2_162.jpg
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/untitled__3_927.jpg
New model and new texture wip:
wip1
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/untitled__3_117.jpg
wip 2, more added:
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/apc_603.jpg
wip 3, dodge and burn work started.
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/apc2_196.jpg
Texture so far: (original is 2048*2048)
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/v_gdi_apc1_210.jpg
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/apc3_747.jpg
Spice(my modeler) made me new wheels to be more accurate.
And here is the last WIP so far:
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/apc4_198.jpg
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http://img504.imageshack.us/img504/4020/malebaseskinnu8.jpg
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?
[/ QUOTE ]
... Or just use it, with hue/sat shifts? Looks exactly the same, taking uv stretching into account.
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I think I found the last missing piece for this model. That's one more person you need to give credit TheFrog4u.
http://www.pig-brain.com/tut01/tut01_01.htm
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Last part? I wonder where he got the pants and shoes. Maybe that one tutorial about the younger photosurced ps2 spec guy that's, like, a million pages, and walks through the entire process?
[/ QUOTE ]
Hey hooo... to clear some things:
Mesh: BASED on Arsh´s but as said remodeld much parts. Used Arshs Mesh mainly to get the basic shapes right. The head for example was completely done by me.
HeadTexture: Used Ancient-Pig´s tutorial to paint my own.. used the texture creatied by him as ref, but did not copy and paste it.. thought this is what a tut is made for?
I already said that the breast was photosourced and I never said I took the Foto by myself.. this breast was given free by an older pcgame to create own textures.
And lower body is 100% my own work.. I can garantie (even the photosourced pockets (as said) where taken from a foto I made on my own.. and the shoes where painted in bodypaint (the only part which I painted in Bodypaint. I usaly like painting in paintshop pro more)
And last but not least I´m not a professional and I don´t ever will work for the game industrie. I just work on 3d chars for fun.. I don´t even have a portofolio. So I´m not earning any buck with this stuff.
And if someone is interested here are some older chars of me.. this time 100% self created.. but as said older and thus net that quality:
http://nosferatuthegame.com/media/players/nos_thug-high.jpg
http://nosferatuthegame.com/media/players/nos_skeleton-high.jpg
btw: the game is a freeware standalone based on qfusin (quake 2) engine.. I planed on importing the discussed playermodel: http://mitglied.lycos.de/frogsspace/NOS/Playermodel/wips/brute_remix05.jpg
the head texture is nice and i like your skeleton model.
170 tris and the texture is 128x64
will try to optimize it a little bit more.
testing some stuff out for a DS game
170 tris and the texture is 128x64
will try to optimize it a little bit more.
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*bows* Amazing work as usual
Just another wip
Rota