DH Looking cool. Can't wait to see the texture and mats!
Jaco, Im digging the base mesh, nice topology. I dig the twist in the thigh. I bet if you released this, it would be pretty popular, cause he has fun proportions to begin with.
very nice Ruz. my only real crit is with the crotchal area. seems to be hugging his member a bit too much for how baggy the pants are. anatomy is looking tight.
Awesome work Ruz, for a moment I thought it was a 3d scan. The prominent nipples spoiled the illusion for me though
That's looking great DH_, are you going to try and put it in UT3?
Thanks for the comments about the base mesh, don't think I'll release it though, it's got some issues (hands, not enough density around the mouth) Maybe the next one
actually I forgot to crit the base mesh. i was thinking a bout it in my head then got distracted by the cat:). I was just wondering why there is no mouth. looks good overall anyway
Demon cage, you are right abou the pants, need to work on the base shape some more.
my first try on doing characters, It's not the best but I'm try. All are under 500 poly and 128 color texture each. glow texture on bender and transparent texture on fry's hair. still a wip...I'm working on making the whole scene...inside the building. ship and the outside the building. More characters too.
Could you comment why you are doing it this way, instead of selecting and beveling all edges at once ? Or am i missing something ?
[/ QUOTE ]
If you bevel everything at once, it makes it harder to modify things farther along the way since the base geometry gets rounded as well - for rounded edges I never round the actual geometry but just let the subdivision algorithm do it's trick.
on more complex meshes, I find a lot of areas which require manual cutting and editing - if I had the actual base geometry for the edges rounded I'd never have the power to make adjustments.
Also, if you extrude everything (not bevel) at once you obviously won't get the same results.
There is no rule to it, do what works best for you, and if you find a more efficient method, do gimme a buzz - I'm always eager to learn and improve my technique
Nah, forget it. You misunderstood my question, or i asked it wrong, and it would take a lot of time to understand each other for such an insignificant thing. Do the things you do, the way you do.
Here's something I started mostly just to test a base mesh I've been working on and off on. It currently weighs in at 950k polys, and while as I could probably reduce that via local sub division I'm keeping away from that in case I need to bring it into zbrush later. The legs + lower waist are going to be completely covered once I get to cloth and such, so I'm not putting much effort into them.
awesome man I'm gonna throw my character in UE3 when he's done (only have pants and fingers to go!) I hope I can achieve somewhat of the same effect. The engine is so freakin' powerful!
@Polyhertz: Really cool dude! The upper body looks amazing!The lower body does too, but at the waist/hips, I think you could benefit from stretching things out some, because he looks truncated around the mid-section
PolyHertz - Thats looking nice, but I feel the legs should be as dynamic as the upper torso.
rul119 - I think that you should make the sculpt a bit stronger, tis a bit faint right now.
Bones - thats cool man
yep, the orc is still very highpoly. I don't wanna animate him, so i don't care about the polycount :P
But when i would use a real lowpolymesh the details would also look that good. only the silouette would look a bit more boxy
Replies
Good job on the hatter too, Gav.
-caseyjones
Love ur style!
Here's some parts of a scene i'm working on, still nothing mapped, need to map all and give a pass of detail in Zbrush. Very simple
As always, all done in Modo.
got it in unreal finally.
Still need to redo parts of the normal projection, do an AO bake, and project out some diffuse masks.
I should be having fun just noodling around with material effects and texturing soon enough.
Jaco, Im digging the base mesh, nice topology. I dig the twist in the thigh. I bet if you released this, it would be pretty popular, cause he has fun proportions to begin with.
also looks rather dense for a base mesh... more like a tessellated base.
twist on the thighs is rather nice
Kite that be cool:)
Blaizer - thats cool also , like to see more creative stuff.
anyhow, here is my latest effort, trying to improve my sculpting . lot of work to do on it yet and am not entirely sure what direction it will take
_DH, looks sweet, looking forward to updates.
That's looking great DH_, are you going to try and put it in UT3?
Thanks for the comments about the base mesh, don't think I'll release it though, it's got some issues (hands, not enough density around the mouth) Maybe the next one
Demon cage, you are right abou the pants, need to work on the base shape some more.
also made a lil' tutorial at http://www.svartberg.com/tutorials/videos/Subd_puzzle_lvl2.avi
[/ QUOTE ]
Could you comment why you are doing it this way, instead of selecting and beveling all edges at once ? Or am i missing something ?
Spent more time wrinkling clothes:
[ QUOTE ]
also made a lil' tutorial at http://www.svartberg.com/tutorials/videos/Subd_puzzle_lvl2.avi
[/ QUOTE ]
Could you comment why you are doing it this way, instead of selecting and beveling all edges at once ? Or am i missing something ?
[/ QUOTE ]
If you bevel everything at once, it makes it harder to modify things farther along the way since the base geometry gets rounded as well - for rounded edges I never round the actual geometry but just let the subdivision algorithm do it's trick.
on more complex meshes, I find a lot of areas which require manual cutting and editing - if I had the actual base geometry for the edges rounded I'd never have the power to make adjustments.
Also, if you extrude everything (not bevel) at once you obviously won't get the same results.
There is no rule to it, do what works best for you, and if you find a more efficient method, do gimme a buzz - I'm always eager to learn and improve my technique
I have a new shirt up for sale, not that anyone cares :P
http://www.bountee.com/productview.action?id=154701
got the AO maps baked out, roughed in some color and started work on the materials.
it's really bloomy right now due to spec levels in the material, something I'm still tweaking the values on.
UE3
awesome man I'm gonna throw my character in UE3 when he's done (only have pants and fingers to go!) I hope I can achieve somewhat of the same effect. The engine is so freakin' powerful!
colors match good, its a nice teeee
Greetings
rul119 - I think that you should make the sculpt a bit stronger, tis a bit faint right now.
Bones - thats cool man
and my last complete character, removed from main forum and better posted here
I was bored and made a poisonbarrel this afternoon, what do you think?
that is seriously nuts. what's the tri count like? that staff looks pretty incredible for in game. the silouette is awesome
Wanted to play around with polypaint, awesome feature in zbrush
Ive been practicing a bit of sculpting on my basemesh and got carried away, ended up useing iatriki's cool little lighting setup.
Inspired by EQs model and realizing that my hard-surface modeling skills needed some improving, I modeled this XM8.
yep, the orc is still very highpoly. I don't wanna animate him, so i don't care about the polycount :P
But when i would use a real lowpolymesh the details would also look that good. only the silouette would look a bit more boxy