thanks for the kind replies earlier on this. I finished the base paint of the helmet and started the body. moving a long slow, but steady... It's entirely unwrapped now, so no more procrastinating for me. I'll try not to post this sucker again till I get it pretty further a long.
DeathTrip, around 20, between 256s and 64s, though I have them all in higher resolusion. Here's a look at some of them http://chrisholden.net/24dall_text.jpg
started out with z spheres, got the basic form I wanted and then keped running detailpasses over him. I used this worldnormal material (in your zbrush material folder) because I personally get a nicer view on the details like that without haveing to bum around with lightsetups.
and yes you bum, I'll get the painscavenger done tonight
Phil very nice, did you have the record option on when you made that? Man please turn it on
btw does anyone got any link to some zbrush movies? I got the pior siraq head one already.
Just starting out ... forearms and hands are pretty much untouched, as is the lower part of the torso and legs. Gotta hurry this one along if I'm gonna make the deadline, so I'm not trying to get the anatomy totally perfect ... just "good enough" for now...
Scott: Thanks very much mate, yes it's just for practice
1) To practice modelling techniques.
2) To improve the believability of my sci-fi 'high poly for normal map' models by forcing myelf to look closely at real life detail.
Quicked out this clank last night after work. I'm not too happy with him yet, and he's a bit big. On the brighter side, the commando ratchet is all cleaned up for deformation, and already bitching at me for a normal map.
That a boldface lie, anyway. I hardly still do much of anything when it comes to 3D work. But i get the itch every now and then, and then i just like to jump headfirst into some lowres pixelly goodness
stuff for my unreal level. this is a long snipe-off hall. i have two triggers on each end my friend rob helped me script. when two players are standing on both of the triggers, doors on each end open, revealing the sniper rifle. DRAW! the victor wins the gun. i added stairs in the center to make headshots more likely - more as it slowly develops.
killingpeople: Great idea there, looks like a nice style too... can't wait to see the finished level!
Jerome: Pretty good, but it looks very rigid in the side view (there's not enough cranium at the back, too - skull shape is wrong)... also the eyes are too far apart in the front view.
needed to do some up to date concept art for my portfolio,so i drew this guy, just began doodling,like the sketch so i inked it,new ill PS it and make the 3d model
Been kinda busy/lazy... finally got this guy all UVmapped. Almost done with the head... need to paint in the mouth and teeth (don't know why I added them because I'm not gonna animate him, but oh well), plus I need to paint in some difference on one side of his head (reason for UVmapping both sides). Bleh, enough rambling...
Hey, cool work from the top down on this page. Kungfubilly, i really like the wet feel you have going in your eyeball texture, cool design over all too. Skrubbles, really nice skin. I like the zbrush stuff that was happening in the previous page so thought I'd continue in that tradition. Here's a couple zheads i did recently.
Something i'm doing for school, on the theme of music piracy
A few things that were pointed out allready: the hooked underarm is too long, he has no eyebrows, and the scruff-thing looks weird where it meets with his chin.
I would LOVE some good crits on this, as i'll need to defend it in front of a jury next week.
Nice texture, skrubbels, too bad it looks more menacing on the uvmap than on the model
I dig these zbrush things, too
Replies
SFate, that face is looking solid!
DeathTrip, around 20, between 256s and 64s, though I have them all in higher resolusion. Here's a look at some of them
http://chrisholden.net/24dall_text.jpg
snail.
started out with z spheres, got the basic form I wanted and then keped running detailpasses over him. I used this worldnormal material (in your zbrush material folder) because I personally get a nicer view on the details like that without haveing to bum around with lightsetups.
and yes you bum, I'll get the painscavenger done tonight
Crasy stuff - very inspirational, never did something like a snail house ...
btw does anyone got any link to some zbrush movies? I got the pior siraq head one already.
Just starting out ... forearms and hands are pretty much untouched, as is the lower part of the torso and legs. Gotta hurry this one along if I'm gonna make the deadline, so I'm not trying to get the anatomy totally perfect ... just "good enough" for now...
and awesome landscape Adam! reminds me of windwaker.
nah sorry, next time ... I don´t know any
Nice one there Mop, he's taking on form, damn all the stuff that is coming along here is looking really cool.
something to get back at modelling
just a fast render so no flats and heavy heavy W.I.P
the sux
I'm trying to get a nightly zbrush going. Heres tonights.
Tiger 1
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Awwwww. Nice!!1 just for practice, or what is it for? beautiful piece of work.
Scott
adding details to city blocks for police trainer.
This is for one of alien arena's models. I got a sudden hunger for pixelly goodness, so i made a quick skin for it.
Yes, Cheapalert/Per/other dirty mind, that's a penis.
edit: wet kisses to brome for hosting this.
sugary is written on the side purely for my own amusement.
1) To practice modelling techniques.
2) To improve the believability of my sci-fi 'high poly for normal map' models by forcing myelf to look closely at real life detail.
Trying to merge the comic book version and the more realistic movie version.
That a boldface lie, anyway. I hardly still do much of anything when it comes to 3D work. But i get the itch every now and then, and then i just like to jump headfirst into some lowres pixelly goodness
Jerome: Pretty good, but it looks very rigid in the side view (there's not enough cranium at the back, too - skull shape is wrong)... also the eyes are too far apart in the front view.
Finally started textureing after some hard ass unwrapping
420 tris, 256x256 tex
needed to do some up to date concept art for my portfolio,so i drew this guy, just began doodling,like the sketch so i inked it,new ill PS it and make the 3d model
kinda has an aloof look to him like c3po
Texture coming along well also there scrubbles
Something i'm doing for school, on the theme of music piracy
A few things that were pointed out allready: the hooked underarm is too long, he has no eyebrows, and the scruff-thing looks weird where it meets with his chin.
I would LOVE some good crits on this, as i'll need to defend it in front of a jury next week.
Nice texture, skrubbels, too bad it looks more menacing on the uvmap than on the model
I dig these zbrush things, too
nice bloom there irratant. that looks impressive for being a quake 2 engine.
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Thanks
Reflective water added today(thanks to Dukey for the tutorial)
Hmmmm what next. What can I do to make my engine prettier and more unstable Real time static lights....mmmmm uhhhh...Homer like RTSL.