started off as the Armour Me! contest head but I couldn't resist tweaking him :P Used Peter, the body builder on 3d.sk as reference- taken about 2 hours to get to this stage, including tweaking the model, uvs and texture.
edit: damn it seems bright on my work monitor! grrrr.
Started a little ZB2 project last night. Planning on normalmapping this thang. Its my first try at ZB2 so be nice... That goes for you too Per, you fucking cocksucking sodomizer fetishist.
Heres the lowpoly. its a wee bit dated tho. no teeth n shiz..
After about 1 hour in ZB2. Did some more but never updated the screenshot. Ill do that tonight...
Pior normal map tutorial and that lastest _Shimmer normal maped head inspired me to do my own. Would like some hard critics as it's the first time i do one, and can't get the eyes looking right. The low poly it's 250 tris. Perhaps i'd do a heavier one later.
Vitor: Looks like you're using black to put shadows in your texture, it makes the skin look dirty. There's also too much shading in the texture, take a look at Shimmer's flats to get an idea of what to shoot for.
Here's what I've been working on, going for a mmorpg environmental model. Here's what it's based on.
It's around 1200 polies, I'm going to redo the bell with less polygons, I figure the iron bands can be part of the texture.
Nice one Justin, I like it. I think you should cut the ends out of the two diagonal support beams where the hinge on the horizontal ones of the bell. It just looks a bit strange with the thick wooden beams intersecting eachother.
havent done any work for ages and after chatting to chunkey for a while, the suggestion of laying down ideas with larger brushes and more opaque tones combined with a whirlwind of non alchy beer and billy idol came up with this doodle. only about 20mins work i suppose. feels weird using the wacom after 3 months of nothing.
Wanted to test out a character building technique, and happy with the results. The low poly model is ~2000 triangles. The color/spec maps are very temp, if I get around to it I'll finish this guy up.
sinister: nothing too special. I modeled the low poly differently than I usually do. The high detail version I limited to test if maya's normal baking had problems with certain types of details. Basically learned it can handle anything, so the next character will be a bit more insane. I also wanted to tighten up my pipeline, and got that guy out the door just short of eight hours.
Oh man its been forever since ive done any plastic models! I should go pick one up that looks like so much fun. I htink it looks great. I like the dirt
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Oh man its been forever since ive done any plastic models! I should go pick one up that looks like so much fun. I htink it looks great. I like the dirt
[/ QUOTE ]
Thanks man! It's great to do them now. Back at the time I used to make them, I never had any money for colors . I rushed to make them within one afternoon, no patience at all It's even more fun to build them now, when the result actually looks like something.
So I suggest you get one soon and post it
just a from memory sketch of an arowana, big amazonian fishy. but had to use ref for the head! try to bring my quick sketching skills up to scratch roughly 20-40min per sketch. all on le wacom.
No design in mind, just started making shapes. The outcome is a bit sloppy, but a lot of fun to make.
3rd person view model, 428 triangles, 512x512 normal/spec/diffuse.
a few more polygons and it might look alright in first person view.
I tried to get into the dystopia mod, but they were full and i probably aint at their level yet :X
so here are some sort of art test I did to get into the planofattack mod for hl2, wich is a realy cool game btw I love to play it
With the stones it looks much better.
The wear and tear still seems a bit random and on some parts not believable.
The specular is very strong. Try to turn it down a bit.
The wear and tear on the top also looks very random. Try to put some wear and tear on the inner part of the lid where it is more likley to be hit by garbage that people try to slamdunk in.
The sides of the innerpart deserve a bit more light so that they fit better to the "bottom" of it.
Yeah spec is way too strong there man. The little rocks have some great detail but i would run a sharpen on them to bring it out a little better, its reading as a bit blury to me, esp in the render. Do a fade sharpen at like 50% if it comes out too sharp
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That rocks hard strangefate. Looks like an awesome knocker for a door that a main character is about to grab, and then it starts talking to him.
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I was about to say exactly the same, like in the movie "Labyrinth". Can't wait
The knocker ring looks a bit small, I doubt it'd reach the door. And usually there's a thicker part towards the bottom that acts as a weight, sometimes also a metal part on the door to prevent the knocker from damaging the wood.
My bad i guess for not saying it: It's NOT a knocker!
It's gonna be a detail about twice the size of a human head.
Since its for ingame use, the hope would be that yes, other people would reuse it as knocker or fassade detail in whatever way they can.
Properly modeling the ring in whatever size and shape fits their needs would be their job.
Replies
started off as the Armour Me! contest head but I couldn't resist tweaking him :P Used Peter, the body builder on 3d.sk as reference- taken about 2 hours to get to this stage, including tweaking the model, uvs and texture.
edit: damn it seems bright on my work monitor! grrrr.
anyways, here's the Ruger Mini 14 model I've been working on in 3dsmax.
a new, unspectecular portfolio piece
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This looks remarkably like my local pubs landlord, I'm gonna get a photo of him and post it here.
Heres the lowpoly. its a wee bit dated tho. no teeth n shiz..
After about 1 hour in ZB2. Did some more but never updated the screenshot. Ill do that tonight...
Pior normal map tutorial and that lastest _Shimmer normal maped head inspired me to do my own. Would like some hard critics as it's the first time i do one, and can't get the eyes looking right. The low poly it's 250 tris. Perhaps i'd do a heavier one later.
Here's what I've been working on, going for a mmorpg environmental model. Here's what it's based on.
It's around 1200 polies, I'm going to redo the bell with less polygons, I figure the iron bands can be part of the texture.
havent done any work for ages and after chatting to chunkey for a while, the suggestion of laying down ideas with larger brushes and more opaque tones combined with a whirlwind of non alchy beer and billy idol came up with this doodle. only about 20mins work i suppose. feels weird using the wacom after 3 months of nothing.
Wanted to test out a character building technique, and happy with the results. The low poly model is ~2000 triangles. The color/spec maps are very temp, if I get around to it I'll finish this guy up.
1990 polygons, diffuse, normal and spec.
i hope to get some metro's realy moveing in it
It's a model all right?
Here's some alien creature I decided to start (did a sketch first)
Oh man its been forever since ive done any plastic models! I should go pick one up that looks like so much fun. I htink it looks great. I like the dirt
[/ QUOTE ]
Thanks man! It's great to do them now. Back at the time I used to make them, I never had any money for colors . I rushed to make them within one afternoon, no patience at all It's even more fun to build them now, when the result actually looks like something.
So I suggest you get one soon and post it
EDIT: tehee
slight development of the previous days sketch
just a from memory sketch of an arowana, big amazonian fishy. but had to use ref for the head! try to bring my quick sketching skills up to scratch roughly 20-40min per sketch. all on le wacom.
No design in mind, just started making shapes. The outcome is a bit sloppy, but a lot of fun to make.
3rd person view model, 428 triangles, 512x512 normal/spec/diffuse.
a few more polygons and it might look alright in first person view.
so here are some sort of art test I did to get into the planofattack mod for hl2, wich is a realy cool game btw I love to play it
With the stones it looks much better.
The wear and tear still seems a bit random and on some parts not believable.
The specular is very strong. Try to turn it down a bit.
The wear and tear on the top also looks very random. Try to put some wear and tear on the inner part of the lid where it is more likley to be hit by garbage that people try to slamdunk in.
The sides of the innerpart deserve a bit more light so that they fit better to the "bottom" of it.
Keep it up
That's a really worried/surprised-looking lion...
He has cappelletti for ears!
the ring is a bit too small in that render, it's bigger in the final model.
The ears are kinda funny yes, look like some kind of pasta
That rocks hard strangefate. Looks like an awesome knocker for a door that a main character is about to grab, and then it starts talking to him.
[/ QUOTE ]
I was about to say exactly the same, like in the movie "Labyrinth". Can't wait
It's gonna be a detail about twice the size of a human head.
Since its for ingame use, the hope would be that yes, other people would reuse it as knocker or fassade detail in whatever way they can.
Properly modeling the ring in whatever size and shape fits their needs would be their job.
Don't think I've whored these yet.
If I did, then you have my apologies.