Cool face Shimmer, has a lot of character already, which is always a great thing to see in a lowpoly mesh!
TGZ: Looks fairly good, but I'd lose that purple light (where's it coming from!?), and also the stone texture is really obviously tiling on the wood-separated panels at the bottom there. Just offset it a bit on each one and it'd be fine.
TGZ: the execution is very nice but i think it could use a lil bit of work on the design, try adding a couple of flower pots and other props on the scene
Hey thanks Badname I did a small tutorial some weeks ago, but it's based on contract work so I have to wait another year until I can post it
I just finished this one. I'm not sure about the skinned shadow on the front of the car, but I think it may be subtle enough to work ingame. The windows are shaderbased which can be turned off ingame. Mabye I'll add some geometry for high end pc settings. The model is just a funthing for a game I hope to do someday
Oh and nice start on the skin, Hooker with a Penis.
Thanks! I'll post the flats as soon as the baking works. I'm trying to render the texture at 85% self-illumination for some subtle shadows on them, but somehow all I get after clicking the render-to-texture button is gray... It's driving me mad
Decided to revamp my high poly head workflow, as I just realized I've been modeling heads the same way since I started. I found most of my work with my high poly heads is figuring out where to place the "stars" (where either three or five edges come from a single vert) So this is my new base mesh. 100% quads, and the rings all work in a way that I can easily add detail localy without it traveling to a completely unrelated portion of the mesh.
Lookin good poop. I think he's missing somewhat of an upper eyelid though. If you threw that in there and defined the lower eyelid a little more i think it would help him stand out a bit more.
I'm basically trying to keep it super low poly to the point I could use this for anything, including an asian man/woman. Also the sparser the mesh, the easier it is to morph it, at which point I would then add the uper and lower folds. I agree though, he definately needs an upper eyelid fold should I flesh it out more.
Like this,
butterflies!
pair of split quads so the things actually 'flap their wings' with the help of an animated alpha map.
rogue gave me a good crit about having the butterflies flapping individually, but seeing how UT instances things, that'd require creating multiple instances of the same assets in the texture AND mesh browsers, which is not what I want to do with these assets.
Head is pretty narrow. I'd say widen him up a bit.
Eyes look a bit far apart as well. Looks like your a little too dense with the loops between the bridge and tip of the nose.
Eyebrow ridges are a little sharp.
Keeps getting better and better Shimmer!
The highpoly model is cool, and the guy's face is turning out very nicely. I'd say his eyes kinda suck at the moment, though... can't quite place what's wrong with them - the irises and pupils look oval? Also they're too bright, i think, maybe make the whites a bit more yellow and darker, and make the irises darker too, then it'll all be great.
Replies
Cheers bro
hurf
rhinokey let me try out his cintiq and with it i came up with this thing. the lighting on the creature is borked but it was a nice attempt
just fleshed in the lower half.
Haha, cool one Dur
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I agree
Here's what I've been working on, a website for my brother's new tattoo shop!
Great website Justin_Meisse, I think it fits perfect to your brothers occupation.
Base mesh with FaceMaker, then modified tremendously. Still working on this guy.
Anyone have any tips for high poly unwrapping?
Hence, some quick and dirty unwraps:
http://www.zusko.com/v2pics/cave_entrance.jpg
http://www.zusko.com/v2pics/tongue.jpg
If I had to do it again I'd probably try and get more out of my tiling brick textures and drop the number of custom unwrapped areas.
needs new windows
TGZ: Looks fairly good, but I'd lose that purple light (where's it coming from!?), and also the stone texture is really obviously tiling on the wood-separated panels at the bottom there. Just offset it a bit on each one and it'd be fine.
Shimmer: kick ass stuff dude.
I just finished this one. I'm not sure about the skinned shadow on the front of the car, but I think it may be subtle enough to work ingame. The windows are shaderbased which can be turned off ingame. Mabye I'll add some geometry for high end pc settings. The model is just a funthing for a game I hope to do someday
Oh and nice start on the skin, Hooker with a Penis.
Linked because of size.
http://www.poopinmymouth.com/net/pcount/base_mesh.jpg
Like this,
(new site vaguely under construction)
pair of split quads so the things actually 'flap their wings' with the help of an animated alpha map.
rogue gave me a good crit about having the butterflies flapping individually, but seeing how UT instances things, that'd require creating multiple instances of the same assets in the texture AND mesh browsers, which is not what I want to do with these assets.
3000 polys, unwrap time (wohoo)
Mop: that was indeed pretty vague nice color scheme though
boskma: That thing is lookin pretty darn good.. Goin into Zbrush?
Any reference to CowboyBeepob the Movie with those Butterflies? Because they look exactly the same.
But stuff like that is what makes maps really shine, great work
http://www.guntharf.easynet.be/temp/index.html
let's fill it !
And also started creating my website. This is the first time i do something like this so some critics would also be good
http://dferreira.planetaclix.pt/
Eyes look a bit far apart as well. Looks like your a little too dense with the loops between the bridge and tip of the nose.
Eyebrow ridges are a little sharp.
and ive been messing with a certain nvidea normal map filter for PS . (BIG image so ill link it)
http://www.hedgeart.com/walltexpic.jpg
john
The highpoly model is cool, and the guy's face is turning out very nicely. I'd say his eyes kinda suck at the moment, though... can't quite place what's wrong with them - the irises and pupils look oval? Also they're too bright, i think, maybe make the whites a bit more yellow and darker, and make the irises darker too, then it'll all be great.