didn't have the nvidia ps filter at work so i used the lighting effects filter in each channel. this one was way funner that punching myself in the face after every RTT attempt (max7).
hey, killingpeople.. try flipping the green channel on the spray can.. also look at bens skaterdude normal map tutorial on how to get the bottom not to do the wavys.. he found out a cool way to avoid that with the cage.
Bronco:
you'll need to make your mesh all quads and distribute your mesh more evenly (less detail for the eye and ear area). there is a tri on your dude's shoulder and the n-gons on the gask mask won't fly well when you divide the mesh in zbrush.
Vitor, isn't that head overly 'dense' for game-art ?
I don't know nowadays, I'm not in game-art myself so I just tend to do what 'looks' right so I might be talking outa the rear-ende when asking that hehe
and ofcourse some more Bob
added a shirt that i need to attach to the rest of the body.
I tend to build a naked model first and then cloth it.
not much of a production workflow, but then again, this is just for fun.
Hehe rockstar: Kenneth Scott meets Meats Meier? I like everything from shoulders to mouth. Everything above the mouth looks like it's having a noise filter to me.
yo rockstar.. kenneth scott called me today.. he said get your own style..
haha.. just kidding..
haha..no im not..
looks good man.. i really like the harder forms in there.. the way they fit together is really nice.. i want to like the detaily stuff.. but its just too much i think.. maybe not too much, just the detail dosent seem to serve a purpose other than just being detail.. almost like people that put noise on their textures casue they dont know what else to do with the space.. so its this evenly distributed bumpaly dumpaly goober foo foo joo joo..but the overall design of dude is awesome.. i just think the noisyness takes away from some of the more interesting forms..
makes we want to put a carrot cake up my butt and some wax in my pee pee hole
How many levels of tesselation have you got on that thing, Rockstar?
Moving along at glacial pace, did another few hours on this guy tonight. I suppose I'm going to have to go in and add ridiulous levels of detail to remain competitive now, aren't I.
arsh: one minute you're just a kid getting off, and the next minute you'll never be a lawyer... I'm gonna come cut ur guts out.
heh it was more of a doodle and a test for some projection master alphas I got
jackablade: I had most of the stuff on 5, but i went up to 6 just cuz I could and added more "detail" ur thing is cool, I like the face, but the body needs work, his tits are really strange, pulled the the side, also get some reference for arms.
KDR: it was inspired by some of katsuya terada's work, so its not based on any ref of a real person or anything, i guess i have a tendency to model things a certain way that i like, which is probably why she looks similar.
Vitor>Scrooge's looking good, the eyes seem a tad too big to me though. Ahh, it reminds me of Christmas, they always show some movie on telly about Ebenezer Scrooge
I'm still dabbling on the dog.
[ QUOTE ]
His tits are really strange, pulled the the side, also get some reference for arms.
[/ QUOTE ]Yeah, as I said, its all still very much work in progress and the arms are still very much early WIP. The saggy old man boobs aren't too far off what I'm after though.
Looking back at the last one this is actually VERY similar to it, odd how that happens looking at completely different inspiration/ref/style stuff and it turns out almost exactly the same proportions. Just more cute/stylized/better overall =D
@Vitor: I'd try some color variation, some red, blue or even yellowish parts may help. I'd also already paint some slight highlights on the diffuse map, that's what I do most of the time.
I just finished a normal map texturing exercise. I tried to get more information on the diffuse map than on other normalmap models I've done. Not happy with the eyes, I'll work on them some more.
... still working on the Uncle Scrooge texture. The left one is in Max, 100% ilumination, just diffuse; the right one is lighted with diffuse and specular map.
Gah! I need to stop coming to this thread...it reminds me how much i need to work on my modelling..and texturing...
I would practice if i had any damn ideas.
[ QUOTE ]
Gah! I need to stop coming to this thread...it reminds me how much i need to work on my modelling..and texturing...
I would practice if i had any damn ideas.
[/ QUOTE ]
browsing conceptart.org is always useful for ideas
Hey Vitor, I really like your model, but the texture has some problems. The main thing is the wrinkle lines don't seem to follow the face contours correctly. Just google up some old guy's faces to fix that. Also, consider adding some more age splotches and whatnot to his face. I think those things and a little more contrast in the texture would really make it look good.
EQ: That's pretty cool, the topology is pretty good but won't allow for smile lines when animated. I think you'll also run into a similar problem with the eyebrows.
It looks like you based the topology only on the muscles and didn't account for fat and skin folds.
You may not intend for this to be animated, but I find that you'll represent the forms more easily/efficiently/accurately when you follow "animatable" topology.
Replies
http://img.photobucket.com/albums/v668/killnpc/NMfun02.jpg
didn't have the nvidia ps filter at work so i used the lighting effects filter in each channel. this one was way funner that punching myself in the face after every RTT attempt (max7).
John
Bronco:
you'll need to make your mesh all quads and distribute your mesh more evenly (less detail for the eye and ear area). there is a tri on your dude's shoulder and the n-gons on the gask mask won't fly well when you divide the mesh in zbrush.
Vitor, isn't that head overly 'dense' for game-art ?
I don't know nowadays, I'm not in game-art myself so I just tend to do what 'looks' right so I might be talking outa the rear-ende when asking that hehe
and ofcourse some more Bob
added a shirt that i need to attach to the rest of the body.
I tend to build a naked model first and then cloth it.
not much of a production workflow, but then again, this is just for fun.
i wish there was more around the eyes
widen the clavicals
carry on sputnik!
lenin is proud.
doh I suck.
KP: yeah the projection master thingie with some custom alphas.
this is a quickie from tonight:
and theres this guy too been working on for a little while
haha.. just kidding..
haha..no im not..
looks good man.. i really like the harder forms in there.. the way they fit together is really nice.. i want to like the detaily stuff.. but its just too much i think.. maybe not too much, just the detail dosent seem to serve a purpose other than just being detail.. almost like people that put noise on their textures casue they dont know what else to do with the space.. so its this evenly distributed bumpaly dumpaly goober foo foo joo joo..but the overall design of dude is awesome.. i just think the noisyness takes away from some of the more interesting forms..
makes we want to put a carrot cake up my butt and some wax in my pee pee hole
Moving along at glacial pace, did another few hours on this guy tonight. I suppose I'm going to have to go in and add ridiulous levels of detail to remain competitive now, aren't I.
Arms and chest are still a bit on the whack side.
heh it was more of a doodle and a test for some projection master alphas I got
jackablade: I had most of the stuff on 5, but i went up to 6 just cuz I could and added more "detail" ur thing is cool, I like the face, but the body needs work, his tits are really strange, pulled the the side, also get some reference for arms.
shimmer: neat work faster beeyatch.
I'm still dabbling on the dog.
His tits are really strange, pulled the the side, also get some reference for arms.
[/ QUOTE ]Yeah, as I said, its all still very much work in progress and the arms are still very much early WIP. The saggy old man boobs aren't too far off what I'm after though.
@Vitor: I'd try some color variation, some red, blue or even yellowish parts may help. I'd also already paint some slight highlights on the diffuse map, that's what I do most of the time.
I just finished a normal map texturing exercise. I tried to get more information on the diffuse map than on other normalmap models I've done. Not happy with the eyes, I'll work on them some more.
edit: a doom like light situation
Too much kick ass work going on in here.
I'd say you need to bring those ears up quite a bit.
Vassago: yesss, I can't do guns forever
I would practice if i had any damn ideas.
Gah! I need to stop coming to this thread...it reminds me how much i need to work on my modelling..and texturing...
I would practice if i had any damn ideas.
[/ QUOTE ]
browsing conceptart.org is always useful for ideas
I have to beat up women.
Dino progress
It looks like you based the topology only on the muscles and didn't account for fat and skin folds.
You may not intend for this to be animated, but I find that you'll represent the forms more easily/efficiently/accurately when you follow "animatable" topology.
Maybe I'll do a paintover of what I mean later.
Otherwise: The upperlip seems to be overly pronounced, and overall it seems to look very child-like (dunno if that was your intention).