actually i am using a 2 year old laptop. 2.14 ghz 2 gigs of ram and a nvidia 6600go. its at a level 6 subdivision, and i can go up to 7 but things get really slow. zbrush cares more about memory than anything else, so if you really want to push the polies around get tons of RAM.
thanks guys i hope i finish too, last few times work got in the way but i am unemployed now and dont plan on getting a job for at least another few monthes.
the double chin, the deep inset and showing of the eyesocket and that area diagonally down from the corner of the mouth is causing the manly look I think
ok my pilot was not so good, he was being rushed so i decided to scrap him and unwrap the zerg and put him in a finished desert scene hopefully. we will see how it goes but here is his update
Great stuff everyone. Hi my name is John Inman. I am new here. This is my first post here at polycount. I hope to make some new friends and get feed back and learn from others. I am trying to break into the gaming industry myself too. Here is a dragon I am working on for the contest. [image]http://www.deviantart.com/deviation/39346793/
If someone would be so kind to show me how to post an image correctly I would greatly appreciate it. I nottice there is not a way to post a file here like at the forrums at 3dtotal.com Please post back to me. Thanks.
im not entering low poly or anything but seeing all your guys normal maps made me curious so i normal mapped the low res version of my zerg outve curiosity for a little bit tonight and i found it to be pretty cool. i think i may try to do a full low res character soon
here are my results.
Hey all heres what I have so far. Im starting late but hopefully it will come together. Ignore the placeholder textures for now. It will be similar but more color and contrast. Let me know what you think.
55joe - at first glance your zerg is badass. Its a zerg, and its covered in little details. cool!
But the longer I look at it, the more I see that could be done to push it. His overall make-up seems to be too fleshy for a zerg... the fighting units, for the most part, were covered in dry shells and were bug like, whereas you seem to have made him all soft organics. His whole back section seems kind of tacked on... in a good way, sort of like a snail. But if its supposed to be an integrated part of his makeup, it falls a little flat. Maybe seeing it from other angles would help that?
his head doesn't really scream zerg... it actually looks like a very well done eagle/griffon head. Perhaps exaggerating certain features would help the whole monster look... smaller eyes, craggy beak, etc. Some indication that the top part was made to house the two lower beaks would also help tie it in, maybe some grooves they would fit into. I don't know. The armor plates on his head look like leather armor, especially with the small knobs you put right where rivets would go.
another thing that stands out is his 'wrists', or where the huge claw joins his arm. I'm assuming you're not done there, since you can see the poly gap, but as it is what you've got just doesn't look 'right'. I imagine some sort of thick joint where the chiton or keratin or whatever it is grows from.
His body lacks the big details... I'd say it was fine if you were heading for normal maps, but since you've said this is for highpoly it doesn't look quite right. All the detail you have on his belly is basically applied to a smooth cylinder... there are no big cuts or extrusions.
I'll finish this by saying that its a very cool model, and far better highpoly than I am able to do. But this contest is reallying bringing out the talent and I'd really like to see you push your idea further.
I have to agree with Sectaurs, other than the sickle-type arm claws nothing about him screams "Zerg". The Zerg always seems to be a fleshy type of insectoids, whereas yours almost feels like some sort of monster from the sea, more at home in Warcraft or perhaps Diablo, I think the beak gives it a more "squid-like" feel to it, as well as the shell-like structure on it's back gives it this cross between a crustacean and a squid creature. Like some monster you'd face on the shores of some sea in Warcraft.
First off - ghost rider, your guy just screams warcraft at me. The coloring is right on for that universe, and so is the benevolent monster feeling he gives off. Really nice work.
Here's the Infested Norad II that I've been messing around with. Hovering right around 5000 polys. That's supposed to be a cerebrate on the back, but I'm not really sure how to make that more clear. Any ideas about further zerg features to add would be appreciated. Or tips for adding "slimyness".
yo - making progress on the Hell Difficulty variant of Tristram Cathedral here... lots more things to add and change and refine, but I wanted to offer it up for criticism early in case any of you all had suggestions!
noritsune, that is lookin hella awesome. Though it's too dark to see properly on this screen, and the other screen I checked wasn't the best colour wise.
I do think that it could be lightened. THough it is partly this screen it still seems very dark, which puts a lot of the awesome details you put in there to waste.
That is sweet!
personally i woulndnt show one version with out the other. I hate having to goto another page just to see how diffrent it looks.
I dont think its too dark, but i do think it needs fire to give it that push to looking perfect. Also lighten up the roof so to show that the glow is coming from below. That will help with the "your in hell" feel.
thanks guys. Tulkamir I'm also having a LOT of problems with monitor brightnesses, I'm not sure how to handle it! this seems to not look the same on any two monitors and TGZ thanks for the suggestion. I'm definitely going to play with adding fire. With the roof I originally had it receiving more light from below but something about having the roof be visible made the scene feel a bit too stable... not creepy enough. BUT I will go back and have another swing at it.
Next update will probably be final version... I'll give these two scenes their own thread then.
btw worth saying again, unbelievable awesome work in this thread. Cant wait to see arshlevon's, pior's, and tacit math's especially.
If the glow is coming from below, should the windows be that light? at this stage it seems like there should be light being projected in through them. Some volumetric lighting (easy enough to fake with alpha planes if you're trying to stick within vaguely workable game constraints) come up through the floor would probably help the effect quite a bit.
Hi. Im new to this forum. I am entering the contest in low poly Diablo environment category. Here is what I have so far. 3000 polys here and adding (hopefully) a bone bridge hanging off the cliff which will take me to 5K.
i am visiting Daz hopfully he wont distract me too much. ha
here is most of the low, i am hiding the head cause the zbrush isnt ready, i just wanted to actually start the low to see how the spikes would weigh in, and actually i think i am going to make it, its 4400 now with no head, so that leaves me around 600 for the head and i think that will be plently. it took a long ass time to make sure all the little spikes lined up on both models. go,go,go,go,go!! one week!
I only started serious work on it this evening. Going the messy-fun way, like doing textures first and shaping the models on top of them. It's actually quite relaxing a technique and saves some time... but still, I don't think I'll make it for the deadline hehe
That's so freaking cool pior. The Concept,the model the textures ,the way you did everything is just so great. You're going to win it with that Pior just keep working.
Replies
Oh, and noritsune's cathedral.
Loving this thread.
thanks guys i hope i finish too, last few times work got in the way but i am unemployed now and dont plan on getting a job for at least another few monthes.
neat diablo
the double chin, the deep inset and showing of the eyesocket and that area diagonally down from the corner of the mouth is causing the manly look I think
Update, wanted to try out the main materials before jumping on the model.
Moo!
[/ QUOTE ]
AAAH! SHIT! Bovine plate redux!! My favorite armour EVER!
(Dont know if this is where you got your inspiration tho..)
Looking sweet!
you have to put the link to the actual image address not the page where the image is and use the UBB Code tags
this is the address you want to use http://ic3.deviantart.com/fs11/i/2006/249/f/3/DragonUpdate05_by_ExtremeCreations2001.jpg
so just [image] [url="http://ic3.deviantart.com/fs11/i/2006/249/f/3/DragonUpdate05_by_ExtremeCreations2001.jpg]http://ic3.deviantart.com/fs11/i/2006/249/f/3/DragonUpdate05_by_ExtremeCreations2001.jpg"]http://ic3.deviantart.com/fs11/i/2006/24...eations2001.jpg[/url] [/image] without the spaces between the [image] tags and the url
for linking images. or since you have it on deviantart you could just link to it.
here are my results.
-J
But the longer I look at it, the more I see that could be done to push it. His overall make-up seems to be too fleshy for a zerg... the fighting units, for the most part, were covered in dry shells and were bug like, whereas you seem to have made him all soft organics. His whole back section seems kind of tacked on... in a good way, sort of like a snail. But if its supposed to be an integrated part of his makeup, it falls a little flat. Maybe seeing it from other angles would help that?
his head doesn't really scream zerg... it actually looks like a very well done eagle/griffon head. Perhaps exaggerating certain features would help the whole monster look... smaller eyes, craggy beak, etc. Some indication that the top part was made to house the two lower beaks would also help tie it in, maybe some grooves they would fit into. I don't know. The armor plates on his head look like leather armor, especially with the small knobs you put right where rivets would go.
another thing that stands out is his 'wrists', or where the huge claw joins his arm. I'm assuming you're not done there, since you can see the poly gap, but as it is what you've got just doesn't look 'right'. I imagine some sort of thick joint where the chiton or keratin or whatever it is grows from.
His body lacks the big details... I'd say it was fine if you were heading for normal maps, but since you've said this is for highpoly it doesn't look quite right. All the detail you have on his belly is basically applied to a smooth cylinder... there are no big cuts or extrusions.
I'll finish this by saying that its a very cool model, and far better highpoly than I am able to do. But this contest is reallying bringing out the talent and I'd really like to see you push your idea further.
Here's the Infested Norad II that I've been messing around with. Hovering right around 5000 polys. That's supposed to be a cerebrate on the back, but I'm not really sure how to make that more clear. Any ideas about further zerg features to add would be appreciated. Or tips for adding "slimyness".
I do think that it could be lightened. THough it is partly this screen it still seems very dark, which puts a lot of the awesome details you put in there to waste.
Great atmosphere though.
personally i woulndnt show one version with out the other. I hate having to goto another page just to see how diffrent it looks.
I dont think its too dark, but i do think it needs fire to give it that push to looking perfect. Also lighten up the roof so to show that the glow is coming from below. That will help with the "your in hell" feel.
Next update will probably be final version... I'll give these two scenes their own thread then.
btw worth saying again, unbelievable awesome work in this thread. Cant wait to see arshlevon's, pior's, and tacit math's especially.
here is most of the low, i am hiding the head cause the zbrush isnt ready, i just wanted to actually start the low to see how the spikes would weigh in, and actually i think i am going to make it, its 4400 now with no head, so that leaves me around 600 for the head and i think that will be plently. it took a long ass time to make sure all the little spikes lined up on both models. go,go,go,go,go!! one week!
I'm totally picturing a remake of the infamous Ghost scene, except with a laptop instead of a pottery wheel.
HAWT
that sick. show last view of mesh please=)
And where is the sexy cow king?
I only started serious work on it this evening. Going the messy-fun way, like doing textures first and shaping the models on top of them. It's actually quite relaxing a technique and saves some time... but still, I don't think I'll make it for the deadline hehe