[ QUOTE ]
Thanks for the new desktop ruz :P
The Flying Monk : did someone lop off one of her boobs?
[/ QUOTE ]
I assume it's an Amazon, who would remove a bewb for better archery skills. Though I don't think they pop out like silicon implants, as the scar implies.
Started work on a new female character. Done with the basemesh. Here's the first level of subdivision in zbrush. Face still needs some tweaking to better fit the concept but i'm pretty happy with the body so far.
Thanks ruz. My models always lacked proper presentation so I felt the need to work on this just as hard as I work on the model itself... It's good to see it shows
[ QUOTE ]
cool stuff andrei313, is that maya's new ocean shader for the water? nice presentation anyway.
[/ QUOTE ]
Thanks MoP. No, it's a VRay material rendered in max. Glad you like it.
konstruct : Yeah she's an Amazon, hence the una-boob. The theme for the comp was a God of War, ancient Greek sort of character.
The legend is that the Amazon's would cut off the right breast to give them an advantage at archery or fighting or whatever. I just thought a great big scar would look cool and was reading Y the Last Man at the time.
did the uv's and baked maps in Xnormal on my shogun today, still gotta do the uvs for the steam powered backpack type thing. Yes Im doing this and dominance war at the same time
edit: gotta add some more loops to the boots and the backpack has pipes which go out of those discs on the chest.
changed all maps to 1024x1024 and added more detail with xnormals plugins. What do you think of the green is it stil too bright?
nice normaps, maybe the green might be a tad neon, its all up to you, but i noticed that the torso or much of the body's silhouette doesnt match the detail of the normaps or the diffuse. a normal map can only do so much, actually its just a bump map on roids, but the subtle modeling on the pants, torso and the arms to create a silhouette that makes your character "deliverable", thats up to the artist to discover and figure out. i hope i was helpful. good luck
nice normaps, maybe the green might be a tad neon, its all up to you, but i noticed that the torso or much of the body's silhouette doesnt match the detail of the normaps or the diffuse. a normal map can only do so much, actually its just a bump map on roids, but the subtle modeling on the pants, torso and the arms to create a silhouette that makes your character "deliverable", thats up to the artist to discover and figure out. i hope i was helpful. good luck
yeah thanks, your right it is a bit too low poly its only 4912 tri's and alot of that went on the hands and head, theres still the backpack and the swords to come so hopefully those will add some more shape to him.
whatwhatwhat? dont use the n word round here, use CrazyBump
LOL, I mean fixing the normal map, you know, areas where the cage didn't quite get everything right. Some small things it's much faster to fix by hand painting the normal map to get it right instead of spending a lot of time messing with the cage.
hey I dont post here all that often, just cause im not all that good. But working on making a low poly male. the idea is to make this one under 2k, then make another one with around 5k tris, then again with a 10k model. So far im at around 1560tris
Did an art test for Turn10. Good enough to score an interview at least.
The specs were 700tris for LOD1, 50% for LOD2, then box-silhouette for LOD3. Diffuse is actually 1024, AO was 512. The UV's for the AO chan (3) are also used for realtime lighting.
hey thanks mr. moody! , I was pissed to find out the xbox didn't have a browser.
-wii and ps3 f.t.w... (now I'm gonna have all kinds of xbox fan boys breathing down my neck). :P
hey thanks mr. moody! , I was pissed to find out the xbox didn't have a browser.
-wii and ps3 f.t.w... (now I'm gonna have all kinds of xbox fan boys breathing down my neck). :P
What ever noob xbox rulez!
haha. Lookin good man. Texture shouldn't be to hard =P
My first try at including ZBrush into my workflow. The basemesh was done in max and it has 1650 polygons. I finished detailing it at level 4 so I'm about half done with it, , I'll probably stop at 8
Hope you like it.
Replies
hahaha ruz... buddy.... the utters are on the cow's stomach, not genitals... definitely saving that jpg though...
[/ QUOTE ]
Also they're udders, not utters
The Flying Monk : did someone lop off one of her boobs?
Thanks for the new desktop ruz :P
The Flying Monk : did someone lop off one of her boobs?
[/ QUOTE ]
I assume it's an Amazon, who would remove a bewb for better archery skills. Though I don't think they pop out like silicon implants, as the scar implies.
hahaha ruz... buddy.... the utters are on the cow's stomach, not genitals... definitely saving that jpg though...
[/ QUOTE ]
Unless it's a bull and not a cow...
mr squiggly is coming to get you:)
doodle update
[ QUOTE ]
cool stuff andrei313, is that maya's new ocean shader for the water? nice presentation anyway.
[/ QUOTE ]
Thanks MoP. No, it's a VRay material rendered in max. Glad you like it.
The legend is that the Amazon's would cut off the right breast to give them an advantage at archery or fighting or whatever. I just thought a great big scar would look cool and was reading Y the Last Man at the time.
edit: gotta add some more loops to the boots and the backpack has pipes which go out of those discs on the chest.
Just about done modeling this, working on hair next:
A parasaurolophus
nice normaps, maybe the green might be a tad neon, its all up to you, but i noticed that the torso or much of the body's silhouette doesnt match the detail of the normaps or the diffuse. a normal map can only do so much, actually its just a bump map on roids, but the subtle modeling on the pants, torso and the arms to create a silhouette that makes your character "deliverable", thats up to the artist to discover and figure out. i hope i was helpful. good luck
First one isn't low poly yet.
yeah thanks, your right it is a bit too low poly its only 4912 tri's and alot of that went on the hands and head, theres still the backpack and the swords to come so hopefully those will add some more shape to him.
nice props jonathan!
koz: the skin textures look like they need a little more love, but it is a wip...
Here's the low-poly version (830 polygons), now just need to tweak the normal map with the Nvidia plugin and do the textures.
LOL, I mean fixing the normal map, you know, areas where the cage didn't quite get everything right. Some small things it's much faster to fix by hand painting the normal map to get it right instead of spending a lot of time messing with the cage.
(if it's meant to be maxxx, i assume so)
Wires
http://i228.photobucket.com/albums/ee3/Mtg_Kirin/wire.jpg
However, you might find it easier if you start at higher poly, and work your way down, unless you're just doing this for edge loop/flow practice.
I got the generator textured,
bad ass dude. looks good on the tv. nothing like browsing polycount on the ps3
It's ready to generate some powuh!
meta knight and gannondorf?
The specs were 700tris for LOD1, 50% for LOD2, then box-silhouette for LOD3. Diffuse is actually 1024, AO was 512. The UV's for the AO chan (3) are also used for realtime lighting.
-wii and ps3 f.t.w... (now I'm gonna have all kinds of xbox fan boys breathing down my neck). :P
What ever noob xbox rulez!
haha. Lookin good man. Texture shouldn't be to hard =P
5000 poly character. 2 normal maps, 2 diffuse, specular maps and sss skin used for this render.
My first try at including ZBrush into my workflow. The basemesh was done in max and it has 1650 polygons. I finished detailing it at level 4 so I'm about half done with it, , I'll probably stop at 8
Hope you like it.
-body about done, now for the (boot things)?