Just started using zbrush a few days ago, my word its so much fun! anyway started this creature, only spent a few hours on him so far, c&c always welcome
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This map is loosely based on the keeps from DAoC.
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This is not a daoc keep man, its completely lacking animist mushroomzerg. Also you should make a milegate in the level and add 1000 mindless bots/critters camping it.
helixx -- lookin' freaky! Maybe think about spreading his legs a little (i feel oddly dirty) -- unless he walks with both legs touching eachother (would be pretty hard in that contorted position). Might want to think about adding some more space under the lower half of the robe.
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some flats of the church i working on ...these are all wip so dont be too harsh lol
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Just curious how you are going to get normals from those flats? What is your technique for reducing the noise and getting clean molding and brick lines? The textures look awesome man.
This is not a daoc keep man, its completely lacking animist mushroomzerg. Also you should make a milegate in the level and add 1000 mindless bots/critters camping it.
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omg a friend of mine logged in a while ago and they changed the shroom limit to 5 TOTAL. byebye shroomzerg.
ggmd
Looking good, but a little bit scorched, did you use burn or colour burn?
An arch like you have there, with the stones straight, is not actually possible. Or at least, not in any constructionally functional way.
Mr Smo: Nice work, seems very accurate to the original design. Fingers are a bit too thin though, and you best not be forgetting his trademark hair bells
Ruz: thanks man, i love tron. ha
Steady: thanks man, appreciate it.
Ironbearxl: thanks man, i must admit...i loved mass effect and there's a bit of that game in this concept. ha
Fritz: She's awsome looking. Would like to see more views. She almost looks as though she has a slight uma thurman nose going on. Not that that's a bad thing. I get sick of seeing the same Idealized faces on women all the time.
She's hot.
Trying to tame Zbrush's texturing tools on what is supposed to be a Psylocke bust, but got frustrated with the interface. Is there some way I don't have to select two colors just to start painting? And is there something like an eyedropper tool? AAGGGHHHH
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bill...super nice. awesome.
kite(post)...agree w/KP. i actually saved that image.
Ruz...looking really good. only thing that catches my eye is the pores/skin normal on his torso...looks like the "pockets" are a little extreme. awesome work.
almost finished....future, raver, dancer kinda girl.
snowfly - just click on the colour palette and drag to your model. it will pick the colour on the model.
I have a found a good stategy is to paint bold stokes of colur then blend with the smooth tool. works quite well. you can also use windows sytem palette if you go to the colour menu dropdown
Illusions - love the skeleton, I should do one at some point too
Xeno that Kenpachi looks really good, I love how you kept him looking so close to the one in Bleach.
Illusions thanks for the feedback. The gun was designed for a cg film I wrote up for one of my Senior Studios projects while I was in school. It supposed to be carried by a new human species that is around 350 pounds and 6' 5" tall. I was planning on bringing this into UT 3. Here is a few updates I did to it taking your feedback into account.
More on this guy. Been planing on doing him for a while but never got around to it. Now with Dom War lurking I decided it would be a good time to get some practice.
Still a long way to go but I'm happy with it so far.
Well, working on a damn old 2.0ghz computer that need to be with the case open to don't melt (it happen once already).
Working on a own basemesh for my future works, was getting tired of modeling heads from Zspheres or stealing other guys bases haha. Still working on it, some bugs to be fixed, model the rest of the body and fix some more stuff.
Hi-poly model. Came to about 4 million tris and almost killed my PC (fact.). Rendered in Z-Brush (hence lack of perspective, which is something that needs changing...)
Anyone got a link to that post where someone showed how to do realistic renders in 3DS Max using gamma=2 as the crux of the technique?
Nice topology Vito.
If youre looking for crits, the ears are a bit low ( the bottom of the ear should line up with the bottom of the nose), neck might be a bit thin from the side and the nose looks a bit narrow towards its tip.
cool improvment vitor, looks cool stylised natural but you still seem to have these even porpotions and volumes for the features going on, if that makes any sense.
Replies
This map is loosely based on the keeps from DAoC.
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This is not a daoc keep man, its completely lacking animist mushroomzerg. Also you should make a milegate in the level and add 1000 mindless bots/critters camping it.
Got this far today. It is for the lowpoly competition.
some flats of the church i working on ...these are all wip so dont be too harsh lol
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Just curious how you are going to get normals from those flats? What is your technique for reducing the noise and getting clean molding and brick lines? The textures look awesome man.
I did this penguin model super fast for a friends uni project:
Rooster, OTT kickass.
Xenobond, my mind is blown, can I have one?
Fritz, she's sexy, like Pam Grier meets Mass Effect.
This is not a daoc keep man, its completely lacking animist mushroomzerg. Also you should make a milegate in the level and add 1000 mindless bots/critters camping it.
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omg a friend of mine logged in a while ago and they changed the shroom limit to 5 TOTAL. byebye shroomzerg.
Looking good, but a little bit scorched, did you use burn or colour burn?
An arch like you have there, with the stones straight, is not actually possible. Or at least, not in any constructionally functional way.
Enix, Ice cold Pingu man
sweet stuff xeno
heres something ive been working on in spare time
its a high poly kenpachi from bleach, sitll got abit to do tho. any crits are welcome
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hooottttt
Steady: thanks man, appreciate it.
Ironbearxl: thanks man, i must admit...i loved mass effect and there's a bit of that game in this concept. ha
She's hot.
...67338 polys total, all bones.
Alex
*ignore the top left gun, I didn't paintover on it.
Whats it going with though? Is it wielded by a person, on a vehicle, helicopter, etc?
bill...super nice. awesome.
kite(post)...agree w/KP. i actually saved that image.
Ruz...looking really good. only thing that catches my eye is the pores/skin normal on his torso...looks like the "pockets" are a little extreme. awesome work.
almost finished....future, raver, dancer kinda girl.
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Uma thurman?
I have a found a good stategy is to paint bold stokes of colur then blend with the smooth tool. works quite well. you can also use windows sytem palette if you go to the colour menu dropdown
Illusions - love the skeleton, I should do one at some point too
Madartist can I get one in red, looks nice.
Xeno that Kenpachi looks really good, I love how you kept him looking so close to the one in Bleach.
Illusions thanks for the feedback. The gun was designed for a cg film I wrote up for one of my Senior Studios projects while I was in school. It supposed to be carried by a new human species that is around 350 pounds and 6' 5" tall. I was planning on bringing this into UT 3. Here is a few updates I did to it taking your feedback into account.
Let me know what you think. Thanks.
Alex
Xeno that Kenpachi looks really good, I love how you kept him looking so close to the one in Bleach.
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Xeno didn't make it, Smo did.
Still a long way to go but I'm happy with it so far.
What are you using to render that?
Xeno didn't make it, Smo did.
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Opps my bad Smo. Sorry about that. Kick ass model so far though.
Alex
posted in the sdk thread too, but posted here for more general viewing.
cheers KP! didn't realise the hand had jumped to this thread.
Working on a own basemesh for my future works, was getting tired of modeling heads from Zspheres or stealing other guys bases haha. Still working on it, some bugs to be fixed, model the rest of the body and fix some more stuff.
Hi-poly model. Came to about 4 million tris and almost killed my PC (fact.). Rendered in Z-Brush (hence lack of perspective, which is something that needs changing...)
Anyone got a link to that post where someone showed how to do realistic renders in 3DS Max using gamma=2 as the crux of the technique?
Addendum:
Stupid me. Quickly found it. For anyone else after it but not sure where its at;
http://boards.polycount.net/showflat.php?Cat=0&Number=257002&an=0&page=3#Post257002
big props to iatriki for the settings and awesome art!
If youre looking for crits, the ears are a bit low ( the bottom of the ear should line up with the bottom of the nose), neck might be a bit thin from the side and the nose looks a bit narrow towards its tip.
what's this book all about?
vitor - like the style. prefer stylism over realism any day
sketch that i'll probably try draw digitally next.
ImSlightlyBored - zbrush 3 does have perpsective , just press p. nice render BTW.
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Yep, and I believe you can muck about with the FOV in the Draw menu. Default is 70.
I like it anyway