@ systmh
I think it took me 5 minutes to wait for that picture to load fully but it was definatelly worth the wait, very cool robotic thing! looking forward to see the animation.
@ ScoobyDoofus
Thats a cool idea and its looking allready very nice. I have to try something like that out for myself.
@ Holi
It seems you used a lot too much polys in the rocks to make it possible to use for the ps2 and the trees seem to have also a lot of polys. However, it looks nice but that lightning brings it down, too much black.
Renaud : another top notch character. He needs a top hat and a hare companion I finally got round to checking out your portfolio and I was blown away. Great stuff.
Vitor : getting there, but the skull is quite a bit too deep in the profile shots. Generally, head height is equal to skull depth, but yours has a good 2 or 3 inches extra and it's throwing the whole head out of whack. Your perseverance is paying off though.
very nice renauld!
i got loads of people saying my King Zora was too dull and not colorfull enough (because i had him more colorfull earlier on) so i updated him.
here he is:
@ Holi
It seems you used a lot too much polys in the rocks to make it possible to use for the ps2 and the trees seem to have also a lot of polys. However, it looks nice but that lightning brings it down, too much black.
Using high polycount is just fine on ps2, the main issue is rather the vram. It's ps2's paradigm: high density meshes with loads of tiny indexed textures.
Using high polycount is just fine on ps2, the main issue is rather the vram. It's ps2's paradigm: high density meshes with loads of tiny indexed textures.
Thx mate! I was 2 fingers from the heart attack, forgetting a moment why we use so many tris...
hello
my first post here, I'm one of those annoying long time lurkers. I'm putting together my first showreel and this is a high res mesh for normal maps. Concept by Bjorn Hurris
@seforin cant tell if you have darks in your texture or not. should let your normal maps dictate those things. also some of the edges where the wall breaks seem a little to low poly wise but we will truly tell when u get it in unreal. keep it up, i thought the high poly looked great but your textures are bringing it down some. try maybe to unify the textures more and also tone down there contrast ratio. keep it up!
hey seforin, i think it's time for me to point out that i think your stairs are at a bit of an steep angle coming towards the ground, i guess you would slide instead of walk down them.
Looks ok though, concrete looks more like something organic that has been wounded
for the damage and usage on the pipes they are way to saturated, gate needs hinges,
but it's WIP anyway so i just wanted to point out if you haven't noticed yourself ..
Been working on a number of props lately for the mod Zombie Panic Source. The basic layout of the scene is complete, i still need to finish modeling a number of props, the point of sale tills are still floating on thin air.
Once these props have been completed i really want to play around with lighting in hammer, to establish mood for the scene.
I updated my normal map and started the diffuse and specular maps.Oh and those alpha planes will be eyebrows,it looks a litlle weird but that's the case in real life too
massbot: fukken saved. that's a handsome hand. i wanna say that the thumb oughta be a bit thicker and stockier, but that might just be my own mutant stubby thumb. i look forward to seeing that full-blown character.
That Marlon Brando is looking great, it has an Alex Ross feel to it.
I've been working in a redesign of RSArt over the last week or so. This is 4th or 5th iteration of the design, and it's getting much closer to something I like:
been working on the skyshader, will remove the floating islands as the texture needs to be pretty big to not look totally blurred and pixelated, guess i'll do tranparent planes instead...
next thing to add is the sun, not quite sure how i'll do backlighting on the clouds in front of the sun but i'm working on that \o/
That looks like its really good (been following this and loved the marcus you showed previously) but the jpg compression is killing that presentation : (
any chance of a bigger view of jack as well, if its not much trouble?
Neox, I really like how you've painted the clouds, but I have a large problem with your skymap. The sky NEVER looks like that with a bunch of individual clouds, all about the same size, evenly spread out. In fact, I'd say individual clouds are less likely to be in a cloudly sky than giant clouds that spread across the horizon. You need some really long stretchy clouds.
I remember someone posted on here a while back a site that had a few free hi res skymaps. Maybe find that post and use them for reference.
Well we have no horizon in this world so the clouds would defintely not stretch perspectivly as they do on our world.
The goal is not to have a realistic, but a good looking sky with nice colors and simple fluffy a little stylized clouds.
but i agree on the size and i'll try to bend the uv space in the shader, maybe this works for having more individual sized clouds.
right now there are only 6 clouds on that sky which are heavily modded by the shader. the whole skydome consists of only a few very small texturepages, 1 512 for the solid clouds in foreground, 1 256 for the light clouds in background, and 2 maps for masking and distortion, it's not just one big texture, as one big texture would be less dynamic
Supa i agree with imslightlybored. and i think his pose doesnt seem to hold up well. find a better way for him to rest or ride that guy haha. bigger, higher res.
Replies
animation is finished-ish. it's in my demo reel; i'll upload that sometime soon.
Teaser...
Just doodling on top of a quick ZSculpt. Might turn into something.
I think it took me 5 minutes to wait for that picture to load fully but it was definatelly worth the wait, very cool robotic thing! looking forward to see the animation.
@ ScoobyDoofus
Thats a cool idea and its looking allready very nice. I have to try something like that out for myself.
@ Holi
It seems you used a lot too much polys in the rocks to make it possible to use for the ps2 and the trees seem to have also a lot of polys. However, it looks nice but that lightning brings it down, too much black.
Vitor : getting there, but the skull is quite a bit too deep in the profile shots. Generally, head height is equal to skull depth, but yours has a good 2 or 3 inches extra and it's throwing the whole head out of whack. Your perseverance is paying off though.
i got loads of people saying my King Zora was too dull and not colorfull enough (because i had him more colorfull earlier on) so i updated him.
here he is:
Using high polycount is just fine on ps2, the main issue is rather the vram. It's ps2's paradigm: high density meshes with loads of tiny indexed textures.
my first post here, I'm one of those annoying long time lurkers. I'm putting together my first showreel and this is a high res mesh for normal maps. Concept by Bjorn Hurris
all thats left is some specy goodness and unreal happiness
Looks ok though, concrete looks more like something organic that has been wounded
for the damage and usage on the pipes they are way to saturated, gate needs hinges,
but it's WIP anyway so i just wanted to point out if you haven't noticed yourself ..
Oh, ok, sorry MoP, here's the website. The stuff is in Showcase.
http://www.whatif-productions.com
benclark - woa impressive, just checked out your portfolio, awesome stuff.
Right, been teach my self zbrush recently, and also trying to improve my eye for anatomy. Heres a hand study I have done recently.
Looking forward to having a crack at a full blown character when I have a bit more time!
http://www.goldenmonkeystudios.net/imagedata/Cabinet2.jpg
http://www.goldenmonkeystudios.net/imagedata/popcornmachine.jpg
http://www.goldenmonkeystudios.net/imagedata/RopeBarrierPole.jpg
http://www.goldenmonkeystudios.net/imagedata/cinema_wip2.jpg
Been working on a number of props lately for the mod Zombie Panic Source. The basic layout of the scene is complete, i still need to finish modeling a number of props, the point of sale tills are still floating on thin air.
Once these props have been completed i really want to play around with lighting in hammer, to establish mood for the scene.
Cheers,
-Junkers
544 tris
Gonna model a big gun for him.
Unwrap
http://i150.photobucket.com/albums/s107/aquauzi/MarcusFenixChibiTexture-4.jpg
He's going to have a diffuse, specular, and glow map
Also, here's Jack (Marcus will be riding him, lol) .GIF SPAM
I don't think I ever posted this. He's one of a trio, part of an abandoned Dom War idea.
Spacey, your low poly work is always great, man. I have to go make something low poly now.
the teeth are probably all wrong though ¬_¬
-updated the pic-
I've been working in a redesign of RSArt over the last week or so. This is 4th or 5th iteration of the design, and it's getting much closer to something I like:
been working on the skyshader, will remove the floating islands as the texture needs to be pretty big to not look totally blurred and pixelated, guess i'll do tranparent planes instead...
next thing to add is the sun, not quite sure how i'll do backlighting on the clouds in front of the sun but i'm working on that \o/
[ame]http://de.youtube.com/watch?v=1bRt483_prg[/ame]
http://i150.photobucket.com/albums/s107/aquauzi/GearsOfWarKartChibiFinal-2.jpg
any chance of a bigger view of jack as well, if its not much trouble?
I remember someone posted on here a while back a site that had a few free hi res skymaps. Maybe find that post and use them for reference.
The goal is not to have a realistic, but a good looking sky with nice colors and simple fluffy a little stylized clouds.
but i agree on the size and i'll try to bend the uv space in the shader, maybe this works for having more individual sized clouds.
right now there are only 6 clouds on that sky which are heavily modded by the shader. the whole skydome consists of only a few very small texturepages, 1 512 for the solid clouds in foreground, 1 256 for the light clouds in background, and 2 maps for masking and distortion, it's not just one big texture, as one big texture would be less dynamic
And thank you, ImSlightlyBored
It took me about an hour and a half, it was pretty cool to make this little fella! Definately going to make more soon!
PS: finding out it's name also took me an hour and a half haha