my attempt at a pokemon. Any suggestions on how to drop polycount or anything?
you could make the eyes sprite planes of 2 polygons (as seen in most nintendo games). The smaller feet could be less detailed also, just cubes or intersecting billboards of 4 polygons. Polygons used in your lower sections could be removed, making the smaller balls into diamond shaped cubes, then giving you greater resources to add detail to the shape of the head section.
This is where you are lacking detail the most and it's showing. Because you are applying the same quota as the smaller details, which will actually take up less pixels on-screen therefore requiring less detail.
thanks slaught! yeah i thought it would probably not work out . (i just want to, because now i can finally watch normalmaps realtime :poly120:)
gonna add hair and a maybe a bag next. any ideas to make him more surferdude would be greatly appreciated. (and no, i'm not going to give him a surfboard :poly120:)
Nah, go for it japh. They work much better than you would expect -- check out Company of Heroes or Age of Empires 3. Just gotta be smart about what details you put into the normal map, and maybe tweak it by hand a bit ala pior
A 2800 Triangle Zombie. Still work to do on the eyes, teeth and shoe. plus various other tweaks.
looks good so far, but like the zombie dog you had, the texture needs a bit more contrast between the rotting flesh, and the flesh thats intact. and maybe crisper textures between the different colors of the texture.
Think I'm getting close to finishing this. I am kind of unhappy with the way I put the pants on his hips, almost makes him look like a sexy zombie, trying to think of something to remedy it. oh and looking at this now i forgot to detail his foot and hands. (I'm thinking about upping the contrast some, the renders never seem to have as much contrast as the texture)
any suggestions on what version of the head to go with? I think the version with no eyes looks most scary.
Hi there, no issues :P It's called WED Clay, a special mix of natural clay made by some Disney folks back in the day. It handles pretty much like grey natural clay, except that it stiffens instead of drying. You can keep a sculpt up for weeks!
On a side note I think I screwed up that head now, smoothed it too much. Bah! Wil cast it anyways.
Wire frame seems a bit messy now that I look at it
Sorry if the images are big or something
At first I just intended to make a bust, but I think I'll make a full model
He's not going to be completely human, but he'll be humanoid. He'll have stubby legs and big, bulky hairy arms (not like fur or anything, just hairy) I'm thinking he's some sort of ogre
He's going to have a greasy, stained "I NY" t-shirt and a turkey leg/hot dog/or slice of pizza in his hand
My attempt
Used really old sculpey polymer clay and a tooth pick... It's pretty small
It's a face, with the picture of it taken by my crappy cell phone camera :-/
Finally getting back around to finishing this character, It's been a while but I want her finished within the week. Actually going to try to finish all the WIP's on my site before I send out another round of applications.
Here is what has kept me away from my computer. Thank god I graduate in a week. This was for a facial expression class. It is regular gray clay kept moist and resculpted over the course of 6 weeks. In between sculpting sessions we would draw the same expressions. This was the second class I had that was sculpture and drawing combined. The first one was Figure based.
ScoobyDoofus, that looks great, I love the style of it. I would suggest pulling down the outside corners of her eyes for a more natural look. They're a little high up, right now.
Hi everybody! I'm glad to be finally here.
Working on this action figure of the Hulk, why this? because it's standing on my table in front of me-)
Modelling in 3ds max, poly by poly, no refs pics on background, it's all freeform. I plan to zbrush him later and render out some nice pictures using vray.
Looks like it could turn into a nice character BounchFx - good job on rigging it before texturing... I always loose motivation by the time it comes to rigging something :-)
Replies
aiming for 1500 tris, 256x256 diffuse (and maybe normal)
But I doubt a normal map with a 256² resolution will look very good.
http://www.conceptart.org/forums/showthread.php?t=124921
you could make the eyes sprite planes of 2 polygons (as seen in most nintendo games). The smaller feet could be less detailed also, just cubes or intersecting billboards of 4 polygons. Polygons used in your lower sections could be removed, making the smaller balls into diamond shaped cubes, then giving you greater resources to add detail to the shape of the head section.
This is where you are lacking detail the most and it's showing. Because you are applying the same quota as the smaller details, which will actually take up less pixels on-screen therefore requiring less detail.
gonna add hair and a maybe a bag next. any ideas to make him more surferdude would be greatly appreciated. (and no, i'm not going to give him a surfboard :poly120:)
even 64² normalmaps can bring a little more detail then good old goraud shading
Just having fun with photoshop
Really?
Wouldn´t that make it look even more pixelated than before?
Especially if there´s some stretching going on.
@Japhir
Long wavy blond hair, 3 days worth of beard and a necklace? :P
I see there J.Chirac (ex-president France) hahha - go this way !
Was looking for making a realistic skinshader and then i did this wet creature material also..
So i didn't focus alot on the modeling..
looks good so far, but like the zombie dog you had, the texture needs a bit more contrast between the rotting flesh, and the flesh thats intact. and maybe crisper textures between the different colors of the texture.
update: tri count at 3039
any crits are apreciated. Also whats the average tri count for pc shooters now like cod4?
Think I'm getting close to finishing this. I am kind of unhappy with the way I put the pants on his hips, almost makes him look like a sexy zombie, trying to think of something to remedy it. oh and looking at this now i forgot to detail his foot and hands. (I'm thinking about upping the contrast some, the renders never seem to have as much contrast as the texture)
any suggestions on what version of the head to go with? I think the version with no eyes looks most scary.
This is a high poly render of my current work.
This is the same high poly with low next to it.
This is the low poly with the normal map applied to it. Im still planning on adding more detail to it after i've finished the diffuse.
This is what i've got oof the diffuse so far. Would really like to hear what you all think... Thanks in advance.
just a window for my scene. Still playing with the grunge on the window.
That kinda cool. Can you make it more dynamic though? Maybe make them longer and spread them more.
I think I'm going to skinny his neck up a bit. I also need to make his ears stick out a bit more.
Yeah, old post, but I'm just wondering, what kind of clay is that? Probably a stupid question, but oh well. Awesome face :P
On a side note I think I screwed up that head now, smoothed it too much. Bah! Wil cast it anyways.
Finished the head
Wire frame seems a bit messy now that I look at it
Sorry if the images are big or something
At first I just intended to make a bust, but I think I'll make a full model
He's not going to be completely human, but he'll be humanoid. He'll have stubby legs and big, bulky hairy arms (not like fur or anything, just hairy) I'm thinking he's some sort of ogre
He's going to have a greasy, stained "I NY" t-shirt and a turkey leg/hot dog/or slice of pizza in his hand
My attempt
Used really old sculpey polymer clay and a tooth pick... It's pretty small
It's a face, with the picture of it taken by my crappy cell phone camera :-/
Here's the scale of it
Just finished unwrapping. Minus the Hair.
BrodyB, anatomy is wonked. Try to look at some real-life references, as well as 3d models themselves
Is it in the general form or silhouette? Could you elaborate?
And yes, he's wearing a shirt
Little more work on the redhead I painted over earlier. Any crits at this stage? Ears + hair are still rough.
From a super basic cube with a neck basemesh from Silo, the rest ZB
might be just my monitor but she looks a bit red overall.
perhaps more color variation?
Maybe ease out the neck shapes a little?
Working on this action figure of the Hulk, why this? because it's standing on my table in front of me-)
Modelling in 3ds max, poly by poly, no refs pics on background, it's all freeform. I plan to zbrush him later and render out some nice pictures using vray.
The high-poly of a weapon I am working on
-caseyjones