hatched shading, hatched dynamic cloud shadows, visualized windeffects, a sky which conists only of 6 mini texture, maximum size 512x512, dynamic clouds that build up or get smaller, or fade away, which get rimlights near the sund and get overcast in front of the sun and overbright if you look directly into the sun, well thats just a lensflare :P
and finally the leveldesign can start \o/
well lets think not too far into the future, way too much to do till we can consider it beeing released... and then i'll have to buy a bigger licence for the music -.-
Hey man, it's looking awesome. may want to round the jaw -> cheeks a bit more to fit with the concept paintover you posted in IRC, but unless you want to go exactly that direction this works fine.
ScoobyDoofus, I could pull back the area on the back of her head where her hair meets her neck. Unless you are going to cover that area completely with hair, it should be more rounded. Is this going to be just a bust or a full model?
So here's my Witch, nearing completion. Today is the last day of school FOREVER! So I'm going to take a day's breather then redo her hair and finish her for my portfolio.
japhir in all your textures you seem to lack any color, for example this skin texture is full of white smudges that dont contribute to any form/shape at all , throw in some reds , even dark greens , purples etc skin has a shitload of subtle coloring to be made believable. its just you seem to be making the same mistake over and over . keep going tho !
Johny's right, japh. I really like your texturing, but it hasn't improved much in a while, you're way too conservative with hues and it gives an overly painterly/cartoony look to everything you texture. Start to play a lot more with colors and more realistic rendering -- you've got planes and lighting down, dive in to the rest of it.
Anyway, you/jaco/slaught are inspiring me, may try and enter that contest...
nice jaco.. like this stylised way you made the muscles
but you need a gap between body and belt at least a little bit.. the normal is washing it out i know
and the shoulders are a bit too strong compared to the rest - imo
thanks a lot for the crits guys! gonna work on him now!
thatdon: fix your links, that hoster sucks imo, no direct image linking here is the link for everybody who wants to see thatdon's image (quoted from ga ) very cool though!
Cool stuff in here. Jaco, that guy looks really cool, I like the "sculpted" style of him so far, although IMHO his shoulders are just a little too exaggerated... they look weird to me, like he's been pumped up with an air pump in the shoulder area...
here is an update, after painting over several times this is the new torso color blockin, comes off as a bit too red and dull now, while i painted with dark purples and blues and reds etc . the back is (obviously) still very very rough and the anatomy there is wrong, i'll work on that the next time. I hope some of you can give me some crits on how to make him look more "real". thanks in advance!
really nive work vahl, very clean style. Not a a fan of the ears though, they are pretty off shaped and look kinda rushed, also whats that edge under the earlobe? And i'd lift the lip a bit up where harelip operation scar is, right now it just looks like decoration but the side with the scar is always a little bit higher http://www.jobeaufoix.com/wp-content/uploads/2007/09/joaquin_phoenix.jpg there may be better reference but you can see the slight difference betwenn the sides.
Also are you going to alpha that collar round? If not i'd definitely add the few extra polies to round it up a bit it really doesn't serve the clean style and closeup ability of the face.
SEKNeox : the ears aren't touched at all yet, the edges are just badly triangulated edges since that export was just to check the textures in the engine, as for the collar thing, everything will be covered by a cloak/hood so I didn't want to waste polygons on that part.
I'll fix the lip and stuff, good call on that, also need to push the colors more because the shader/lighting tends to wash everything out right now
Funky bunnies : looking cool dude, is that rendered/textured in zbrush ? I'm still at the photoshop only age on the texturing side of things
Replies
and here the current status of airborn, ok there is more in several 3d packages but this is what is in unreal, not much though
[ame]http://youtube.com/watch?v=GxvFYE7lXlo[/ame] a little dead compressed
http://www.veoh.com/videos/v10289016ecn9SGb5
hatched shading, hatched dynamic cloud shadows, visualized windeffects, a sky which conists only of 6 mini texture, maximum size 512x512, dynamic clouds that build up or get smaller, or fade away, which get rimlights near the sund and get overcast in front of the sun and overbright if you look directly into the sun, well thats just a lensflare :P
and finally the leveldesign can start \o/
soundtrack by dynamedion
Now something new from me. Still working on the gun and keep modeling heads. While it stills too WIP I'm liking it more.
well, asta la vista, back to work now...
Crits always welcome. Obviously hair & ears still mostly untouched.
Eyebrows borked, fix later.
retleks, don't stop keep going that is pure eye candy!
go to http://boards.polycount.net/showthread.php?t=52789 for progress reports.
Humbly yours McFire.
http://firestarter.burning.it/stuff/girl_face_fire_edit.jpg
It's a pissed off Irishman; some wolverine hair, tattoos and a broken pi
my wip for the ga comp, i'm going for the lowpoly specs that where used in the original cg chat comp.
Anyway, you/jaco/slaught are inspiring me, may try and enter that contest...
I hope one day you release a tutorial on those cloud shadows!!!!!
Original German Lager...for Export only.
Sideburns are temp, I'll do those with alpha planes.
Thanks Japhir, you're right about those palms, always make my palms to meaty. Looking good btw!
but you need a gap between body and belt at least a little bit.. the normal is washing it out i know
and the shoulders are a bit too strong compared to the rest - imo
cool head !
great model, but I have to say those shoulder (deltoid ?) muscles look way exaggerated.
thatdon: fix your links, that hoster sucks imo, no direct image linking here is the link for everybody who wants to see thatdon's image (quoted from ga ) very cool though!
11K game mesh with normal maps...
benclark - looks good but the wrists look a bit weird.
the hands seem to go straight in to the forearms.
Japhir, just turn down the saturation, unless you want him to be a sunburnt hooligan ;-P
superultrawip, obviously tons tons tons of stuff left, but getting there
I love this. He looks like someone I've seen before... in a videogame... hard to put my finger on it. Hmm..
hmm..
it got me thinking "Assassin's Creed" but I'm not sure if that's right
Nice work, dude.
Yeah, first thing that came to mind was Cane from Indigo Prophecy or Alan Wake.
Also are you going to alpha that collar round? If not i'd definitely add the few extra polies to round it up a bit it really doesn't serve the clean style and closeup ability of the face.
Feels like it's been forever since I was practicing any sculpting. I finally tried tonight, but didn't really get the style I was going for
SEKNeox : the ears aren't touched at all yet, the edges are just badly triangulated edges since that export was just to check the textures in the engine, as for the collar thing, everything will be covered by a cloak/hood so I didn't want to waste polygons on that part.
I'll fix the lip and stuff, good call on that, also need to push the colors more because the shader/lighting tends to wash everything out right now
Funky bunnies : looking cool dude, is that rendered/textured in zbrush ? I'm still at the photoshop only age on the texturing side of things