Ok guys so heres what im working on ATM
Polycount is 7 k.(Without the backpack which ill add later)
im tying to go as differently as i can from my previous projects adding geometry where i wouldnt have to see the differences between normal mapped effect and actual geo.
BTW, has thing happened to anyone yof you before? The shader actually inverted "part" of the normal map ie. the padding in the arm got inverted. using ben clowards shader.
I've been looking at this Bisley drawing of the Hulk and Wolverine where the Hulk looks kind of like a Franken-Hulk, so I did a quick little bust, still rough, no ears (later), and I'm still not sure of the lower lip form, started to work on flesh folds prematurely just for fun. I just went on vacation so I'll pick it back up next week to finish and move on to something else.
Sorry about the crappy pics I was using a web cam and messing around, trying to substitute the sculpts face for mine in the camera to send to a pal.
Finished the hi poly days ago, but the low is causing me too many problems so I might just leave it as it is until I can go back and finish the low version. Hence, the slapdash presentation as its not finished.
Really gotta work on my hi to low stuff, I just dont seem to be able to "get it" when it comes to baking.
hello all. figured i would make this my first post.
a bit nervous too. so much talent in one place is intimidating. i hope i don't get too much flak for this, cause I'm using maxwell in this particular scene, and because i still have some smoothing errors i haven't fixed.
Great work so far! Has a minimalist style to the texture work in tune with Mirror's Edge. Love the composition - can we see more technical shots? Textures, wireframe, etc. etc.
Finally got around to creating rough assets and bringing them into UE3. I don't get to do much environment work at work and forgot how much I love just sitting down and cranking out assets.
More updates...sooner rather than later hopefully!
Getting late, so wrapping up for the night. Like my ability to stay awake, the framerate has also dropped considerably! :poly122:
Still lots to do!
- Various accent/trim pieces
- Lighting sconces
- Random debris
- A roof (it's missing on the right side)
- Finish lighting
- Stained glass cleanup (or what I affectionately refer to as, death by selections)
Thanks guys!
Yeah, usually I´d go with spheres but UT3 has a weird way of shading those eyeballs, making one eye look darker then the other, so I´m trying to work around that.
I am almost done with what I wanted to show from the concept. In this screenshot I had went in and sharpened some textures and made a blocked out catwalk.
Nice work Slaught. Speaking of eye shaders, does anyone know of a good way to go about doing them? The eyes I've done have always looked fake to me. I'll try to dig up some screen shots from some games that have nice eye shaders to better illustrate my point.
been trying out mudbox for the first time in aaaaaages. not done much in terms of current gen work since early last year, this is the 3rd attempt within the last week and definitely the best of the lot heh- was using zbrush but spent more time just thinking "WTF?!" than actually doing anything heh. It is a likeness of someone but I think that it's still off, I think it's more the width of the face and the line running from the corner of the eyesocket down to the corner of the mouth not being right.
hehe yeah- I had shrunk down the top of the head but me being a silly plonker forgot to save and did something which went wrong, so this is the last save point I had lol
hey katze, if you want to go from a 8 to a 10, you might want to make the teeth more refined, into incisors, canines, premolars, etc, intead of grey chicklets
me this thread
@ Slaught
Whats that? her boobs are missing!? Fail!
Nah, allready looking really good!
I hope you will also get her hair good looking in UT3, with that strange alpha problems. You could give her hair a different color, that would make her allready a lot different from that perfect dark girl.
tremulant, was that guy's face based on The Rock perchance?
Normals only/AO+Normals
(AO bakes are a little nasty in place but that should be fixed with diffuse painting and specs. I'm doing all my baking in xNormal which is great, its so much faster and more reliable. Only problem is those AO bakes which is probably my fault.)
Replies
You translated him great into 3D. His Headphones should be bigger though.
the frame with all the leafes and curly elements as well as the cursor are modeled and rendered with Max/mentalRay
but imo the curser is too big.. and plump
Nice work funkybunnies totally dig the style
~sorry its kinda blurry ~
High for backpack:
Ok guys so heres what im working on ATM
Polycount is 7 k.(Without the backpack which ill add later)
im tying to go as differently as i can from my previous projects adding geometry where i wouldnt have to see the differences between normal mapped effect and actual geo.
BTW, has thing happened to anyone yof you before? The shader actually inverted "part" of the normal map ie. the padding in the arm got inverted. using ben clowards shader.
Sorry about the crappy pics I was using a web cam and messing around, trying to substitute the sculpts face for mine in the camera to send to a pal.
Really gotta work on my hi to low stuff, I just dont seem to be able to "get it" when it comes to baking.
1,416 tris, 1-512x512, 1-256x128 1-.256x256
a few stills from a short animation
a bit nervous too. so much talent in one place is intimidating. i hope i don't get too much flak for this, cause I'm using maxwell in this particular scene, and because i still have some smoothing errors i haven't fixed.
What's the plan with this?
i don't really have any plans with this one, other than to make it look good. my portfolio at the moment is severely lacking, in my opinion.
Edit** heres an older one, but close to what i have now. extremely un-optimized...i know.
DrillerKiller, that's looking sweet.
More updates...sooner rather than later hopefully!
Still lots to do!
- Various accent/trim pieces
- Lighting sconces
- Random debris
- A roof (it's missing on the right side)
- Finish lighting
- Stained glass cleanup (or what I affectionately refer to as, death by selections)
Yeah, usually I´d go with spheres but UT3 has a weird way of shading those eyeballs, making one eye look darker then the other, so I´m trying to work around that.
really can't say who it is supposedto be, but the proportions seem pretty off
It shall get rectified in the next update
I think, i'm really the only artist out there who tries to work around sculpting
Just under 4k tris atm, including shotgun scabbard.
Thumbs are still wonky, but I'll move them right in the final low poly once it's baked, I can't be bothered to go smooshing the sculpt around.
This is gross and I like it!
me this thread
Cool.
But I think the camo looks very dark and swallows a lot of detail.
@katzeimsack
That´s awesome!
I looked like that last week...having a bit of trouble with a chipped tooth.
@talon
Yeah, the thumbs need some love...other than that I don´t see anything to crit.
Nice work!
Crap...I think she looks like the Perfect Dark chick now.
Whats that? her boobs are missing!? Fail!
Nah, allready looking really good!
I hope you will also get her hair good looking in UT3, with that strange alpha problems. You could give her hair a different color, that would make her allready a lot different from that perfect dark girl.
Normals only/AO+Normals
(AO bakes are a little nasty in place but that should be fixed with diffuse painting and specs. I'm doing all my baking in xNormal which is great, its so much faster and more reliable. Only problem is those AO bakes which is probably my fault.)
http://www.runescape.com/img/files/wallpaper_summoning1/summoning1_1600x1200.jpg
my model:
1x 256x256 diffuse, 564 poly's