ruz: that's really slick looking. i'd like to see some more pixel-level details on the clothing as is on the necklace/face/hands. equalize the density
mop: the shadows color is too dark no just kidding, actually i haven't even noticed all the things u mentioned. what i did think was that the loops (is that how u call it?) are really nice and clear on his forehead, hair and cheeks (Basically upper head) but get lost in the lower half. maybe overworked the lips area too much? i'd suggest nailing it as simply first than proceed with the detailing.
I thought I'd give zbrush 3 a spin and doodled a head. Tried saving it as a tool and the effing program crashes... At least I got a screenshot before the crash :susp:
Hopefully I'll be able to save and/or get further next time :poly128:
Nick, it's amazing that no one's thought of that before and damn you for thinking of it first. You're going to make millions off of the toys...
yeah def looks terrific slum!
love the envo onionhead XD
Suprore:
hehe no i actually didnt follow his technique; remember it but didnt use it
I just thought i should add some colour variations thatsall
Ill work on it :d did nt want too sharp details as i think it disrupts the nm
Heres an update with jistyles shader:
And the texture:-
i would REALLY appreciate if you guys could show me some ropes on how to improve on the texture dont like the knee area...hmm....
yeah def looks terrific slum!
love the envo onionhead XD
Suprore:
hehe no i actually didnt follow his technique; remember it but didnt use it
I just thought i should add some colour variations thatsall
Ill work on it :d did nt want too sharp details as i think it disrupts the nm /quote]
Yeah, you just want to make sure it isn't *random*. Color should vary naturally -- skin is thinner around bones, less bloody/red tones. Where is the skin worn from stretching/contact? What color are less lit areas? How does subsurface scattering play into the coloration?
Sharp details shouldn't distrupt the normal map unless placed poorly, they should accent it. You have the base of a good texture, but everything is blurry and soft.
I decided to take a small break from video game models (during my free time ) and we (some friends and I) restarted an old short movie project we was working on a few month ago. VERY FIRST texture test.
I decided to take a small break from video game models (during my free time ) and we (some friends and I) restarted an old short movie project we was working on a few month ago. VERY FIRST texture test.
Sweet...reminds of some of the toonish characters featured in Ballistic.
yeah def looks terrific slum!
love the envo onionhead XD
Suprore:
hehe no i actually didnt follow his technique; remember it but didnt use it
I just thought i should add some colour variations thatsall
Ill work on it :d did nt want too sharp details as i think it disrupts the nm
Heres an update with jistyles shader:
And the texture:-
i would REALLY appreciate if you guys could show me some ropes on how to improve on the texture dont like the knee area...hmm....
butt_sahib: Try blending those browns and pinks in a bit, they look very strange at the moment, just random brown dots, what purpose do they serve? The pink dots are even stranger. Get rid of the shading/highlights, that's what the normal map is for. An ao bake works nicely with the normal map though.
The actual skin needs some texture/variation, rough it up a bit, add some nice color variation and then overlay a picture with interesting texture/color information for good measure.
Maybe this helps:
Looks good super, the neck feels a bit thick though
some great stuff as usual
snake85027 that last texture you showed lookes great!
onionhead that looks great, is it aiming for a one off render?
Dont know whether to enter the facade compo, as such Im posting here, still a lot more to do but I think the main design element is done. Apologies for potential dodgy screen colours, I'm swapping between two monitors at the moment, so it looks real dark here.
ImSlightlyBored - I dig that! Nice man, nice, only thing that throws it off is the small blue section just above the door, if it were me I would let the colours flow there.
Here's some doodles of some silly little characters that I'm hoping to do a sculpt or two of. Children with knights on their heads - why has nobody thought of it before?!
I'll hopefully have some sculpt wip shots soon.
Cheers, Nick.
Sweet work Nick, looking forward to seeing those sculpts!
Hey guys this is my first time posting, well schools out till july 14th so I wanted to work on something personal. So I designed a character and did some modeling and some Zbrushing and heres what I got.
This is one of my first characters and my first time ever posting so please be gentle. Its still a work in progress, so much to do so little time.
trying to learn zbrush sculpting once again... i saw somewhere that the clay tool was usefull so i played with that. i also read some stuff about clay tubes .. what are they and where do i get them . (couldn't find them among the usual brushes, or is it the same as the clay tool?)
well here is a quick blockin for my newest project: the punisher.
crits appreciated!
oh and the hands basemesh was stolen from arsh's basemesh.
Here's some doodles of some silly little characters that I'm hoping to do a sculpt or two of. Children with knights on their heads - why has nobody thought of it before?!
I'll hopefully have some sculpt wip shots soon.
Cheers, Nick.
Yeah, those are awesome. Really dig the style, would make cool T-Shirts.
The idea is awesome, I could totally see this being a game or cartoon. Get to customize your bot and battle the neighborhood kids. Better than pokeman, pokeman is dumb
I like the knight in the first best with the mustache, but I think the kid in the second and the pose with the axe is best. Would be cool to see them all in a shot next to each other, like a fighting force.
Super- Great likeness, can't really thing of anything to crit, but maybe the lips are a bit too 'thin'? Make a thread for him, looking forward to see progress on it
ImSlightlyBored- That's awesome, love the design of the building, but maybe some more work on the speculars, particulary adding some stronger AO and do some handpainted shadows on the diffuse as well, material definition seems a bit messy as of now
MikeD2683- Loving the design, abdomen area seems a bit strange but I guess you'll get around to developing it a bit more later, would love to see it animated
Renardin, assuming you don't plan to use specular maps I'd say you should add some stronger lightning to the bike overall, it looks more like stone than metal as of now.
MadArtist- That looks perfect, the presentation really sells it well, loving the lightning
DN, that looks massively rad, the detail on the internals is amazing, hard to crit but if I had to nitpick I'd say the tire pattern looks a bit too loose
Japhir- I assume you're going for a semi-stylized approach, if not I'd say the anatomy looks a bit wonky, especually the legs
robomaniac, model looks good, but I think(albiet I know little of modelling) that the legs won't deform correct when it's animated.
prelim sculpt for a piece I am working on. Still needs some little pieces such as rebar and maybe something else. The ground needs a lot still rocks bushes and such. some of that will be done in Max.
Replies
quite muscular right now but that way it'll be easier to turn her into the average woman, etc depending on my needs
a day or so of work on and off so far
mop: the shadows color is too dark no just kidding, actually i haven't even noticed all the things u mentioned. what i did think was that the loops (is that how u call it?) are really nice and clear on his forehead, hair and cheeks (Basically upper head) but get lost in the lower half. maybe overworked the lips area too much? i'd suggest nailing it as simply first than proceed with the detailing.
Hopefully I'll be able to save and/or get further next time :poly128:
Nick, it's amazing that no one's thought of that before and damn you for thinking of it first. You're going to make millions off of the toys...
ThatDon you may win again lol
Im working on part of a thai floating market along with a boat.
just messing around with some pixels. I might build a whole scene and some characters..
love the envo onionhead XD
Suprore:
hehe no i actually didnt follow his technique; remember it but didnt use it
I just thought i should add some colour variations thatsall
Ill work on it :d did nt want too sharp details as i think it disrupts the nm
Heres an update with jistyles shader:
And the texture:-
i would REALLY appreciate if you guys could show me some ropes on how to improve on the texture dont like the knee area...hmm....
Looking excellent. love it totally
except...the jewel he's wearing around his neck (necklet/necklace). looks like plastic.
Any hints about the plot?
Sweet...reminds of some of the toonish characters featured in Ballistic.
So he's in the imperial army from Star Wars?
Not sure the hair will work out, but I'll see.
The actual skin needs some texture/variation, rough it up a bit, add some nice color variation and then overlay a picture with interesting texture/color information for good measure.
Maybe this helps:
Looks good super, the neck feels a bit thick though
snake85027 that last texture you showed lookes great!
onionhead that looks great, is it aiming for a one off render?
Dont know whether to enter the facade compo, as such Im posting here, still a lot more to do but I think the main design element is done. Apologies for potential dodgy screen colours, I'm swapping between two monitors at the moment, so it looks real dark here.
UE3, cutting my teeth on shaders
Sweet work Nick, looking forward to seeing those sculpts!
This is one of my first characters and my first time ever posting so please be gentle. Its still a work in progress, so much to do so little time.
Here is my current wip of the Nod Cyborg.
I also made a new attack cycle, see old and new model to compare :
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/omg_bicycle_327.jpg for other views
2 years between the 2 models. My skills are improved
well here is a quick blockin for my newest project: the punisher.
crits appreciated!
oh and the hands basemesh was stolen from arsh's basemesh.
Yeah, those are awesome. Really dig the style, would make cool T-Shirts.
The idea is awesome, I could totally see this being a game or cartoon. Get to customize your bot and battle the neighborhood kids. Better than pokeman, pokeman is dumb
I like the knight in the first best with the mustache, but I think the kid in the second and the pose with the axe is best. Would be cool to see them all in a shot next to each other, like a fighting force.
very cool stuff
Super- Great likeness, can't really thing of anything to crit, but maybe the lips are a bit too 'thin'? Make a thread for him, looking forward to see progress on it
ImSlightlyBored- That's awesome, love the design of the building, but maybe some more work on the speculars, particulary adding some stronger AO and do some handpainted shadows on the diffuse as well, material definition seems a bit messy as of now
MikeD2683- Loving the design, abdomen area seems a bit strange but I guess you'll get around to developing it a bit more later, would love to see it animated
Renardin, assuming you don't plan to use specular maps I'd say you should add some stronger lightning to the bike overall, it looks more like stone than metal as of now.
MadArtist- That looks perfect, the presentation really sells it well, loving the lightning
DN, that looks massively rad, the detail on the internals is amazing, hard to crit but if I had to nitpick I'd say the tire pattern looks a bit too loose
Japhir- I assume you're going for a semi-stylized approach, if not I'd say the anatomy looks a bit wonky, especually the legs
robomaniac, model looks good, but I think(albiet I know little of modelling) that the legs won't deform correct when it's animated.
As for myself