Oz I'd make the AO stronger/darker on that wall's specular(assuming you're using one) and/or diffuse, the brick grooves(?) loose definition where the light is hitting
a scene im working on.
need to add light sconces, walls frames with black and white photos, rug on front of door. number on door, thing on the door knob to put key to open door (lol), and maybe some plants and other things i cant remeber the name in english. lol
Btw. this page is full of win! tf2 lowpoly is very cool. nice work StJoris.
The shark is also cool:)
fuck so many awesome art up in this joint.
first bit of organics ever... 540 tris, 1x 256, 1 bit alpha
actually pretty happy with the head textures. not very good at cloth and such. i can never figure out how to make the wrinkles appear hard or where to place them.
Japhir -> You need more work on face muscles, you have to much uncontrolled brush strokes rigth now. Anyway its goind good!
Racer445 -> Probably you need some more work on general shape of your mesh, try to get into more interesting shape of head, the proportions and shape of nose, mouth. This vertex on the top of head, really must be there? Try to get some more spherical shape on this.
Japhir: Looking good man, you've improved a lot with each update. I reckon instead of fiddling with this one, start a new one. You'll learn a lot more doing a bunch of 1hr head studies vs endlessy tweaking one head in search of perfection.
Some crits on what you've got now, the lips feel very flat, they lack depth. The nostrils are too big relative to the rest of the nose. His neck is also very short and thin.
bitmap: are you resizing the channels to fake the chromatic aberration in your scene?
nope.
theres a filter in photoshop called lens correction. its in the distort menu. basicaly serves to take distortion out of pics and remove chromatic aberration. but i use it to add some. makes the pics look more "real" so to speak.
bitmap: Yea I've been doing it manually, so had been wondering if their was a more interactive/previewable way. Tried out the filter and it seems to be exactly that, thanks for the info
never done cloth.... i've learned a lot through this process though. shirt is based off a polo shirt i have, kinda shiny. also rounded the top of the head some more.
definitely learned i should uv more stuff fully instead of mirroring.
slowly working up some more weapons to add to my portfolio.
Trying to cut down on the tri count without losing too much shape as of right now. Hopefully ill get this thing unwrapped and textured up by the end of the week :poly129:
very nice baxter! you could cut some tris on the back of the blade, where it is flat. just remove the middle edgerow. (and it doesn't really matter in terms of texture space anyways).
thanks a lot Jaco! I think i'll make this one work though, because i put quite a bit of time in the base mesh, so i'll probably try to bake it out to a normal map to learn that process a bit.
Thanks Japhir!, totally brain farted on that part. I was modeling with a symmetrical mindset for texturing and totally forgot that it doesn't matter with back parts like that. Brought it down to 1030 with that removal alone.
Bah, being unemployed means being unfocused for me apparently. Been doing some small graphic design contracts, but had the urge to try model some stuff.
Unfortunately, randomly jumping in to model stuff = sloppy geometry and no concept or focus, I'm just winging it hehe, so it'll be scrapped soon, at least it's giving me some loft practice. I have no idea what's going on here:
Replies
698 tris
need to add light sconces, walls frames with black and white photos, rug on front of door. number on door, thing on the door knob to put key to open door (lol), and maybe some plants and other things i cant remeber the name in english. lol
Btw. this page is full of win! tf2 lowpoly is very cool. nice work StJoris.
The shark is also cool:)
fuck so many awesome art up in this joint.
totally boring i agree. hopefully after i add some stuff it will make it look more cool.
first bit of organics ever... 540 tris, 1x 256, 1 bit alpha
actually pretty happy with the head textures. not very good at cloth and such. i can never figure out how to make the wrinkles appear hard or where to place them.
bitmap -> Awesome bumpmap!
Japhir -> You need more work on face muscles, you have to much uncontrolled brush strokes rigth now. Anyway its goind good!
Racer445 -> Probably you need some more work on general shape of your mesh, try to get into more interesting shape of head, the proportions and shape of nose, mouth. This vertex on the top of head, really must be there? Try to get some more spherical shape on this.
Nice one ThatDon!
Yeah, just kidding, well done.
Gor: Awesome start; I checked out your portfolio and you've got great lighting sense!
ThatDon: that wolverine is looking sharp
Bitmap: thats some really awesome hi poly stuff you got going on
and StJoris: real nice work on that environment
here is an update, i stepped down some levels and adjusted the base mesh a little so that the ears are easier to sculpt. crits welcome
http://img377.imageshack.us/img377/1788/bustwipgd0.jpg
EDIT:
more
Some crits on what you've got now, the lips feel very flat, they lack depth. The nostrils are too big relative to the rest of the nose. His neck is also very short and thin.
nope.
theres a filter in photoshop called lens correction. its in the distort menu. basicaly serves to take distortion out of pics and remove chromatic aberration. but i use it to add some. makes the pics look more "real" so to speak.
Too many great works lately :P
definitely learned i should uv more stuff fully instead of mirroring.
Trying to cut down on the tri count without losing too much shape as of right now. Hopefully ill get this thing unwrapped and textured up by the end of the week :poly129:
thanks a lot Jaco! I think i'll make this one work though, because i put quite a bit of time in the base mesh, so i'll probably try to bake it out to a normal map to learn that process a bit.
great sculpt though, the cloth especially is looking pretty rad
Unfortunately, randomly jumping in to model stuff = sloppy geometry and no concept or focus, I'm just winging it hehe, so it'll be scrapped soon, at least it's giving me some loft practice. I have no idea what's going on here:
Sweet building Eric!
Dude, its Chun Li...?
the concept looks quite interesting tough
ajax, looks ace man
lolz learning to texture. old urahara kisuke (bleach (the anime)) model which I updated. early early early wip.
thanks man....ditto to you to. That's a kickass scene so far