My entry for the Modular Facade Challenge over in contests n challenges....you can see more in my thread and see my process/hi poly sculpts for this sucker
I agree with what's been said and the shadows during day time looks very convincing but during night time you prolly wouldn't find as many equally lit floors on the same building I think...try breaking the intensities a bit to make them more unique...
I agree with what's been said and the shadows during day time looks very convincing but during night time you prolly wouldn't find as many equally lit floors on the same building I think...try breaking the intensities a bit to make them more unique...
making the rooms beside the totally overbright rooms a little lighter would help too, some doors might be open so the light can come into the next rooms
Waaaaay too long since I've posted anything on Polycount, so to break the streak, here's some berserker-type warrior guy I've been working on. I plan on putting a background in, just... not quite yet.
Hey Davision, are the blades of the sword line up or are they on different levels? Just trying to figure out how it would close without hitting the blades on the opposite side. Otherwise, cool design.
I agree with what's been said and the shadows during day time looks very convincing but during night time you prolly wouldn't find as many equally lit floors on the same building I think...try breaking the intensities a bit to make them more unique...
Retleks I think he could do with a division down the middle of the chest but otherwise nice anatomy :poly142:
zenarion http://www.occultofpersonality.com/wp-content/uploads/cthulhu.jpg is that it? Only thing I could find on the creature, are you using a ref because the anatomy is very bad in most areas, especially the chest.
spent all yesterday animating a 12 second scene for the 11secondclub... Not too bad for 1 days work. Next time I should start sooner than a day before the comp ends...
Thanks for the input guys. I was really trying to make a Deep One from the mythos. For those not familiar with what it is: grim and evil warcraftian Merlocs, which rape people to produce hybrids.
yay, i decided to give my punisher guy another go. here is the new base mesh. i was wondering if this will suffice as a base . I don't know how to get rid of the horrible poles on the front and back of the shoulder area.. any suggestions?
oh and does the face need more geometry?
nice anim aesir, but I think it suffers a bit from ' I! (points at self) have something to say to you (points at other man) about something over there (gestures over into the distance)'
if you see what I mean I think its a bit heavy on making gestures that explain what he's saying, whereas I think it would be good to look at conveying the emotion in the voice a bit more. I feel like the ending is the most intense bit, but he turns away from the guy
Looong time since I posted any work here! and looong time since I did any sculpting. Need to practice my organic modelling so started doodling some in Zbrush. its still early, but am I the only one who see a resemblance to Kratos? Must be the extreme jawline.
No, you definitely don't want triangles in the face. See how the mesh distorts where you subd there? Every brush stroke you make will want to follow those polygons, it's gonna drive you crazy.
Ditch the nose -- those are very easy to sculpt in, and polymodeling them makes you have to jump through a lot of unnecessary hoops to get good quad only topology. Sinple, clean, even grid over the face. Plygons spaced evenly.
Body is looking good, except for the neck and fingers. Again, pinching when you subd, going to make your life agony.
thanks a lot suprore! the face doesn't have any triangles though, i tried putting in the basic shape so that the strokes will follow the lines of the face... . what's wrong with the fingers? you mean those two tris on the hand?
thanks again! i want to get this basemesh as perfect as i can, so that i will be able to sculpt properly and see what i'm capable of in that area .
Virtuosic: Very nice man! can't wait to see the low poly.
Based off my home, which is reknown for its messy seams, dodgy opacity maps and gaps in reality (its a long way off finishing, I know.) Oh and those orange things are so deleted.
Still to do (Save for cleaning)
Gonna whomp in a great big olive tree (the source of the destruction) and that'll be an asset I'm investing a bit of time in to.
Light sources
BSP shell
Atmospheric effects/particles
edit: lest we forget; decals (fake AO etc)
Radiator: Too small? I had a crisis of confidence and shrunk it a little, now im not too sure. And like a bad boy I've not been lightmapping at all
Replies
I agree with what's been said and the shadows during day time looks very convincing but during night time you prolly wouldn't find as many equally lit floors on the same building I think...try breaking the intensities a bit to make them more unique...
making the rooms beside the totally overbright rooms a little lighter would help too, some doors might be open so the light can come into the next rooms
Its a chunky weapon for a chunky warlord
Good point...thank you. I didn't think of that
Expect a real update tonight or tomorrow morning
But briljantly executed IMO...
Indeed
very clean mesh. no wasted polys. awesome work
I grew some balls, and decided to post this WIP.
Might go into a UT3 project, based on Lovecraft Mythos. And yes, he has two tentacle-wangs.
IT came from JAPAN!
It looks like his shoulders start below his neck and in his chest. Like you slapped arms where his pecs should be.
zenarion http://www.occultofpersonality.com/wp-content/uploads/cthulhu.jpg is that it? Only thing I could find on the creature, are you using a ref because the anatomy is very bad in most areas, especially the chest.
http://www.vimeo.com/1443570
oh and does the face need more geometry?
if you see what I mean I think its a bit heavy on making gestures that explain what he's saying, whereas I think it would be good to look at conveying the emotion in the voice a bit more. I feel like the ending is the most intense bit, but he turns away from the guy
Thanks
Ericv- can we get the link to the thread ur talkin about? (edit) NM i found it. nice work. looks great!
ThatDon : Cool Wolvie!! Update?
Not enough time , originally wanted to do this for the comic con challange, but I think I wont make it.
Rota
No, you definitely don't want triangles in the face. See how the mesh distorts where you subd there? Every brush stroke you make will want to follow those polygons, it's gonna drive you crazy.
Ditch the nose -- those are very easy to sculpt in, and polymodeling them makes you have to jump through a lot of unnecessary hoops to get good quad only topology. Sinple, clean, even grid over the face. Plygons spaced evenly.
Body is looking good, except for the neck and fingers. Again, pinching when you subd, going to make your life agony.
thanks again! i want to get this basemesh as perfect as i can, so that i will be able to sculpt properly and see what i'm capable of in that area .
Man i love this thread.
Based off my home, which is reknown for its messy seams, dodgy opacity maps and gaps in reality (its a long way off finishing, I know.) Oh and those orange things are so deleted.
Still to do (Save for cleaning)
Gonna whomp in a great big olive tree (the source of the destruction) and that'll be an asset I'm investing a bit of time in to.
Light sources
BSP shell
Atmospheric effects/particles
edit: lest we forget; decals (fake AO etc)
Radiator: Too small? I had a crisis of confidence and shrunk it a little, now im not too sure. And like a bad boy I've not been lightmapping at all