As I said previously, working on this ancient machine is getting on my nerves, and this lack of productivity that hunts me on summer vacations lead me to that sad option that is rush the model a bit to the end (bad option I know )
Finished the normal map baking today (just forgot a couple pieces). Tomorrow create a couple more AOs, and then will finally paint it.
Looks cool, some of the scratches are very nice. One thing tho, I guess you know that you still have your uv layer overlayed ontop of your texture? hehe
@vitor
looking nice man
how did you do the intricate detailing on the armor? really need to find me a technique to place things on surfaces like stickers.
@snake:
insert wood (joke here)
OH DAMN.
Nice looking wood though man, its real effective on those edges
Excuse my lacklustre presentation skills and its a shame about the quickly done barrier clipping through export took too long to fix tonight.
Guimard had some madd high poly chops. I dont.
Definitely felt like, if life were an RPG, i'd have +1 exp on modelling with this. Learnt a bit, quite a challenge. Low poly wont be fun
(any suggestions on the polycount I should aim for for this? I was thinking 5,000 but any tri count I come up with is typically an arbitrary number. Target is UE3/next gen platforms (360 etc.)
final edit: the top fan is not that tall... it seems to look taller in zbrush w/perspective.
I thought I was wierd for walking around with one sock on and one sock off but that guy is walking around with one sleeve on and one off! Just messing Bryan Cavett , a sweet ass model, I love the control that you have with zbrush/mudbox, whichever you use.
Looks cool, some of the scratches are very nice. One thing tho, I guess you know that you still have your uv layer overlayed ontop of your texture? hehe
oh snap, thats just me forgetting to turn off wireframe in Modo >.<
...here is what I've cooked up so far tonight.
Model & UV's by Slaught.
We'll see if I finish it. I know its monochromatic, but thats because its all BodyPaint scribbling so far. No photoshop, at which point I'll diversify the color scheme. I just started with a pink doodle and went with it.
ImSlightlyBored -> just painted a mask, some handpaint, some alpha map drop and layer brush next on Zbrush. Kinda poly-expensive but working on single pieces it is usable.
LoTekK, do I see the beginnings of fishnet stockings with that lingerie get up? (Can't wait to see what sort of textures that armor's going to get. I keep thinking of hearts, lipstick lips, and possible 'for a good time call...' motifs. XD)
Second to last high poly model of current batch (hence in this thread. Working on a series of 4 high to low objects) - havent had too much fun doing a solid week of HP and nothing else, and I dare say, having now sentenced myself to it - a week of just Low poly process wont be too much fun either.
Didn't realise it looked like a totem pole - not even from my concept - until the last moment. dammit. Once you've seen it you can never unsee the totem!
Oh, that's an easy one RazorBladder. That's the background from the menu of Legacy of Kain, Soul Reaver. The various statues, which look very gothic at first blush, will occasionally look toward the camera and transform into having very vampyric features. It's incredibly disturbing the first time you see it. It looks like you have a really good base going there. I recognized it immediately.
to get a break from all the grungy dark sci-fi stuff I've been building
SO, yeah, it's hardly a 360 from that, I imagine, but I do really like it. If I had to nitpick, I'd like to see some more work on the specular-map. Add some more contrasting bits on the metal, so all of the metal has really thin highlights, maybe? Just have a few pixels-wide strip of white on every edge, including bolts etc...
And with that amount of rust, I think some dirt at the bottom would be good, as well as maybe some drips of oil and rusty water?
And since you seem to have textured it uniquely (ie not mirrored), some more scratches (with bright spec) would be really nice, so you're really using that unique texture-space.
This computer dosen't handle Max plus Photoshop very well what makes texturing work a big pain in the ass. All this is very wip, still trying some ideas.
Replies
Finished the normal map baking today (just forgot a couple pieces). Tomorrow create a couple more AOs, and then will finally paint it.
Looks cool, some of the scratches are very nice. One thing tho, I guess you know that you still have your uv layer overlayed ontop of your texture? hehe
Sharky WIP
_Oz: That's transparent wireframe from the modo viewport, not UV wireframe
looking nice man
how did you do the intricate detailing on the armor? really need to find me a technique to place things on surfaces like stickers.
@snake:
insert wood (joke here)
OH DAMN.
Nice looking wood though man, its real effective on those edges
Excuse my lacklustre presentation skills and its a shame about the quickly done barrier clipping through export took too long to fix tonight.
Guimard had some madd high poly chops. I dont.
Definitely felt like, if life were an RPG, i'd have +1 exp on modelling with this. Learnt a bit, quite a challenge. Low poly wont be fun
(any suggestions on the polycount I should aim for for this? I was thinking 5,000 but any tri count I come up with is typically an arbitrary number. Target is UE3/next gen platforms (360 etc.)
final edit: the top fan is not that tall... it seems to look taller in zbrush w/perspective.
just a little fun. Started as a speedy, but I realized it would work perfectly with an old head I never finished
Here's my current wip for the GA minicomp going on; off of Slaught's awesome SDK
Gollum.
Needs torso armor, but at least its coming together.
oh and i made particle textures and effects, though the smoke is way too dense i think.
Early wip for the GA minicomp:
Maybe make the boots go a bit higher up on the leg?
Model & UV's by Slaught.
We'll see if I finish it. I know its monochromatic, but thats because its all BodyPaint scribbling so far. No photoshop, at which point I'll diversify the color scheme. I just started with a pink doodle and went with it.
thats how I've thought about doing it before but as you say its a bit expensive if theres a lot going on.
thanks
Working on this is getting a bit disturbing...
edit:
Updated before I hit the sack. Can't do stillettos with the mesh, so clunky heels'll have to do.
and thanks Cody. It's really creeping me out though.
Looking sexy SyaPed, the pose feels a tad stiff though, could just be me.
Second to last high poly model of current batch (hence in this thread. Working on a series of 4 high to low objects) - havent had too much fun doing a solid week of HP and nothing else, and I dare say, having now sentenced myself to it - a week of just Low poly process wont be too much fun either.
Didn't realise it looked like a totem pole - not even from my concept - until the last moment. dammit. Once you've seen it you can never unsee the totem!
Rough base of hi-poly down, time for a sculpting frenzy
Hopefully someone will recognise what it is.
SO, yeah, it's hardly a 360 from that, I imagine, but I do really like it. If I had to nitpick, I'd like to see some more work on the specular-map. Add some more contrasting bits on the metal, so all of the metal has really thin highlights, maybe? Just have a few pixels-wide strip of white on every edge, including bolts etc...
And with that amount of rust, I think some dirt at the bottom would be good, as well as maybe some drips of oil and rusty water?
And since you seem to have textured it uniquely (ie not mirrored), some more scratches (with bright spec) would be really nice, so you're really using that unique texture-space.
Hahahah That is an awesome base. I too, recognized it from Soul Reaver right away. Very Cool.
Rick, Looking cool so far man.
Don't really know where to take this... Plus it's disturbing the hell out of me to work on it. o_O