Talon, great stuff man. I love it. It's post apoc without super grungy dirt metal everywhere. Very I am Legend. Look forward to seeing more of your environment stuff.
Almost done with the rhino finally. Only lacking some seams correction, finish those arrows and some last minute fix that always appear. Max screenshot with crappy shadows...
Vitor - did you use masks in zbrush for the metal details?
I think his feet are fantastic,I like how you've kept them as proper rhino feets. I think maybe more contrast in the specular of the metal would help, it doesnt seem much shinier than the rhino skin just now
polyhertz - thanks. I was given about 20 reference images, just photos from military sites mainly. I was allowed to just pick the little bits that I liked from them all and combine them
i made a base mesh. the green pic. with tiles. then im using the mallet fast brush with the square alpha to fuck those tiles like a cheap whore. the cement back is another mesh. so basicaly im pusing the tiles to the back of the cement witht the mallet fast.
Looking awesome Valh ! Also, try to see if you can play a bit with the normal map and the specular of the leather on her "ponytails" (it seems a bit flat and dull atm ). But I'm pretty sure you didn't touch it yet !
HAHAH awesome, Bobo !
anyways, between works I entered the small comp @ GA.org. Was fun Now Let's back to real WORK !
Vahl: What is Marmoset? Nice textures so far, i like the leather.
The only thing i can see right away thats buggin' me is that it looks that her "ears" are melted into the leather texture, maybe a sharper edge between the skin and the hat?
Hm, doesn't look very Grunty, though, you know? When I see those proportions, I can't help but think "goblin with gas mask". It looks way too human to me. Also, just nitpicking, but it shouldn't have the mask unless it also has the methane tank on the back... They're kinda useless without one another.
yeah. i split into logical parts. because when i imported it has a single piece i couldnt divide it very much. so i added subtools. its arround 6 or 7 subtools and each tool is arround 1mill give or take
vahl, looks sweet!
here is a little tip for eyes i have been doing lately and it really adds to the "alive" factor of the character, makes the eyes feel a bit more natural.
i add a plane along the edge of the top lid and make a little gradient alpha to imply a shadow being cast from the top lid.
Arsh thanks for the tip, I was actually going to do that, aswell as add more blood, a little wet line and some other stuff like that on a polygon overlay with transparency, thing is that EQ gave me the smooth opacity shader for marmo only yesterday, after that screenie actually , but yeah thanks man, definitely going to add that needs eyelashes too ^^.
Actually, I'm trying out a tip pior gave me, which is to take a screengrab and paint over it what I feel is lacking, then find ways to add them to the model :
Rox.. its not like i dont know what a grunt looks like.. or that im finished at this point.
Well, good. Frighteningly often, people seem to wanna make things that they DON'T know what they look like. It's quite obvious you're not finished. It just looked odd to me how human the thing looked when Grunts are so... not-human looking. Then again, I don't know your workflow. So, carry on!
Saw a few of these kicking around here as art tests with a 4 hour limit. I figured it'd make a nice project for the evening while trying to stick to the guidelines of the art test.
Don't have the actual concept so I've been modeling off the other meshes I've seen.
3.5 hours later... (45min high poly, 45min low + UV, 2hr texture). I think I'm over the target polycount a bit, though.
Very nice MM! Bummer that work got in the way of the contest, he's a solid entry
painting I did for a friend last night... facial expression is supposed to embody our mutually odd sense of humor :poly122:
(it's 10 inches on it's longest side... canon POS scanner didnt even come close to capturing the right colors, hacked it as close as I could in photoshop)
wow MM good style and incorporation of the hell boy comic versus movie/ realistic style ive seen floating lately.
You and Bobo both seem to have got the hellboy comic style down
Kinda hard to post after that but , Worked on dudley some more finished up his gloves and redid his shoes going to add in shoe laces next
I did want to ask on any approaches to wraps? I Wanted to make wraps on my charactesr gloves but I didnt want to just extrude some cylinders and have them floating either, is there a good approach on how to really make wraps that look like there wraps on a character?
Replies
any advice on better eyes?
Still instantly recogniseable, though
Dupikus: http://www.gameartisans.org/forums/showthread.php?t=4960
UE3 Screenshots:
Talon: For some reason it reminds me of Deux Ex.
Eraserhead: Looking good.
I think his feet are fantastic,I like how you've kept them as proper rhino feets. I think maybe more contrast in the specular of the metal would help, it doesnt seem much shinier than the rhino skin just now
polyhertz - thanks. I was given about 20 reference images, just photos from military sites mainly. I was allowed to just pick the little bits that I liked from them all and combine them
ben and talon: sweet stuff!
Minor update on the Celtic Space Marine War General from Dom War 1
Since he'll be almost all poly modelled, I want to sculpt something, so....
...a new base mesh for a Dom War 2 redux
still got a lot to do around the eyes (eyelashes, little wet line, shadows, better integration of the eyeball, and make the tearducts more apparent)
Vahl that kicks ass!
- BoBo
Vahl awesome work man!!!
quickie ingame i have to figure out why the normal maps isent popping
http://www.armanguy.net/Arty_01copy.jpg
HAHAH awesome, Bobo !
anyways, between works I entered the small comp @ GA.org. Was fun Now Let's back to real WORK !
That is the fucking bee's knees Vahl. thumbs up foo!
The only thing i can see right away thats buggin' me is that it looks that her "ears" are melted into the leather texture, maybe a sharper edge between the skin and the hat?
Reviving an old dusty model.
going to finetune the materials a bit, then theyll be up for grabz on my website
need to add some cement marks where used to be tiles.
Hot stuff man.
Aprox how many polys/levels is that thing? Did you split it up into sections in Zbrush or in 3d and then import?
here is a little tip for eyes i have been doing lately and it really adds to the "alive" factor of the character, makes the eyes feel a bit more natural.
i add a plane along the edge of the top lid and make a little gradient alpha to imply a shadow being cast from the top lid.
Actually, I'm trying out a tip pior gave me, which is to take a screengrab and paint over it what I feel is lacking, then find ways to add them to the model :
Don't have the actual concept so I've been modeling off the other meshes I've seen.
3.5 hours later... (45min high poly, 45min low + UV, 2hr texture). I think I'm over the target polycount a bit, though.
i never posted any of my work here before so i thought i would start by posting something here.
i made this recently for comicon challenge (missed deadline due to work though)
6942 tri - 2k color,normal.spec,glow,alpha (character + weapon)
more images at my site.
painting I did for a friend last night... facial expression is supposed to embody our mutually odd sense of humor :poly122:
(it's 10 inches on it's longest side... canon POS scanner didnt even come close to capturing the right colors, hacked it as close as I could in photoshop)
You and Bobo both seem to have got the hellboy comic style down
Kinda hard to post after that but , Worked on dudley some more finished up his gloves and redid his shoes going to add in shoe laces next
I did want to ask on any approaches to wraps? I Wanted to make wraps on my charactesr gloves but I didnt want to just extrude some cylinders and have them floating either, is there a good approach on how to really make wraps that look like there wraps on a character?