had a chance to put a good 9 or 10 hours into this on the weekend...the bricks and stones were a b*tch to paint but oh well...I thought of faster ways to do it after i finished...imagine that right:poly127:
I have lots left to do obviously. I plan on adding vines on the stone and bricks along with some mossiness and such, just to break up the color.
zerafian, I dont like the textures, they look photo sourced which I didnt think you were going for. I liked the older versions better But thats just me.
zerafian, I dont like the textures, they look photo sourced which I didnt think you were going for. I liked the older versions better But thats just me.
Yea, thats hardly what I was going for....Maybe the final product will give it a little more life.
I examined the cottage a little bit and felt I was being to true to the reference I got the idea from, color wise at least. Soooo I made some color changes that appealed to me..My thoughts is it made the house look a little more ""playful"" having these brighter colors on it, more refreshing to the eye....I guess
How did I know those pics were comin' ... You just gave me a great idea for the stones...Damn, if only I didnt have work tomorrow....I shall experiment once I get home. thanks
And this is the magic texture that controls everything:
You may not understand much from that screens , here is a quick explanation.
Its not that very complex, basicly that big mask texture is panner animated. i use the R G B channels of this texture as masks for the different layers. The Rotten old textures are additional textures in the material and get mixed with the original texture. The other layers get alpha masked. The rotten zombie head is in the helmet uvw and the skull in the facemasks, both meshes are under the orignal head. I have also added a effect to the edges of the masks with if functions.
Finally got the ship into Unreal. Just notice my problem before was that I was using the wrong plugin/script in Maya... (axmesh & axmain looks a like @ 3am in the morning @ . @)
hey Klash that looks pretty good. the one thing i would say is that its missing its lighting spectrum lights and darks. the glowy bits need more of a white in the center maybe? also the texture needs a dark areas pass and maybe making the specular a bit more bright on the "rough edges". other then that. i really like the design. keep it up. maybe find a better texture for the glass? really reflective could work for ya , right now it feels real flat. who knows though, u havnt said the word done yet. :):)
@Racer: I think it would be much more efficient if you used a normal map for the grooves.
@Klash: Looking good sir, I can agree with what Frozan has said to give it that extra pop. Do you plan on animating this guy?
First major zbrush project, please tell me what you guys think.
1706 tris
2x1024 diffuse, normal, and spec
1x512 diffuse, normal, and spec - Bucket
1x256 diffuse, normal, and spec - Foliage
Frozan, first off, Little Big Planet is quite addicting >,< Second, it's still missing quite a bit of stuffs. If you've seen my post back on page 166. You'll notice all sorts of goodness / reflective awesome in Maya. Recent post was mainly "YAY I GOTS IT INTO UNREAL!" and the glowy bits.
Agreed on the white center / hotspot. Am still learning/breaking Unreal, but I'll try my best to get it to look like Maya's 'High Quality'
I think I have said "done" back on 166 Though, I could be wrong .__. -
Again, still wippy Unreal.
Evil: Possibly. I dunno yet, though, it would be neat to have it hover & stuff during a turntable
Oooo, and lastly, the design is NetDevil's 'Jumpgate Evolution'. T'was an art test I've done a few weeks ago. Need to post all the progress / concept ....
Vitor > I used a modified version of Ralf Stump's material named RS_SkinBase. I just tweaked the parameters a little and adjusted the levels and saturation of the material's texture.
I would have shared it but the problem is that it's part of a set of material they're selling on Gnomonology, so i guess i can't
ye Jasp that head is quality, thank's for sharing the alpha's, think i'll check them out
Started sculpting the body for my voodoo / tribesman kinda guy, He was originaly really muscular, but I've now taken him down the skinny road so he has to rely on his dark magix. Also roughed up the skull a bit (which will be a prop somehwere on him / his staff/ belt etc) that I posted a couple of pages back.
Currently working on the arms and hands, then next stop feet. He needs a fair bit o'work, but i'm enjoying it so far.
fuck me, some awesome shit kicking around in here lately!
I too have entered the L4D conceptart competition! So, heres the start! Need to work on a more interesting pose and what not and get a nice sexeh sillouette. I will finish it!
Aim: thats cool man, normals arnt plugged in are they? also the silhouette of the leg is very straight, could have used some more emphaisis on the forms to break it up. cant wait to see the finished texure!
trying to decide on if i should model the grooves in on the low or normal them in.
looking good man
as for your dilemma, what is the model for? is it just a prop, or a FPS weapon? Id normal them in both, but with FPS weapon thered be a more valid excuse for the modelling (Depends on budget and how close you are to it as well)
what id say is normal them and dont feel bad for doing so.
A little something I started monday night. Im painting it all on a full 1024 and its right under 400 tris. It will definetly be done before the weekend. Let me know what ya think. Im about 4 hours into painting. Im plannin' on getting back on that little cottage this weekend.
aimbiz:
Looks awesome. Really love it. MOre closeups please!
Agree with pixelmasher tho.WTf happened to the silluhuette? remember it being better when yoiu posted the low?
jackwhat: I love how you handle greys.
Racer:
Agree with ISB; if it were mine, i'd normal map them. Those grooves are way to large in number to actually model them.
And great work to eld and basbot inspiring!
Working on his textures. heres a render:
cant decide if i should keep the pink a stagnant flat color or add some variations.
PixelMasher & butt_sahib: Thanks for the critique. Yes the normalmap is on though it seems it doesn't appear that mutch from this angle. From every other angle the specular on the material was too strong so I made a shot in this angle, perhaps a bad choise.
I'll post some more in the near future once I got the specularmap fixed as well. As for silhouette I really regret not making it more interesting. The lowres model haven't changed though.
As for your character PixelMasher depends if you want it to look more realistic or cartoonish. Judging from how it looks now I'd suggest adding some nice variations.
Replies
[ame]http://www.youtube.com/watch?v=p0ofKw6xA9w[/ame]
...yet another zbrush head (hopefully this will end up as a whole game character):
working on a somewhat stylized zombie bust
Jasp, nice head also
Davision3D: Awesome work, thats one crazy shader you got there.
Davidson3D: Thats incredible! Loving that!
I have lots left to do obviously. I plan on adding vines on the stone and bricks along with some mossiness and such, just to break up the color.
let me know what ya think.
Yea, thats hardly what I was going for....Maybe the final product will give it a little more life.
http://pc.ign.com/dor/objects/16985/world-of-warcraft/images/world-of-warcraft-20041209010814974.html?page=mediaFull
Or use plaster like material like this:
http://pc.ign.com/dor/objects/770472/world-of-warcraft-the-burning-crusade/images/world-of-warcraft-the-burning-crusade-20080304001650347.html?page=mediaFull
and make the orange bricks a bit bigger.
no Zbrushing needed : P
Ok, here is a screenshot of the material:
This is what is doing the effect:
And this is the magic texture that controls everything:
You may not understand much from that screens , here is a quick explanation.
Its not that very complex, basicly that big mask texture is panner animated. i use the R G B channels of this texture as masks for the different layers. The Rotten old textures are additional textures in the material and get mixed with the original texture. The other layers get alpha masked. The rotten zombie head is in the helmet uvw and the skull in the facemasks, both meshes are under the orignal head. I have also added a effect to the edges of the masks with if functions.
works well in the video though
Sweet Pores Jasp ;]
@Klash: Looking good sir, I can agree with what Frozan has said to give it that extra pop. Do you plan on animating this guy?
First major zbrush project, please tell me what you guys think.
1706 tris
2x1024 diffuse, normal, and spec
1x512 diffuse, normal, and spec - Bucket
1x256 diffuse, normal, and spec - Foliage
start one of your own :P
Agreed on the white center / hotspot. Am still learning/breaking Unreal, but I'll try my best to get it to look like Maya's 'High Quality'
I think I have said "done" back on 166 Though, I could be wrong .__. -
Again, still wippy Unreal.
Evil: Possibly. I dunno yet, though, it would be neat to have it hover & stuff during a turntable
Oooo, and lastly, the design is NetDevil's 'Jumpgate Evolution'. T'was an art test I've done a few weeks ago. Need to post all the progress / concept ....
Vitor > I used a modified version of Ralf Stump's material named RS_SkinBase. I just tweaked the parameters a little and adjusted the levels and saturation of the material's texture.
I would have shared it but the problem is that it's part of a set of material they're selling on Gnomonology, so i guess i can't
ScoobyDoofus > i've just uploaded some alphas
Started sculpting the body for my voodoo / tribesman kinda guy, He was originaly really muscular, but I've now taken him down the skinny road so he has to rely on his dark magix. Also roughed up the skull a bit (which will be a prop somehwere on him / his staff/ belt etc) that I posted a couple of pages back.
Currently working on the arms and hands, then next stop feet. He needs a fair bit o'work, but i'm enjoying it so far.
I too have entered the L4D conceptart competition! So, heres the start! Need to work on a more interesting pose and what not and get a nice sexeh sillouette. I will finish it!
-updated! \o/
Massbot - Nice skull! Old man is coming along nicely as well.
Jackwhat - Nice start on that concept. You got some interesting lighting going on.
In the midle of texturing and also got him into the game.
as for your dilemma, what is the model for? is it just a prop, or a FPS weapon? Id normal them in both, but with FPS weapon thered be a more valid excuse for the modelling (Depends on budget and how close you are to it as well)
what id say is normal them and dont feel bad for doing so.
- Restarted my l4d concept to make him a bit more interesting!
Looks awesome. Really love it. MOre closeups please!
Agree with pixelmasher tho.WTf happened to the silluhuette? remember it being better when yoiu posted the low?
jackwhat:
I love how you handle greys.
Racer:
Agree with ISB; if it were mine, i'd normal map them. Those grooves are way to large in number to actually model them.
And great work to eld and basbot inspiring!
Working on his textures. heres a render:
cant decide if i should keep the pink a stagnant flat color or add some variations.
I'll post some more in the near future once I got the specularmap fixed as well. As for silhouette I really regret not making it more interesting. The lowres model haven't changed though.
As for your character PixelMasher depends if you want it to look more realistic or cartoonish. Judging from how it looks now I'd suggest adding some nice variations.
early start on the diffuse, i need to go somewhere.
Crit me before I post a new thread.
maps