cool work Renaud, I actually used to work at offload a while back and Id highly recommend getting a print done if you are even considering it. they turn out some awesome work, I dont know of anyone who has been disappointed.
That looks fantastic, I could really picture it being in mass effect!
Only crit is that the body looks much ado about nothing, tons of straps and buckles that may look way to flat in game. got any plans for some equipment to hang off his side or something?
I added some rags, stickers, a hammer, and started the walls tonight..Im looking to add a clock, license plates on the wall, poster, and so on and so on.
zerafian: the binford stickers dont look like stickers. they may not be, but if they are, give em scratches rather than a fade. at least a few scratched / torn off parts
i hope that clears out what it is im making? its basically a computer terminal to do manual overrides for a generator.
Just messin' around with making trees of metal..painted stylized...hopefully its noticable Im not trying to go anything near realistic. Im planning on adding leaves and a bush...then go from there...not sure yet.
Holy shit. Nice one, mat.
My last day before going back to work tomorrow, so here's a little something I did to pass the time. Hopefully I'll get around to finishing it.
mat: interesting take on the hulk, cant wait to see more!
caseyjones: I was wondering if when you paint faces do you start them straight up and down for the most part then rotate 45 degrees and refine? or do you just paint them on an angle like that? looks pretty cool, love the fatty chin area.
Going back to finish an MP5 I started back before the Unearthly Challenge. First texture pass, trying to get the materials right. Its such a clean gun usually that I'm not sure how far to go with damage and scratches.
finally.. someone makes a different hulk version.. thx mat !
fearian: jie you're right.. its very flat atm.. but there are two reasons for it.. 1. its an vip and 2. extra props can be added every time later on. but first of all I want to test some bake-to-texture stuff with this model.. and on a 1000 poly model you have to be carefull with faked 3d-stuff .. thats why I´ll do these tests.
caseyjones: I was wondering if when you paint faces do you start them straight up and down for the most part then rotate 45 degrees and refine? or do you just paint them on an angle like that? looks pretty cool, love the fatty chin area.
Well the model was made by bobo the seal and he also did the UV unwrap for it. I just painted the texture. I didn't rotate any part of the texture while painting, what you see is what you get. I hope that answers your question
Thanks for the kind words.
Amazing stuff Rollin, really impresive work on the sculping. I like the head specially, reminds me of a fish head. Whats also interesting is the anal hole in his forehead. Imagine that! Just kiddin mate, like to see more of the character soon. MOAR!
WIP of a 2d platformer level tile I am working on, mind you the games not real (and I don't know if my approach was correct for 2d games), just abit of practice for me anyway. Doesn't have any foreground elements yet besides the border.
I'm not so good at 2d so most of it is actually baked down to texture using the ink'n'paint shader in 3dsmax, then painted on in photoshop.
Meant to be a tunnel eventually leading into abit of a rundown secret facility.
Its hard to see how exactly you would interface with this machine, even after your explanation with the bigger picture, the design needs something to help it read as a terminal i think.
the texture is quite noisy and adds to the sense of confusion, especially the table part and floor. i think there might be too much detail in th diffuse and spec so combined it just adds a ton of visual noise that makes it hard to focus.
caseyjones: thanks for the explanation, ive always kinda scratched my head when i see rotated faces, then again i mainly do environments so painting a face for me would be hard anyways haha. maybe ill give the sdk a shot and start leanring some flesh painting skills.
Ok, a colleague suggested I check out this site to look for feedback on my models. These are high-rez and were done exclusively in Maya and Photoshop. I'm just starting to dig my teeth into ZBrush, so I should have some new low-poly models real soon with normal mapping utilized.
I'd love any critiques you all can provide, since I'm hoping to break into the gaming market in the Chicago area eventually, and I need some direct feedback from those who know the real deal. Thanks.
Junkie_XL : that is pure pwn! the cloth on the back is a bit too thick imho, but even still, its lovely! diggin it
PixelMasher:
thanks for the tips man!
'the last bit of work' was actually the small keypad that was planned
remember this is just the manual override 'switch' really.
if automatic maintenace / restart etc fails, then u'd come to this terminal, punch in the PIN. then punch in numeric codes for whatever u want to get done.
the monitor portion of it is just to display the status of the four pumps which keep the generator running.
the monitor, btw, might get a facelift. most likely will, including the process of making it black and blue.
http://img179.imageshack.us/my.php?image=generatoranimateddi6.swf
wat the generator / generator animation currently looks like ^
probably will also get a face lift of sorts... not too sure
will show that model in detail when the time comes. this is just to show u wat the generator / terminal setup works like
The one I submitted is in my sketchbook; I spent an extra night getting it to this. In the original I obviously had the 20k tri limit and a 7 day turnaround.
I've ended up breaking the tri limit now as its just a PF scene, and breaking the time limit (7 days)
My submission wasn't successful, but they did recently offer an interview (vacancys came up and I got lucky.)
Junkie: That pirate is awesome! love it
shimmer: that looks awesome too, love the hard edges and style of it. Really like it.
Replies
I really like the guys jaw piece it looks great.
Razor : HAHAHA, I may want to fix that, indeed good call !
I think I'm done for now with this one body. Still unsure where to go from this point.
That is awesome. Seems like you should add a loop around the back of the head maybe (that matches the top).
Would make him even more badass looking too, right now it seems like it would just fall off the front of his head.
looking dope fresh ren
Very nice colors Jackwhat!
Here's what I'm working on. Just finished the concept for my next character. It's a complete remake of a character I did about half a year ago.
vitor: you're getting better and I still love your style..
--
just a little update to show that I´m still working on it..
i don´t have much time to though
going for one 1024^2
Only crit is that the body looks much ado about nothing, tons of straps and buckles that may look way to flat in game. got any plans for some equipment to hang off his side or something?
zerafian: the binford stickers dont look like stickers. they may not be, but if they are, give em scratches rather than a fade. at least a few scratched / torn off parts
i hope that clears out what it is im making? its basically a computer terminal to do manual overrides for a generator.
a little update before i go study physics:
My last day before going back to work tomorrow, so here's a little something I did to pass the time. Hopefully I'll get around to finishing it.
-caseyjones
caseyjones: I was wondering if when you paint faces do you start them straight up and down for the most part then rotate 45 degrees and refine? or do you just paint them on an angle like that? looks pretty cool, love the fatty chin area.
fearian: jie you're right.. its very flat atm.. but there are two reasons for it.. 1. its an vip and 2. extra props can be added every time later on. but first of all I want to test some bake-to-texture stuff with this model.. and on a 1000 poly model you have to be carefull with faked 3d-stuff .. thats why I´ll do these tests.
and btw. thx!
lill bit work on the head
another 10 minutes of work left on this, i presume
you plan on making this a portfolio piece? It might be offensive to some folks. :thumbdown:
Thanks for the kind words.
-caseyjones
I'm not so good at 2d so most of it is actually baked down to texture using the ink'n'paint shader in 3dsmax, then painted on in photoshop.
Meant to be a tunnel eventually leading into abit of a rundown secret facility.
Its hard to see how exactly you would interface with this machine, even after your explanation with the bigger picture, the design needs something to help it read as a terminal i think.
the texture is quite noisy and adds to the sense of confusion, especially the table part and floor. i think there might be too much detail in th diffuse and spec so combined it just adds a ton of visual noise that makes it hard to focus.
caseyjones: thanks for the explanation, ive always kinda scratched my head when i see rotated faces, then again i mainly do environments so painting a face for me would be hard anyways haha. maybe ill give the sdk a shot and start leanring some flesh painting skills.
only got like 20 minutes to start on it though.
Actually this is more a exercise to help me modeling with more realistic proportions on my own heads.
I'd love any critiques you all can provide, since I'm hoping to break into the gaming market in the Chicago area eventually, and I need some direct feedback from those who know the real deal. Thanks.
Rollin, Renaud, Psyko very nice characters!
been bored and now I feel weak next to you
nevertheless:
Vitor: Cool quickie
both of em
and vitor
tht's ace! love it
Junkie_XL : that is pure pwn! the cloth on the back is a bit too thick imho, but even still, its lovely! diggin it
PixelMasher:
thanks for the tips man!
'the last bit of work' was actually the small keypad that was planned
remember this is just the manual override 'switch' really.
if automatic maintenace / restart etc fails, then u'd come to this terminal, punch in the PIN. then punch in numeric codes for whatever u want to get done.
the monitor portion of it is just to display the status of the four pumps which keep the generator running.
the monitor, btw, might get a facelift. most likely will, including the process of making it black and blue.
http://img179.imageshack.us/my.php?image=generatoranimateddi6.swf
wat the generator / generator animation currently looks like ^
probably will also get a face lift of sorts... not too sure
will show that model in detail when the time comes. this is just to show u wat the generator / terminal setup works like
cheers guys
Posted more in my sketchbook too.
thats awesome Alex, did you end up getting get the gig?
I've ended up breaking the tri limit now as its just a PF scene, and breaking the time limit (7 days)
My submission wasn't successful, but they did recently offer an interview (vacancys came up and I got lucky.)
Junkie: That pirate is awesome! love it
shimmer: that looks awesome too, love the hard edges and style of it. Really like it.