I brought me a Wacom one week ago for christmas. Only a bamboo fun - A5 and its really fun.
So i finally got into zbruh a bit more and its just another feeling.
My polypainting turned out totally cartoony and i couldnt stop mess around with this style. Only the trunk was done in zbrush.
Maybe i will do some more modelling for a scene based on this style.
This chainy model is intended to be a harbor bumper. I throught it in as a filler.
This one in rendered in 3dmax using finalrenders toon shader.would be great to archive such a look in a realtime game.
Its fresh compared to winter where i live.
most of it could be done in realtime, some of the inlines might be drawn static in the textures but it doesn't look too complicated, line weight is a bit of a problem but other then that it should workf, from what i see its just a blurred pass of the actual scenetexture and edgedetection based on the zbuffer, nothing too fancy
Anyways, vredesbyd, the model looks really cool. Wondering why you put those seams there though. The ones on the gas tanks are really obvious and could have been easoly avoided.
Also, i think its better to have seams either at the back of the boot or towards the inside of the boot at teh opposite side facing outwards. You should see how pior unwaps his character ( dont know if he unwraps all of his characters teh same way, but im sure his chun-li model has the unwrap im refering to).
Judinging from the other arrows pointing at the seams at the back and the boot, im guessing those arrows pointing at the arms show that you have a seam there aswell. My question, why?
You should check out the shaders Buzzy is making over at 3dtotal.
I can't understand what you are referring too , except the seam gastank , that could be easily avoided , stupid mistake.
The seam is situated inside the pants , the seams of the boots is also situated between his legs.
All the seams are hidden inside except for the gastank.
Next time take a closer look.
vredesbyrd: "Next time take a closer look"I can obviously see that you edited your post "Last edited by Vredesbyrd; Today at 09:34 AM. "
Where at first, you just posted the image and said "hardcore critisism needed". You didnt tell what the markers represented. Actually, if you see your previous posts on polycount, you have ever bothered to write anything in your posts at most "C and C" and you expect us to figure out what the orange markers represent? what do you think i am, a psychic? However i am not that retarded to see teh arrows in the back and the shoe pointing to seams and not "concluding" that the arrows would,in turn, mark seams in the front everywhere aswell (if its not mentioned)?
"the seams of the boots is also situated between his legs". Ummm, no.The seam is present on the left top corner of his left boot and vice versa.
Please dont put out the poster as a retard next time and maye some information about the model would be nice too. Especially if you have 10 arrows pointing to i dont know where and expect others to figure it out by themselves.
I gave you my opinion with a clear heart. If you had seams there, it would have needed changing. I wasnt trying to diss anyone. Ill make sure to steer clear from commenting on your work since your too un-appreciative
Slipstream:
Excellent. Your BEST model yet imho.MOAR
butt_sahib
those "seams" look more like hard edge/smoothing errors/normals artefacts/bitangents issues than texture seams to me, can be fixed by editing the normal is they are apparent in there, adding more edges, giving a better smoothing, fixing the tangents (can be just moving a point inwards or adding an artificial hardedge, on the sole for instance)
vredesbyrd: if you are looking to fix those, look at my reply to butt_sahib, otherwise I'd say your material doesn't read as metal and is too uniform, the weathering doesn't make much sense, that only needs few little tweaks though, overall the clothing needs less noise (IMO) and more contrast too, you have a lot of smoothing errors spread everywhere (where the tubes connect to the top tank for instance, or the side metal plates)
Don't hesitate to put in more contrast in the luminosity and color of your specmap, this is what will make your materials pop out and read as what they are supposed to be.
thanks everyone for your advice , I will clearly make some major modifications.
This will help me get out the comfort zone.
I haven't made the specular color yet.
Only specular level map.
a list of updates gathered at the end of this week :
-Separate colors , non uniform colors to sell the individual parts of the model.
-fixing the smoothing groups by adding extra edges for smoother interpolation.
-weathering , contrast in luminosity. , less noise for the cloths.
-silhouette for the folds and wrinkles.
this is a base mesh for a monster inspired by the monsters from silent hill. rite now im trying to figure out what extra stuff (ie clothes, accesories) to add to the monster.
Eraserhead, that's a beauty:) The head reminds me a bit of the spy droid in Empire. Did you put any thought into the walking mechanics? The leg segments seem oddly proportioned for that so just curious. Even so, the overall visual design is great and I like the little inward angle you gave to the feet.
Eraserhead, that's a beauty:) The head reminds me a bit of the spy droid in Empire. Did you put any thought into the walking mechanics? The leg segments seem oddly proportioned for that so just curious. Even so, the overall visual design is great and I like the little inward angle you gave to the feet.
Thnx demon; the model is of the Krote walker from the Ma.K universe, not my design.
Oh, thanks for the link. Awesome execution in that case. I see how it works now, the "backwards" feet had me confused. Honestly as cool as the design is, I don't like that feature...makes no sense. I wish they'd of had something built onto the front end of the feet. Oh well.
Vahl,
I see what you mean by the other culprits which might be causing that smoothing error on the boot.The textures on either side of the "error" dont really match so i thought it should be a seam.It was in the back of my head,but i didnt bother clarifying i guess. Thanks for that bit of information
another update on my scene. doing the submarine prop.
needs textures and some more details. maybe wires hanging around from the open hatch.
nearly done with the modelling.
::RobG--Stylish piece there mate, really enjoyed your blog. Would like to see more of this, or would like you hanging more around here. We could need some fresh breath in here! Cheers from RobC.(hehe)
Wow, everyone is kicking ass. Rad art on this page..
Here's a thing I started yesterday as a texture experiment (for disgusting beasts); the texturing itself is pretty early, but I rushed through the sculpting and retopo stage so quickly that.. while it isn't terrible, it's still quite ugly, hahaha, anyway: totally unwitting BoBo homage:
Nick Carver, I'm sorry I forget to say that I am modeling this from your concept...
I had this picture for some time in my inspiration folder, but I forget were I got it from...
:EraserHead-- Looking good mate, i like that u have kept yourself very true to the model. Im also impressed by your speed! Im kinda stuck with mine now in the uv mapping process, do you plan on making yours a game model?
Replies
Oops i did it again! the refs, oh oh oh bad silly me
trying to block things out a bit,
great style! reminds me a bit of the pinups of bawidaman.
im using xysdf's base mesh, (love it stef!)
big hour start
So i finally got into zbruh a bit more and its just another feeling.
My polypainting turned out totally cartoony and i couldnt stop mess around with this style. Only the trunk was done in zbrush.
Maybe i will do some more modelling for a scene based on this style.
This chainy model is intended to be a harbor bumper. I throught it in as a filler.
This one in rendered in 3dmax using finalrenders toon shader.would be great to archive such a look in a realtime game.
Its fresh compared to winter where i live.
inspired by this one:
I can't understand what you are referring too , except the seam gastank , that could be easily avoided , stupid mistake.
The seam is situated inside the pants , the seams of the boots is also situated between his legs.
All the seams are hidden inside except for the gastank.
Next time take a closer look.
Next up, Black Star
4000 tris, 512 diffuse and alpha for Maka, and a 256 diffuse for the scythe
"Next time take a closer look"I can obviously see that you edited your post "Last edited by Vredesbyrd; Today at 09:34 AM. "
Where at first, you just posted the image and said "hardcore critisism needed". You didnt tell what the markers represented. Actually, if you see your previous posts on polycount, you have ever bothered to write anything in your posts at most "C and C" and you expect us to figure out what the orange markers represent? what do you think i am, a psychic? However i am not that retarded to see teh arrows in the back and the shoe pointing to seams and not "concluding" that the arrows would,in turn, mark seams in the front everywhere aswell (if its not mentioned)?
"the seams of the boots is also situated between his legs". Ummm, no.The seam is present on the left top corner of his left boot and vice versa.
Please dont put out the poster as a retard next time and maye some information about the model would be nice too. Especially if you have 10 arrows pointing to i dont know where and expect others to figure it out by themselves.
I gave you my opinion with a clear heart. If you had seams there, it would have needed changing. I wasnt trying to diss anyone. Ill make sure to steer clear from commenting on your work since your too un-appreciative
Slipstream:
Excellent. Your BEST model yet imho.MOAR
those "seams" look more like hard edge/smoothing errors/normals artefacts/bitangents issues than texture seams to me, can be fixed by editing the normal is they are apparent in there, adding more edges, giving a better smoothing, fixing the tangents (can be just moving a point inwards or adding an artificial hardedge, on the sole for instance)
vredesbyrd: if you are looking to fix those, look at my reply to butt_sahib, otherwise I'd say your material doesn't read as metal and is too uniform, the weathering doesn't make much sense, that only needs few little tweaks though, overall the clothing needs less noise (IMO) and more contrast too, you have a lot of smoothing errors spread everywhere (where the tubes connect to the top tank for instance, or the side metal plates)
Don't hesitate to put in more contrast in the luminosity and color of your specmap, this is what will make your materials pop out and read as what they are supposed to be.
This will help me get out the comfort zone.
I haven't made the specular color yet.
Only specular level map.
a list of updates gathered at the end of this week :
-Separate colors , non uniform colors to sell the individual parts of the model.
-fixing the smoothing groups by adding extra edges for smoother interpolation.
-weathering , contrast in luminosity. , less noise for the cloths.
-silhouette for the folds and wrinkles.
Thnx demon; the model is of the Krote walker from the Ma.K universe, not my design.
I see what you mean by the other culprits which might be causing that smoothing error on the boot.The textures on either side of the "error" dont really match so i thought it should be a seam.It was in the back of my head,but i didnt bother clarifying i guess. Thanks for that bit of information
made from a concept by Nick Carver
That’s a kick ass model and concept. It has a potential to look great textured.
needs textures and some more details. maybe wires hanging around from the open hatch.
nearly done with the modelling.
and now,
A BARREL:
(just click for a quite larger version)
I started my remake of a character spacemonkey painted.
overpaint to get the right feel/direction
Err, ahem! I don't mind someone using one of my concepts, but credit for the image would be nice...
EDIT: Also, RobG, I love, love, love what you do!
falling asleep now -.- .zZ
However, there isn't terribly much detail right around where I"m working on, so I'm kinda starting to loose momentum behind it.
I feel so out-classed by all the other good work here.
Here's a thing I started yesterday as a texture experiment (for disgusting beasts); the texturing itself is pretty early, but I rushed through the sculpting and retopo stage so quickly that.. while it isn't terrible, it's still quite ugly, hahaha, anyway: totally unwitting BoBo homage:
BrodyB - Nice, an Iron Helix homage, great game and the model is looking nice.
Working on a SAFS now...
rooster: nice shapes!
neox: looks realy cool.. waiting for the textures.. this one has again lots of character.
I had this picture for some time in my inspiration folder, but I forget were I got it from...
I have made a vid of it in action, also in there: the effect on the head and a bit of the invasion mod.
nice vimeo quality:
http://www.vimeo.com/2531213
crappy youtube quality:
[ame]http://www.youtube.com/watch?v=0VKYPrZA-68&feature=channel_page[/ame]