this boy could just be the final boss in Gears of War 2 lol! the style looks very much of that sort to me.
it's amazing what all can be done with the poly limit we were given, and this seems to be one of those entries that really really pushed it all the way to its very edges lol!
cant wait to see it textured and ready to kill =D!
i love this model. if you havnt already. throwing the pinch tool around your detail edges can sharpen them up. also be careful on getting those small details really busy. those can fight against your diff and spec maps...Awesome work.
Nice details you got going, but I agree with Khunez, be careful not to get too caught up with the tiny details, they can get pretty busy and repetitive real fast.
there wont be much 'busyness' in the design from now on, it was only really those areas on the hands etc where i wanted a line of a pattern, with a sort of ceremonial look. I guess it must be hard to pull off that look in game art
finally realised how to enable perspective view in zbrush, would be nice for a normal button rather than just a hot-key.
also decided im going for hooves
has a better 'crushing' feel to it.
still working on the weapon design, but here it is so far:
wow great detailing, although If you get a chance, I would spend a little more time on the face to define the forms a bit more. But overall, it looks great!
blade modeled, gonna optimize it for low-poly and sculpt very soon:
main character sculpt is pretty much done, except some bits on the back.
the blades (from the image above making it noticeable) will be dual wielded, and the gaps which socket those void stone thingies will have a sort of magical binding to the main one above the head....
thanks dude, your right about the rune things, I've made them alot darker now and i think they look much better
this pic is a day or two old and I've moved on a bit to the legs just getting the rest of the normals in place.
obviously i painted on those dangly swampish bits for the roots, showing the approach I'll be taking with some alpha channeled stuff later on.
and yeah, i know, im showing the same angle over and over just like last time, with minor texture updates, but I'll show some different angles soon and try a quick rig.
gloves look retarded, might get rid of those stitch things.
--
on a side note, i don't like the new forum change, when i was always lurking around here the previous ones felt "elite" or defiant from the usual tech geek style with the over-fucking-used mac shine on everything. though tbh, im not really in a position to complain nor the right person, im sure I'll get used to it in time though, as long as green-tooth comes back
Looking great Jfletcher, what are you rendering these in as I am still undecided what to do my guy in, but with results like your getting I will be sold:)
doh! that sux you missed the deadline, this guy is lookin amazing.
i wonder if polycount could give everyone that didn't finish a couple more weeks and have a competition that doesn't have any prizes or anything, but might motivate people to finish up their models.
this is really annoying being someone trying to break into the games industry, missed out on a fucking good bit of publicity
I WILL FINISH THIS, cant say im too hyped to though,
anyway, heres a basic presentation to show where i got to:
i still had a lot to do anyway, i dont think i distributed time evenly, and alot of things just happened to come up during the time of this comp.
hell, i didnt even touch the damn artifact!
on a side note, i really need to invest in upgrading and switching to my PC, ive always done work on my laptop, but this competition finally pushed it to the edge. i dont want to use this as an excuse, but wow did things take long, the average save takes 20-30 seconds, simply opening the hue shift thing in PS takes 10-20 seconds, and the same for loads of other simple tasks.
100% of the RAM was being used all the time texturing, had 3 blue screen memory dumps, 1 of which corrupted the diffuse PSD about half way through, had to dig up an earlier version
sorry if im rambling, just need to convince myself to let it go xD
Very sorry to hear that man... This happened to me last year and couldnt finish on time.. It is very tough, but do finish this. All that hard work is still not gone to waste.. I still finished mine afterwards and was still happy with a good piece. You have a strong piece there and almost done, lets see it finished!
this is coming out incredibly well, I got mine submitted but now that I look at it the textures are nowhere near as detailed as stuff like yours and I really should have pushed my work alot further but I couldnt.
Shame about missing the deadline, but the model turned out really well. So its gonna be one great portfolio piece and an unmissable piece of experience.
Oh man i hear your pain with RAM.
I had 1 gig for this comp I desperately need to upgrade it. The 2048x2048 texture was BRUTAL to work with. I managed by only having my diffuse and normal at 2048x2048 everything else was done at 1024x1024. And even then it was agonizing waiting for shit to load and save. I upped the alpha and glow to 2048x2048 only after I had worked out the placement of everything. My Mudbox file is damn near impossible to open in less than 3 minutes.
It's sad that you didn't finish on time, but I think you have an amazing portfolio piece...I wouldn't worry about getting work in the industry;)
B
I just wanted to echo some of the comments you've received. This turned out absolutely smoking hot. Yeah I wouldn't worry about getting work. Clearly you've demonstrated some fantastic sculpting, texturing and shading skills. As well as killer lighting, really illustrates the normal maps well. There isn't that usual jarring jump from hi rez model to in engine model.
Bloody well done, and finish it anyway
Replies
this boy could just be the final boss in Gears of War 2 lol! the style looks very much of that sort to me.
it's amazing what all can be done with the poly limit we were given, and this seems to be one of those entries that really really pushed it all the way to its very edges lol!
cant wait to see it textured and ready to kill =D!
i will be leaving alot of places very plate like without the details on to not over complicate it..
sucks not having enough polygons, everything looks lumpy
then again im not too good at hard edge sculpting, i just don't want a tonne of stuff to end up doing by hand later in photoshop
I love this character.
Keep going with great modeling work!
Salute!
there wont be much 'busyness' in the design from now on, it was only really those areas on the hands etc where i wanted a line of a pattern, with a sort of ceremonial look. I guess it must be hard to pull off that look in game art
finally realised how to enable perspective view in zbrush, would be nice for a normal button rather than just a hot-key.
also decided im going for hooves
has a better 'crushing' feel to it.
still working on the weapon design, but here it is so far:
/Palm
@ wizo
will do.
i liked the idea of the blade being partly shattered, and brought together by some weird void magic.
blade modeled, gonna optimize it for low-poly and sculpt very soon:
main character sculpt is pretty much done, except some bits on the back.
the blades (from the image above making it noticeable) will be dual wielded, and the gaps which socket those void stone thingies will have a sort of magical binding to the main one above the head....
...yeah.
baking bits in chunks, and cleaning up mess as i go
not much done today, mainly just the left shoulder guard
and yes, thats all i managed to do in one day...meh.
-caseyjones
look nice!
the runes necklace thing seems like it's sticking out though maybe bake some AO ? or darken them slightly ?
@ vahl
thanks dude, your right about the rune things, I've made them alot darker now and i think they look much better
this pic is a day or two old and I've moved on a bit to the legs just getting the rest of the normals in place.
obviously i painted on those dangly swampish bits for the roots, showing the approach I'll be taking with some alpha channeled stuff later on.
and yeah, i know, im showing the same angle over and over just like last time, with minor texture updates, but I'll show some different angles soon and try a quick rig.
gloves look retarded, might get rid of those stitch things.
--
on a side note, i don't like the new forum change, when i was always lurking around here the previous ones felt "elite" or defiant from the usual tech geek style with the over-fucking-used mac shine on everything. though tbh, im not really in a position to complain nor the right person, im sure I'll get used to it in time though, as long as green-tooth comes back
Spark
yeah I'm also interested where you did those render... because I'm unsure where i should do them
Nice Nice Nice...
ffs, i couldve swore the deadline was extended to the 15th
didnt make it...damn it.
well, i'll still post what i can..
edit:
cant stop kicking myself over this, been really grinding over the past couple days to get this done.
i wonder if polycount could give everyone that didn't finish a couple more weeks and have a competition that doesn't have any prizes or anything, but might motivate people to finish up their models.
I hope you'll find some time to finish dude it was really cool
I WILL FINISH THIS, cant say im too hyped to though,
anyway, heres a basic presentation to show where i got to:
i still had a lot to do anyway, i dont think i distributed time evenly, and alot of things just happened to come up during the time of this comp.
hell, i didnt even touch the damn artifact!
on a side note, i really need to invest in upgrading and switching to my PC, ive always done work on my laptop, but this competition finally pushed it to the edge. i dont want to use this as an excuse, but wow did things take long, the average save takes 20-30 seconds, simply opening the hue shift thing in PS takes 10-20 seconds, and the same for loads of other simple tasks.
100% of the RAM was being used all the time texturing, had 3 blue screen memory dumps, 1 of which corrupted the diffuse PSD about half way through, had to dig up an earlier version
sorry if im rambling, just need to convince myself to let it go xD
love all this stuff hanging around everywhere
gives him a lot of live
and don´t be too mad.. this is going to be an awesome portfolio peace..
and i can´t say how happy i´m with my 3 gigs of ram
working on a 200 mb psd would be insane with just 1 gig which i owned before
I had 1 gig for this comp I desperately need to upgrade it. The 2048x2048 texture was BRUTAL to work with. I managed by only having my diffuse and normal at 2048x2048 everything else was done at 1024x1024. And even then it was agonizing waiting for shit to load and save. I upped the alpha and glow to 2048x2048 only after I had worked out the placement of everything. My Mudbox file is damn near impossible to open in less than 3 minutes.
It's sad that you didn't finish on time, but I think you have an amazing portfolio piece...I wouldn't worry about getting work in the industry;)
B
Bloody well done, and finish it anyway