[iWi]: I personally never use so dark tones in my diffuse maps, because you never know from where the light might come from, and a black place in the texture is a fail place for lighting, but that's just me I prefer to let the geometry take more depth than put more in the texture, so that way lit meshes have more chances to create self/shadowing/ darker crevices.
I suppose that You're right , I don't know so much about real lighting.
It was just an idea.
Hit Ctrl+L and pull the black slider to the right a bit.
yes ..., of course and light slider to the left side , contrast + 10,
smart sharpen 0.2.
no secret :poly142:
maybe I've exaggerated a little bit, ok ,
nevertheless I find the texture "flat".
Could be interesting to see the result in a real time.
zbrush training
morte:
Shrink her head a bit and widen her hips and shoulders. Her body looks sort of stretched out because there isn't enough difference between her waist and hips. You may also want to tone down the iliac crest a touch or pull out the muscle a bit; she's a fighter, so she'd have strong leg muscles and not as much of a dip between the pelvis and major muscles of the leg.
Nice texturing, Deja!
What do the flats look like?
I did some environment modelling today. It feels abit 'off' in my eyes but I cant put my finger on what it is. I'll be bringing this monster into zbrush the next few days. I'll probably add some props afterwards to spice it up, such as barrels, benches, mushrooms!, ladders and a door or two.
Story and conceptwise I'm leaning towards a lighthouse or a guard tower.
If any off you fellas see why it sucks, dont hesitate to point it out!
working on the chest eye socket is loose and doesn't support an eye at all, so that's something to seriously look at, paws could do with some work too :poly122:
Nice texturing, Deja!
What do the flats look like?
I did some environment modelling today. It feels abit 'off' in my eyes but I cant put my finger on what it is. I'll be bringing this monster into zbrush the next few days. I'll probably add some props afterwards to spice it up, such as barrels, benches, mushrooms!, ladders and a door or two.
Story and conceptwise I'm leaning towards a lighthouse or a guard tower.
If any off you fellas see why it sucks, dont hesitate to point it out!
i got lucky.
the flats look like this:
as for the tower, don't see anything wrong with it. maybe the bottom is a bit heavy on polys?
I'm aware theres some pretty weird ass material definition going on, the straps just blended with the color of the fur initially but i'm gonna change it.
Also i think the shield could be a little more interesting.
I've been wanting on posting my current work under this thread but I'm not allowed to post attachments. I've been a member for about 2 or 3 weeks now and had around 8 posts. What do I have to do to acquire that privilege?
I'm aware theres some pretty weird ass material definition going on, the straps just blended with the color of the fur initially but i'm gonna change it.
Also i think the shield could be a little more interesting.
I think he is gonna fall. Also his legs seems to be different lenght. Other than that I like it, especially his head.
I've never done (non-cartoony) a female character before, so I figured now'd be a good time to start now that I'm done with Comicon. I'm mostly just blocking some stuff in and trying to get a feel for the more subtle sculpting required to get an attractive or elegant looking woman.
just a lil scene im bustin out to get started on some personal work for once. ~8-9 hours in so far. just roughing out the main textures, all are 1st pass with no proper specs. gonna have a huge amount of piled rubble from the ceiling on the floor as soon as i get to it. kinda generic so far but its mainly an exercise in lighting and building a quick modular set. more to come!
UE3:
and a shot of the modlular pieces, most have a 32 or 64 lightmap in unreal.
yo jfletcher, looks cool. I think i know why painting takes so long for you though. What you tend to do is work on one part of the image till you get it finished, then you move on to the next part. Ussually that results in a very peiced together image, but because you already know a fair bit you seem to avoid that, but it still makes you slower and means that there are overall problems that are hard.
Its better to work on the image in stages of polish, so say get everything to the same wip stage then work over and bring it to the next stage. ect.
If your not quite sure go check out the vids in contes sketchbook .
Replies
I suppose that You're right , I don't know so much about real lighting.
It was just an idea.
Keep on & show Your progress, pls
yes ..., of course and light slider to the left side , contrast + 10,
smart sharpen 0.2.
no secret :poly142:
maybe I've exaggerated a little bit, ok ,
nevertheless I find the texture "flat".
Could be interesting to see the result in a real time.
zbrush training
Shrink her head a bit and widen her hips and shoulders. Her body looks sort of stretched out because there isn't enough difference between her waist and hips. You may also want to tone down the iliac crest a touch or pull out the muscle a bit; she's a fighter, so she'd have strong leg muscles and not as much of a dip between the pelvis and major muscles of the leg.
[img][/img]http://www.johanjeansson.com/files/sk47wip1.jpg
quick helmet reflection study i did.
and then i textured this one:
Cool picture snowfly.
Nice texturing, Deja!
What do the flats look like?
I did some environment modelling today. It feels abit 'off' in my eyes but I cant put my finger on what it is. I'll be bringing this monster into zbrush the next few days. I'll probably add some props afterwards to spice it up, such as barrels, benches, mushrooms!, ladders and a door or two.
Story and conceptwise I'm leaning towards a lighthouse or a guard tower.
If any off you fellas see why it sucks, dont hesitate to point it out!
working on the chest eye socket is loose and doesn't support an eye at all, so that's something to seriously look at, paws could do with some work too :poly122:
i got lucky.
the flats look like this:
as for the tower, don't see anything wrong with it. maybe the bottom is a bit heavy on polys?
awwwwwwww
and not just because i'm drunk but partially because i am
awwwwwwww
Thats awesome, i really like the style
@ Rens,
Thanks
Did a little bit more today, too slooooooow:
I'm aware theres some pretty weird ass material definition going on, the straps just blended with the color of the fur initially but i'm gonna change it.
Also i think the shield could be a little more interesting.
For example:
[ img ]http://www.blabla.com/blabla.jpeg[ / img ]
(remove the spaces inbetween the brackets etc.
If you need somewhere to upload images and get the URL, try imageshack:
http://www.imageshack.us
I think he is gonna fall. Also his legs seems to be different lenght. Other than that I like it, especially his head.
Yeah, she's got funny hair.
UE3:
and a shot of the modlular pieces, most have a 32 or 64 lightmap in unreal.
Another quick one,
-dust would be kicked up everywhere
-a light source from the floor above would show the dust of nicely
-more rubble
-Why'd the floor cave in?
man, i finished these tf2-drills finally
they are sized to the nucleus arms, so quite huge. maybe there's some guys who can put it to use as well !
thats some seriously creepy shit right here O_O
Calling it done.
I'm happy with it. I'm going to try some basic fantasy-ish buildings like the concepts for WoW: Cataclysm.
@ Acumen
Pure awesome.
Its better to work on the image in stages of polish, so say get everything to the same wip stage then work over and bring it to the next stage. ect.
If your not quite sure go check out the vids in contes sketchbook .
anyways a char im working on.