Jason: Jesus man, you're kicking ass. I've seen people with several shipped titles who didn't have half the skill you've got already.
SnowInChina: It's possible that the left side of the top plank has both screws in it, but the wood has rotted around them and so it kind of sags a bit loosely because of the weight from the unattached right side.
like i said, it is possible, but very unrealistic
most likely some idiot would have ripped it off before all this happens
anyways, just wanted to give a heads-up since it realy looks wrong
Still plugging away at this guy - loads to do still.
I'm thinking of giving the crow a hunting hood like a bird of prey used for hunting would have - the design has changed quite a bit and I am not sure how much the crow fits into it anymore!
I don't think the park bench looks that weird. sometimes you can be a bit too hung up on what is real or what should happen in real life. if it looks ok then its right
the destroyed parkbank is everything but logic
keep in mind how the planks are connected to the frame in real life.
there are 2 screws on each side of the planks keeping them connected to the frame.
if you take physics into account its very unrealistic having the planks hang in this angle
the lower plank of the back rest could be posible if you loose 3 screws.
the upper plank would require very strange circumstances to hang in this position.
the planks which form the seat dont make any sence. sure you could loose every one of them and lay them on the frame, but its nor very realistic.
keep in mind the screws holding all this together and try to understand how these planks would react if you remove screws.
if you aim for realism put some graffiti on them and some scratches from knifes . you could also add one broken plank to add some real vandalism
Thanks for that
I agree with all that you mentioned. For the most part, the 'damaged' bench was just for fun, just to see how it might look. I've been debating making some textures to use for a damaged scenario.
Great update
Does the brown cloth have thickness to it?
right now, all cloth with "open ends" has no thickness, as i'm going to sculpt the wrinkles and then
extract with a mask, so it appeares a bit worn and ripped apart here and there. for sculpting i hate working with thin models with thickness as it always reactes strange to brushes like flatten and clay. So the part of the cloth thats around his waist and going up to his shoulder (great kilt, so everything for the upper body) has thickness, but won't have any alphaed parts and is therefore easier to handle as its really thick and not only a few mm.
Ah i see thats why i asked.
For me its always trouble to sculpt cloth with thickness it always brings some annoying issues. I try it with backface masking for when i sculpt outwards but then the inside punches trough when i smooth and all of that.
I guess i just need more experience with it.
Ah i see thats why i asked.
For me its always trouble to sculpt cloth with thickness it always brings some annoying issues. I try it with backface masking for when i sculpt outwards but then the inside punches trough when i smooth and all of that.
I guess i just need more experience with it.
its a test for me too, but so far i always had trouble with hanging fabrics that are very thin and modelled with a thickness, if needed and my plan with meshextraction doesn't work, well i don'tgive a shit and add the border in the normalmap :P
So this is crazy early texture work (started in the afternoon today) but I haddd to get it into marmoset to test it out, and my lord.... I think I'm in love.
Still messing around with some of the pre-made post effects, so very very fun
ahh low poly and uvs done. Heres how the first bake came out. No touch ups. Just a quick screen grab from inside max 2010. Gotta love the realtime ao and shadows. Quick rig on this guy and he's moveable and poseable. Ahh fun times ahead...
ahh low poly and uvs done. Heres how the first bake came out. No touch ups. Just a quick screen grab from inside max 2010. Gotta love the realtime ao and shadows. Quick rig on this guy and he's moveable and poseable. Ahh fun times ahead...
Damn, nice work!
I was wondering how long it will take until someone starts making more concepts from that blog. :P In fact I was thinking of doing this one for fun, but now I'll have to find something else.
mikezoo: Thank you! I rendered it in 3DS Max using multiple passes and compositing them in Photoshop. The bottom layer is diffuse lighting without shadows, the middle layer is AO from mentalray on "multiply", and the top layer is specular lighting with area shadows on "screen". I used 8 or 9 spotlights of varying intensities for the lighting setup. For the final image I used a couple of contrast adjustment and color balance effects.
I tried Blender's texture-brush for the first time today and used nodes to create hair, crease, pore and stubble brushes. I'm surprised at how potent it is.
Replies
Looking forward to the updates!
I think some gear will also help to set him apart...
like i said, it is possible, but very unrealistic
most likely some idiot would have ripped it off before all this happens
anyways, just wanted to give a heads-up since it realy looks wrong
Another little sketch:
I'm thinking of giving the crow a hunting hood like a bird of prey used for hunting would have - the design has changed quite a bit and I am not sure how much the crow fits into it anymore!
The crow is ace, but the colour is very strong, so it fights a little.
good work on last few pages,
Doing handpainted again , the props are way off but It's a texture thing I guess..
WIP started a stone gate/entrance
Thanks for that
I agree with all that you mentioned. For the most part, the 'damaged' bench was just for fun, just to see how it might look. I've been debating making some textures to use for a damaged scenario.
Haha, love it man!
right now, all cloth with "open ends" has no thickness, as i'm going to sculpt the wrinkles and then
extract with a mask, so it appeares a bit worn and ripped apart here and there. for sculpting i hate working with thin models with thickness as it always reactes strange to brushes like flatten and clay. So the part of the cloth thats around his waist and going up to his shoulder (great kilt, so everything for the upper body) has thickness, but won't have any alphaed parts and is therefore easier to handle as its really thick and not only a few mm.
@scooby: way better
For me its always trouble to sculpt cloth with thickness it always brings some annoying issues. I try it with backface masking for when i sculpt outwards but then the inside punches trough when i smooth and all of that.
I guess i just need more experience with it.
I was just about to request a dong.
its a test for me too, but so far i always had trouble with hanging fabrics that are very thin and modelled with a thickness, if needed and my plan with meshextraction doesn't work, well i don'tgive a shit and add the border in the normalmap :P
Again ill link to izmojuki for this.... http://izmojuki.blog.shinobi.jp/Category/1/
Looks pretty cool though .
exciting stuff from me. going to zbrush pass on it next
I like that so far ScoobyDoofus
looking good man, keep it up!
arshlevon: do more! he looks way to ugly to not do it *G*
basikk improvment
bit boring atm.. I'll see what can be done..
thats the paintover - the usual detail roadmap
zbrush work till now
Damn, nice work!
I was wondering how long it will take until someone starts making more concepts from that blog. :P In fact I was thinking of doing this one for fun, but now I'll have to find something else.
This one.
And yes, I wanted to model the same robot too. Will have to think of something myself.
Edit: Damn, too slow.
Allwwayys enjoy your characters rollin, love the weight of this one so far
Racer: Thanks man, I really appreciate it.
mikezoo: Thank you! I rendered it in 3DS Max using multiple passes and compositing them in Photoshop. The bottom layer is diffuse lighting without shadows, the middle layer is AO from mentalray on "multiply", and the top layer is specular lighting with area shadows on "screen". I used 8 or 9 spotlights of varying intensities for the lighting setup. For the final image I used a couple of contrast adjustment and color balance effects.
I tried Blender's texture-brush for the first time today and used nodes to create hair, crease, pore and stubble brushes. I'm surprised at how potent it is.
Cool Jesse
That's one high sitting piece of orc ass if I must say. Other than that, he looks nice and beefy.
I'm working on this 4500 poly right now on 15k budget.
he's only half-orc. his mom was a lizard.