Jesse that last shot is really coolies.
But yes make a little scene, something underground, maybe a sort of underground sewertube with light at the end?
I'm a huge fan WhiteEagle, especially of the "weighty" fell the armour exudes, even when there is only a minimal amount on him. Please keep us updated! Can't wait to see how he turns out
@ Neox love your work...
waiting to see how your translate that into 3d....
@ David Nice concept...wait for final output..i
Here is updated on my pig-Head not much worked on it...
aesir: sorry.. I do not understand what you mean... I know what sagging can mean but I can't see a connection with the glasses he is wearing (or in general a person who is wearing glasses)
Well, he seems like a clean cut guy with round glasses and fancy clothes/gear. Saggy pants usually seems to fit with more a thug. Whatever works for you though. It's not something I consider "wrong" with it.
rollin: yes that pretty much wanted for what i want to do with this char i think the proportions of manuels owl are almost perfect, i tried to give him shorter legs but it looked really strange, right now he is a bit too nazi, will test around mre with other uniform styles, from the russians and maybe some more classical features, he'll be the captain of a ship you'll hopefully fight as the boss, in our next demo.
Anyways some "slight" changes
still some way to go and i thin i'll make him a slight bit smaller then pino, so he has to look upwards when he is facing him in person
about your dude, the sillhouette is way better now with the props, but i think you can still exegerate a bit more (jacke überm Hemd, wollkragen ein wenig abstehen lassen, sowas hal, der Kragen is auch perfekt um bissl asymmetrie reinzubringen obwohl die textur gespiegelt sein könnte, oder auch die kleinen schnallen am ärmel könnten auf beiden seiten nen bisschen anders verdreht sein, nich zu viel, aber das Zeug ist ja, kann man also auch benutzen) and i don't think the saggyness is not fitting him, just because he is wearing glasses
Putting together a scene using my art deco column. UE3 screenshots:
Jason: Thanks man! Not sure yet, I'm going to play around with colors and textures once I get the general value compositions figured out. This greyscale work is just a step in the process but I'm enjoying the sort of noir look it has, hehe.
Tumerboy: Thanks! Dunno, maybe some kind of factory floor that the hardware in this room is powering.
MoP and Peris: Thanks dudes!
StJoris: I won't be adding any other major structures at this point, but I may put some kind of pilaster arch in the side walls since they're currently too bare. Thanks for the tool link, seems like it'd be a lot of fun to mess around with!
Hey Ivars, could you post up a wire for that? Either the high wire or your base mesh for the high, you have some sick shapes going on there... and the render is soooo clean
Zack - mmmmm... what kinda colour palette will you be going for on this one?
Hi, Im new to Polycount.Some fantastic work here..
Just something I've been working on..
Hi Maria001, welcome to Polycount
This is pretty cool although it looks like you're using photosourced textures for the turtle shell, and not for the shells / starfish on its back... the styles don't quite match up - I would either go one route or the other and make it all realistic or all slightly more cartoony.
That's looking pretty sexy. I'm especially loving those triple curved hand rails; nice touch. I've been watching some footage of Saboteur recently and I'm digging the black and white look. They mix it with some colour cues to emphasise things in the environment, maybe you could try that with this scene.
Replies
You mean with a tentacle coming out of the door?
ok last update on this guy, now i really have to work on my environment i promised myself to finish before unearthly
exactly ! Now where did I see this before...hmmm now I think of it, I think it was that emo guy?
haha!
-
I've just got back to this tonight and did a little bit more:
JF.
Yes.
FUCKING YES.
He's got his own WIP thread and I'm hungry for crits, so please yell out if you have any.
http://boards.polycount.net/showthread.php?p=1005981#post1005981
My WebPage
http://tocxdesign.to.ohost.de/
dumdidum
Just a few studies from photos taken recently to blow the cobwebs off:
I should be doing some Zbrush/character/ID stuff in the next couple of days.
Cheers, Nick.
Nick - Your 2D and 3D are top notch. Great stuff.
Big moma, the alien prostitute (don't ask me) !
waiting to see how your translate that into 3d....
@ David Nice concept...wait for final output..i
Here is updated on my pig-Head not much worked on it...
MAVO LE FOU looking cool so far .. only the eyes are a bit too un-white imo
small update
reminds me of katzes "bird" though
aesir: sorry.. I do not understand what you mean... I know what sagging can mean but I can't see a connection with the glasses he is wearing (or in general a person who is wearing glasses)
Anyways some "slight" changes
still some way to go and i thin i'll make him a slight bit smaller then pino, so he has to look upwards when he is facing him in person
about your dude, the sillhouette is way better now with the props, but i think you can still exegerate a bit more (jacke überm Hemd, wollkragen ein wenig abstehen lassen, sowas hal, der Kragen is auch perfekt um bissl asymmetrie reinzubringen obwohl die textur gespiegelt sein könnte, oder auch die kleinen schnallen am ärmel könnten auf beiden seiten nen bisschen anders verdreht sein, nich zu viel, aber das Zeug ist ja, kann man also auch benutzen) and i don't think the saggyness is not fitting him, just because he is wearing glasses
Hellz yeah, baby. A proper tutorial would be awesome (wink, wink, nudge, nudge), but I'd love any info on what you're doing and how you're doing.
fucking cocktease
Wait.
Here is the shield that goes with the sword I made earlier.
Just something I've been working on..
and add me to the list of excited people rooster!
WIP
Neox : About time you showed an antagonist! Awesome.
Jason: Thanks man! Not sure yet, I'm going to play around with colors and textures once I get the general value compositions figured out. This greyscale work is just a step in the process but I'm enjoying the sort of noir look it has, hehe.
Tumerboy: Thanks! Dunno, maybe some kind of factory floor that the hardware in this room is powering.
MoP and Peris: Thanks dudes!
StJoris: I won't be adding any other major structures at this point, but I may put some kind of pilaster arch in the side walls since they're currently too bare. Thanks for the tool link, seems like it'd be a lot of fun to mess around with!
Zack - mmmmm... what kinda colour palette will you be going for on this one?
Zack, cool shit, where's it lead?
Ivaj, That's what I looked like on my 4th halloween.
I do like the hands
cool enviroment zackf, looks like a bioshock colour scheme would fit it well, or that style.
nice plane wolfriem, it looks like the bump value on the wings is a bit high tho!
Hi Maria001, welcome to Polycount
This is pretty cool although it looks like you're using photosourced textures for the turtle shell, and not for the shells / starfish on its back... the styles don't quite match up - I would either go one route or the other and make it all realistic or all slightly more cartoony.
ZackF: Very cool!
That's looking pretty sexy. I'm especially loving those triple curved hand rails; nice touch. I've been watching some footage of Saboteur recently and I'm digging the black and white look. They mix it with some colour cues to emphasise things in the environment, maybe you could try that with this scene.
http://www.gametrailers.com/video/exclusive-countryside-the-saboteur/57098
Maybe I could turn him into whole real-time character later. I already did some normal maps test on lowest subdiv level and it came out very nicely.
edit:
just made a little progress GIF:
ghost-d awesome thats from green mile yes?
-Woog
ghost-d, green mile?
some progress on goblin. gona give him a creature mount later on as well
initial concept is based off bjorn hurri's work
ghost-d: great sculpt.