Was playing mechwarrior with the kids and started doodling in wings. No refs just basically sketching in 3d. I haven't done anything in 3d for years. feels odd but nice to start again.
I like this man, what's your workflow like? Are you making this wall section a tileable texture? How will you bake the unique high poly detail into it? Or will you float the window/door over top? I also like the shape on that sign but I feel those spindly braces would break under the weight of the square.
I like this man, what's your workflow like? Are you making this wall section a tileable texture? How will you bake the unique high poly detail into it? Or will you float the window/door over top? I also like the shape on that sign but I feel those spindly braces would break under the weight of the square.
I'm picking and choosing which details to build high-poly inside of Max, and which to bring out and sculpt. The sign, for instance, is high-poly built in Max and that will be it's final high-poly state. The pipes/fittings are also still showing the turbosmooth I had on them to make sure my edge loops were fitting for taking it out to sculpt. I'm building everything in high-poly right now then will turn around and crunch them into low-polys when I'm completely done. Here's a closer shot at the sign. I was thinking the braces were a bit small as well, but I got to thinking about the sign...and it will be hollow(the sign will be illuminated plastic and I'm going to add an IR map to the sign when I get to the texture phase) and the braces are only holding up the metal framing of the sign really. The idea is the brace actually runs all the way down the inside of the sign where it connects(the sign is actually set up to rotated 135 degrees)
As for texturing, I don't think I'll have anything that is going to tile except for the pipes, as they will run down the length of the alleyway. This is just a render scene, not a game piece or anything, just a scene for fun. There will be unique wall sections on each side of the alleyway and I had planned on texturing them per-section(think of it like a store front, so each storefront will have it's one UV...but I might possibly build 2 or 3 storefronts into 1 texture depending on how complicated the geometry turns out to be). I think I'm pretty happy with how the scene is lit or the moment, so this was really just a render to test the atmospheric lighting. All down the alley will be signs and lights to add unique ambiance throughout.
My workflow...well, I'm no professional, nor am I really any good at modeling or 3d art in general as my background is architecture and mechanical engineering...so my workflow is probably wrong, and random. I basically decided on a scene(similar to an alleyway from Blade Runner) that I wanted to model, and a futuristic art style, but with modern/contemporary feels mixed in, then began laying out what angles I needed to cover for the render I was looking for. After deciding that, I began building in the details (in this case, a somewhat oriental looking storefront) making note of which items I wanted to build as hard-body high-poly in max, and which I wanted to take out and scult the high-poly. I have different layers setup that help me distinguish what I'm doing with each piece. Other than that, just finish the scene continuing on...do the scultping that needs to be done, make my low-polys from all the high poly work, bake the high's to the low's, then on to texturing and rendering, then post production work where needed.
@ Japhir
Looks great but I think you should better make only a few stylized contrasty wrinkles or make no wrinkles at all because now they are going more in a realistic direction but then again I am not sure what you aiming for.
@ leilei
Looks good to me, only the blocky hard edge smoothing at the underside of the hair is strange.
hey japhir, right now the wrinkles are barely read, the model is pretty flat, you had a version with much more depth and shape to it in the texture, also the color of the skin looks very pasty and undefined the eye area could use alot more work cause right now you only make out the black dots of the irirs in the middle of skin color. Keep at it fool !
Something I did a few days ago for sub-d practice:
I'm always amazed at how many people never heard of these two little guys.
Sometimes i'll use the "same thing we do every night" quote on people and they'll look at me like an idiot.
We all need to get on the same page about pop culture! Anyway the characters are awesome. Excellent topology, though i don't know if this is the best stuff to practice sub-d on.
I've started to work on some medieval weaons for my portfilio. The first asset will be an two bladed axe. The highpoly has about 450.000 tris. Handle and lether bands were sculpted in mudbox.
Now it's time for the low poly mesh.
Davision3D, almighty_gir, snake85027, EarthQuake, MoP: Thanks, glad you like them
ArtsyFartsy: Thanks. I suppose practice might not be the correct term for what I was going for, more like a warm up for another project I'm working on atm.
Wanted to do something fun and not overly complex, and after Seeing Neox's awesome sub-d Stitch got the urge to try re-making a classic cartoon of my own. Happened to run across a nice high res pic of Pink and the Brain and just went with it after that.
Getting close to finishing this now. Still need to sort out the curtains and Am going to add extra props on the inside of the window too. Reckon Il add some cloud work to the background and Im thinking of adding a semi destroyed moon, similar to the one in the Time machine remake.
Earthquake: Nice Sub-D there!
Tacit math - Im liking those proportions!
very very rough test of the displacement thingie I showed earlier, on a braid, very temporary, still loads of stuff to tweak to get the desired look on that particular character, but it shows that the technique works.
uk_resistant - Your scene is coming along nicely man, I think one of the issues right now is your floor, more so your floor normals. How it reacting to the lighting, it looks like its a circular surface instead of a flat surface.
Been wanting to make this guy since quake 4 came out and everyone started re-making quake 3 characters. Might start a thread later if I get the model to a decent place.
Lots of crappy parts to the concept too so i might refine it a bit more.
you need to do Anarki .. Anarki and Slash are sooo cool ..
his face kinda looks a bit zombie-ish right now?
I'd say Anarki is more of a teenager .. but then again, could be your own take on the character eh!
lets see some hoverboard!
dont want to make a post without showing some of mine .. youtube.com/watch?v=4tYVNuopauI
you need to do Anarki .. Anarki and Slash are sooo cool ..
his face kinda looks a bit zombie-ish right now?
I'd say Anarki is more of a teenager .. but then again, could be your own take on the character eh!
lets see some hoverboard!
Eyes and hair are quickly photoshopped, still have about 2 subdivisions to go with this guy. Still need to add his eyes, hair and rope. I wish Mudbox2009 would work at home(I get a white screen when I start it ). Let the crits roar!
Hey Kwakkie I know that guy, Oro (I love 3rd strike), Can't really crit since I know nothing about characters but he's looking kind of odd to me, can't put my finger on it, sorry.
Learning Sub-d, making a "Accuracy International Arctic Warfare" Sniper Rifle. (massive thanks to the people who contribute to the "How u model dem shapes?" thread in tech talk, made my life so much easier )
Replies
Reminds me more of a Mosquito than a wasp.
I'm picking and choosing which details to build high-poly inside of Max, and which to bring out and sculpt. The sign, for instance, is high-poly built in Max and that will be it's final high-poly state. The pipes/fittings are also still showing the turbosmooth I had on them to make sure my edge loops were fitting for taking it out to sculpt. I'm building everything in high-poly right now then will turn around and crunch them into low-polys when I'm completely done. Here's a closer shot at the sign. I was thinking the braces were a bit small as well, but I got to thinking about the sign...and it will be hollow(the sign will be illuminated plastic and I'm going to add an IR map to the sign when I get to the texture phase) and the braces are only holding up the metal framing of the sign really. The idea is the brace actually runs all the way down the inside of the sign where it connects(the sign is actually set up to rotated 135 degrees)
As for texturing, I don't think I'll have anything that is going to tile except for the pipes, as they will run down the length of the alleyway. This is just a render scene, not a game piece or anything, just a scene for fun. There will be unique wall sections on each side of the alleyway and I had planned on texturing them per-section(think of it like a store front, so each storefront will have it's one UV...but I might possibly build 2 or 3 storefronts into 1 texture depending on how complicated the geometry turns out to be). I think I'm pretty happy with how the scene is lit or the moment, so this was really just a render to test the atmospheric lighting. All down the alley will be signs and lights to add unique ambiance throughout.
My workflow...well, I'm no professional, nor am I really any good at modeling or 3d art in general as my background is architecture and mechanical engineering...so my workflow is probably wrong, and random. I basically decided on a scene(similar to an alleyway from Blade Runner) that I wanted to model, and a futuristic art style, but with modern/contemporary feels mixed in, then began laying out what angles I needed to cover for the render I was looking for. After deciding that, I began building in the details (in this case, a somewhat oriental looking storefront) making note of which items I wanted to build as hard-body high-poly in max, and which I wanted to take out and scult the high-poly. I have different layers setup that help me distinguish what I'm doing with each piece. Other than that, just finish the scene continuing on...do the scultping that needs to be done, make my low-polys from all the high poly work, bake the high's to the low's, then on to texturing and rendering, then post production work where needed.
Closer shot of the high-poly sign:
Ferg, I may just have to mail you a deck
-caseyjones
Well, dayum. I was more after capturing the threatening feel that a wasp gives, not necessarily a literal translation of an insect.
is this good or bad? (the KH stuff, zipper, blocky thingies)
looks like the front of my apartment!
@ Japhir
Looks great but I think you should better make only a few stylized contrasty wrinkles or make no wrinkles at all because now they are going more in a realistic direction but then again I am not sure what you aiming for.
@ leilei
Looks good to me, only the blocky hard edge smoothing at the underside of the hair is strange.
I'm not digging the zipper tbh.
Davision: hmm i had a hard time with those wrinkles.. i kinda like them as they are now .
Leviathan: thanks! But since it has to fit the Kingdom Hearts style highlights are kinda taboo . i'll add in some subtle ones though. (sneaky me).
posed! a la skin tutorial from mop. (with a biped, since his rig is a 2009 file )
http://img261.imageshack.us/img261/4378/wipgt1.jpg
yyyYESS! NARF!
agreed. POIT!
I'm always amazed at how many people never heard of these two little guys.
Sometimes i'll use the "same thing we do every night" quote on people and they'll look at me like an idiot.
We all need to get on the same page about pop culture! Anyway the characters are awesome. Excellent topology, though i don't know if this is the best stuff to practice sub-d on.
NARF!!!
Then that means I captured the effect I was going for in that particular area haha.
oh shit yeah
Now it's time for the low poly mesh.
also nice walls, corv
ArtsyFartsy: Thanks. I suppose practice might not be the correct term for what I was going for, more like a warm up for another project I'm working on atm.
Wanted to do something fun and not overly complex, and after Seeing Neox's awesome sub-d Stitch got the urge to try re-making a classic cartoon of my own. Happened to run across a nice high res pic of Pink and the Brain and just went with it after that.
And I have to say its better then expected
Im so proud :nerd:
If you have some good basic sculptering tutorials give them to me...
Getting close to finishing this now. Still need to sort out the curtains and Am going to add extra props on the inside of the window too. Reckon Il add some cloud work to the background and Im thinking of adding a semi destroyed moon, similar to the one in the Time machine remake.
Earthquake: Nice Sub-D there!
Tacit math - Im liking those proportions!
very very rough test of the displacement thingie I showed earlier, on a braid, very temporary, still loads of stuff to tweak to get the desired look on that particular character, but it shows that the technique works.
uk_resistant - Your scene is coming along nicely man, I think one of the issues right now is your floor, more so your floor normals. How it reacting to the lighting, it looks like its a circular surface instead of a flat surface.
Polyhertz, awesome!
Lots of crappy parts to the concept too so i might refine it a bit more.
his face kinda looks a bit zombie-ish right now?
I'd say Anarki is more of a teenager .. but then again, could be your own take on the character eh!
lets see some hoverboard!
dont want to make a post without showing some of mine ..
youtube.com/watch?v=4tYVNuopauI
http://jp.youtube.com/flow3d
http://www.mikerusby.com/mikesfolio/bigguy.mov
some cool stuff - love that polyhertz very clean looking
uk_resistant - nice tomato plants
Anarki was always pretty zombie-ish though, look here if you don't remember: http://data.earthli.com/quake/images/warriors/p_anarki.jpg
but yeah, he's a zombie .. but also a teen
but still, love the concept and hope to see more of it
perhaps I should exaggerate it more?
ironbearxl - looks cute
Eyes and hair are quickly photoshopped, still have about 2 subdivisions to go with this guy. Still need to add his eyes, hair and rope. I wish Mudbox2009 would work at home(I get a white screen when I start it ). Let the crits roar!
Learning Sub-d, making a "Accuracy International Arctic Warfare" Sniper Rifle. (massive thanks to the people who contribute to the "How u model dem shapes?" thread in tech talk, made my life so much easier )
Ref: http://www.impactguns.com/store/media/aw.jpg
Big thanks to K Johnstone for giving me some great tips while making this engine.