Thanks Sandro! Yeah it is meant to be a very slight change in the background to border - sorry Ishould have been clearer. Right one it is then - now time to calibrate my monitor so they both read the same!
Hey guys, 1st post here and thought I'd share some of the stuff I'm currently working on.
First lot of pics are a personal project of mine, its just for fun since I'm a big fan of WH40K; everyone has to get their mech fix every now and again It's an Imperial Guard Sentinel if you didn't already know btw.
2nd lot of pics are of an environment I'm currently working on - its supposed to be a purely diffuse and modelling exercise, brushing up on my modular skills using tiled textures and components.
Please excuse the max viewport grabs, its just the way I like to show my WIPs until I'm happy to settle down in an engine or renderer
I'd love to know what you guys think of my meagre offering to the PC forums; I don't get much time to work on this stuff, especially at the moment with crunch time just dying down at work currently :X
BHJ, that's looking sweet. I'd love to see that mech in the environment, maybe a bit of damage. Or could be pre-bombing so you get juxtaposition of military hardware + "happy" urban env
The proportions look wonky. Did you use blueprints?
On second glance, quite a few parts look pretty inaccurate (the base of the windshield pillars, the fenders are too wide, the front bumper is too big and some parts are more rounded when they should be flat/straight)
The proportions look wonky. Did you use blueprints?
On second glance, quite a few parts look pretty inaccurate (the base of the windshield pillars, the fenders are too wide, the front bumper is too big and some parts are more rounded when they should be flat/straight)
Nah I used photographs as refs, the version I went off looks like an urban version. I can't really identify where, but I agree that the proportions are wonky. Do ya have any sites for blueprints?
Testing the hard surface sculpt in zbrush, if normals turn out ok, I may do some more in the future. If it doesn't look convincing, this one will be my first 3d print, of course after i've finished the arms and made a better face.
Hey all, first post here, glad to be part of the polycount community after reading the forums for a while now, i thought its about time i contribute.
Anyways this is something i'm currently working on, was originally a character i created a while back however i decided to give him a complete overhaul recently as i was never happy with the original piece which was intended as a cinematic piece however this time i decided to work to game res as thats the field i'd like to go into so heres a quick marmoset render wip, specs as follows
9,948 Tris
1x 2048 Diffuse, Spec and Normal
Looking for any feedback, would be much appreciated, Obviously this isn't his final presentation shot will be working on that and a construction sheet for the ol portfolio
Hansell, looks fantastic! as a crit, to me it lacks any colour interest. I think you could be much more bold with him, given the energy in the shapes and character
hi guys, havent posted here for a while, just thought i'd show what im working on, its an early wip at the moment, i still need to get it working in a game engine.
Its a sort of a building prefab generator which although requires a fair bit of modeling ground work, it should be able to make new variants from base prefabs and generate lods for them quite quickly.
Nah I used photographs as refs, the version I went off looks like an urban version. I can't really identify where, but I agree that the proportions are wonky. Do ya have any sites for blueprints?
wow just looked and theres so much awesome on the last 2 pages, I like it - BHJ, gauss, retleks, Beatkitano, eld, hansell. Those feet look a little big beatkitano other than that it looks like its going really well!
hi guys, havent posted here for a while, just thought i'd show what im working on, its an early wip at the moment, i still need to get it working in a game engine.
Its a sort of a building prefab generator which although requires a fair bit of modeling ground work, it should be able to make new variants from base prefabs and generate lods for them quite quickly.
practicing head building using a cool concept i wanted to see in 3d
I think i am going to go over it again as the wires feel a bit funky
I should really be working on my final production for school XD
Just a quick test in 3D Coat to do a normal mapped asset start to finish without ever leaving the application. Sculpt, retopo, UV's + normal & occlusion bake, then texture paint.
Obviously its unfinished, but as a proof of concept on the workflow it served its purpose.
Looks quite tf2ish with the big brushes stroke and such. Maybe try blending them together in the diffuse map (unless you are going for that sort of style). But Other than that I would fix some of the wavy lines in the normal map and increase the spec in some areas mainly at the top where there is that big brushes stroke of light.
Replies
Yow, your normals are crazy. It looks like you generated them using the NVidia filter with a depth value of 200...
here's a study, more about color than form--though i know once you nail color and light exactly right then you've got form as well
also wrangling with painter's oil brushes with better results than previously.
First lot of pics are a personal project of mine, its just for fun since I'm a big fan of WH40K; everyone has to get their mech fix every now and again It's an Imperial Guard Sentinel if you didn't already know btw.
2nd lot of pics are of an environment I'm currently working on - its supposed to be a purely diffuse and modelling exercise, brushing up on my modular skills using tiled textures and components.
Please excuse the max viewport grabs, its just the way I like to show my WIPs until I'm happy to settle down in an engine or renderer
I'd love to know what you guys think of my meagre offering to the PC forums; I don't get much time to work on this stuff, especially at the moment with crunch time just dying down at work currently :X
Cheers!
just got some free time on my hands so i thought i should hit her up
Thanks man, appreciate it we should talk sometime!
WAAAOW gauss thats wicked cool!
Acid thats nice baking...
Lovely brushwork and color palette Gauss! *saves to inspirations folder
.. quickie texturing/rendering wip on mudbox headsculpt I did time ago. Not gameart, but anyways :poly114:
kind of boring, but i needed to get away from the stone stuff for a bit.
School project.
On second glance, quite a few parts look pretty inaccurate (the base of the windshield pillars, the fenders are too wide, the front bumper is too big and some parts are more rounded when they should be flat/straight)
here's this past night's work trying to go further with the same techniques in painter, light post processing in photoshop afterward (unsharp+noise)
illo for zee blog which yes, i am updating again http://designreboot.blogspot.com
Nah I used photographs as refs, the version I went off looks like an urban version. I can't really identify where, but I agree that the proportions are wonky. Do ya have any sites for blueprints?
Anyways this is something i'm currently working on, was originally a character i created a while back however i decided to give him a complete overhaul recently as i was never happy with the original piece which was intended as a cinematic piece however this time i decided to work to game res as thats the field i'd like to go into so heres a quick marmoset render wip, specs as follows
9,948 Tris
1x 2048 Diffuse, Spec and Normal
Looking for any feedback, would be much appreciated, Obviously this isn't his final presentation shot will be working on that and a construction sheet for the ol portfolio
Its a sort of a building prefab generator which although requires a fair bit of modeling ground work, it should be able to make new variants from base prefabs and generate lods for them quite quickly.
[ame]http://www.youtube.com/watch?v=Wh4rE9QMCRU[/ame]
the segments separate through a script to put them into the correct position for projection rendering of lower lods.
[ame]http://www.youtube.com/watch?v=g7nhQ7grOE0[/ame]
Try http://smcars.net or http://the-blueprints.com
(from ref)
so basically you make a bunch of modular meshes, and then the script will put them in random arrangements? Very cool idea!
I think i am going to go over it again as the wires feel a bit funky
I should really be working on my final production for school XD
Just a quick test in 3D Coat to do a normal mapped asset start to finish without ever leaving the application. Sculpt, retopo, UV's + normal & occlusion bake, then texture paint.
Obviously its unfinished, but as a proof of concept on the workflow it served its purpose.
Oil barrels and top branches missing here, wip
did a bag, heading back to normal work now
I'm working on this baby for a friends hl2 map:
1240 polys and 1024 diffuse normal and spec.
most of the major pieces done. almost time to move onto floating geo.
lowpoly baked (props not..)
I think you should manualy rework some of the normals, they lock a little bit curved in some places