Wow dude, please let me try that tree generator!! I was looking at the trees in UT3 and kept thinking "darn I gotta learn how to make that". Turns out maybe I don't have to
UT3 uses an integrated version of speedtree. You DON'T have to make them. (in most cases)
also
Toonshoes. Tying knots is a lot harder when you have to think about how the string actually bends.
so i'm suposed to make several modular outfits for this guy;
(head, body/armor, legs/boot armor, weapon)x(cloth, leather, metal, jade)
not sure if i should
a- try to make all parts separate and make sure all the connections line up, or
b- make a bare assed mesh and try putting offset geometry around it(like real cloths)
pretty awesome Henning, could you tell us a bit more about this project?
thanks
the task was to design a cuboid frame that can serve 4 different functions related to outdoor and barbeque (a barbeque, serving trolley, plantation and a 4th function that was up to us - we made a fireplace which is not visible on the foto)
The texture as it stands. There's still a couple visible seams that shouldn't be too hard to take care of. He's using a 512 texture and sitting at 1998 tris.
Kind of new to this (so be nice). Above is a first feasibility test of a game character head made using Blender and Gimp. Apologies for the poor anatomy, I'm afraid I didn't use a reference for the head shape. Comments and suggestions are very welcome.
Prolow: a- try to make all parts separate and make sure all the connections line up
Do this.
When Making a ton of Modular Characters, it helps a ton to make a Character Atlas. What this is is a sheet that has space for everything that could ever be on the Character. So the Hats will allways use the same uv space, the head will always be in the same space, the hands, pants, Trinkets, Backpacs. Ect. I like your character too. He looks like an admiral from the fire nation on Avatar.
new scene I'm working on, the concept is from the amazing artist Feng Zhu.
Right now it high poly, but I want to make it low poly and texture it and all that fun stuff. But all i have left is the surrounding wall, and and a viewing room and some other little things.
The texture as it stands. There's still a couple visible seams that shouldn't be too hard to take care of. He's using a 512 texture and sitting at 1998 tris.
I'm a 3D/Char Artist with some time in the industry.
As a way of introducing myself, I ve decided to post a wip of a char Im working on.
A pirate chick... how original.. yay:poly131:
new scene I'm working on, the concept is from the amazing artist Feng Zhu.
Right now it high poly, but I want to make it low poly and texture it and all that fun stuff. But all i have left is the surrounding wall, and and a viewing room and some other little things.
Isn't it ironic: I saw this render and went: hey, Star Wars...
I've been doing some preliminary planning and research for a comic series I'm in the very early stages of putting together. Over the past few days, I've been doing tests to determine exactly what sort of visual style I might want to approach it from. Today I was flipping through a bunch of Hellboy comics I have, so...
Unfortunately, the scanner washed out the markers and texture of the paper, but whatever.
Hi all, very interested in your opinion. In the future I want to be engaged in CG professionally. I biginer.
Thank you, friends
first of all, use your own models for base meshes, or change the face enough that we cant tell what ultra common basemesh you used. *cough* Zbrush default head *cough*
Concept project I've just finished at college, what do you think?
the low poly might have enough detail, but you should make a high poly and use a reference if you didnt to get a normal map, or if not allowed, get a really good diffuse.
Hahah - looking at it you might be right Neox! It was originally larger but I pulled it down to have more of the hair visible, and then ended up pulling the hair up aswell. I'll try pulling it back up and making it larger and see if it looks better
finally finshed the main construction of my mask time to start on the armor pieces. *note* the jaw moves but i have to add a jaw joint for better motion
Replies
I wanna model that.
UT3 uses an integrated version of speedtree. You DON'T have to make them. (in most cases)
also
Toonshoes. Tying knots is a lot harder when you have to think about how the string actually bends.
(head, body/armor, legs/boot armor, weapon)x(cloth, leather, metal, jade)
not sure if i should
a- try to make all parts separate and make sure all the connections line up, or
b- make a bare assed mesh and try putting offset geometry around it(like real cloths)
any ideas?
thanks
the task was to design a cuboid frame that can serve 4 different functions related to outdoor and barbeque (a barbeque, serving trolley, plantation and a 4th function that was up to us - we made a fireplace which is not visible on the foto)
Hi all,
Kind of new to this (so be nice). Above is a first feasibility test of a game character head made using Blender and Gimp. Apologies for the poor anatomy, I'm afraid I didn't use a reference for the head shape. Comments and suggestions are very welcome.
GFB
Self-illuminated, yatta yatta. 512, just did the texture.
Do this.
When Making a ton of Modular Characters, it helps a ton to make a Character Atlas. What this is is a sheet that has space for everything that could ever be on the Character. So the Hats will allways use the same uv space, the head will always be in the same space, the hands, pants, Trinkets, Backpacs. Ect. I like your character too. He looks like an admiral from the fire nation on Avatar.
gonna be sci-fi
Jackwhat - sweet concept man
Lampoly - gearing up for haloween? Looks nice!
Update:
Ready for custom irl figure printing
AWESOME!
Right now it high poly, but I want to make it low poly and texture it and all that fun stuff. But all i have left is the surrounding wall, and and a viewing room and some other little things.
Thats amazing great job!
awesome.
Brilliant!
New member here and first post too...
I'm a 3D/Char Artist with some time in the industry.
As a way of introducing myself, I ve decided to post a wip of a char Im working on.
A pirate chick... how original.. yay:poly131:
It's kinda raw yet, but any critic is welcome.
Cheers to all
love the zoidberg too BeatKitano
model/bake is a bt crap, but its coming along. quite cartoony almost.
been busy working on some characters, although i did this sketch today:
will probably finish it.
Cool stuff Sayanora! love the style
Unfortunately, the scanner washed out the markers and texture of the paper, but whatever.
thx Peris, is for this: http://boards.polycount.net/showthread.php?t=64779&highlight=game
on the contrary i like the uniqueness in style of having both, exploit that maybe....
first of all, use your own models for base meshes, or change the face enough that we cant tell what ultra common basemesh you used. *cough* Zbrush default head *cough*
the low poly might have enough detail, but you should make a high poly and use a reference if you didnt to get a normal map, or if not allowed, get a really good diffuse.
This is my first post on this site.
A little scene I'm currently working on.
(tree and shadows not finished)
http://air-art.fr/pics/old%20house8.jpg
http://air-art.fr/pics/old%20house9.jpg
Suggestions and Ideas are welcome!
Only thing that I feel is it is too top heavy. Try adding some shapes under the handle to counterbalance it.
Awesome concept!
[ame]http://www.youtube.com/watch?v=iTCq-bE9urE[/ame]
LOL, wtf!))))