Matti! I actually jizzed when I saw that, I didn't even get errect, you skipped the foreplay all together. It's just leaking out, limp-dicked... I should get that checked
Got back the the building thing-a-ma-bob this evening, did a little more:
decided to take a screen from the viewport because no matter how much i fiddle with the materials the scanline renderer insists on throwing spec all over it.
anyways its hard to see the textures in that view so heres something a bit closer:
2 things: Still cleaning up the window texture, and the larger lower wall blocks kind of look like metal atm, will go over that.
@ JFletcher - that building is just beautiful man, I would love to see a whole environment painted with that kind of finesse.
As for your rendering issue, I assume it's Max you're using, if so go to the Render dialog and choose the Render Elements tab, then click Add and throw on just the diffuse - no more pesky specular.
Fletch the only use i could see for that building is a flight based one...like a blimp dock or something, which means it would need a dock. What did you have in mind rfor it's use? Or were you just mucking about? Really nice work.
Looks great Inpw, after I read that it was hermione i reckognised a lot of her, but at first I didn´t. I´d maybe make the cheeks a little less round? Good work!
another update, i really don't know where to go from here, I've given him all sorts of green shiny tatto's etc. but in the end decided against them. The teeth are just an experiment.
as always: crits welcome!
Fletch the only use i could see for that building is a flight based one...like a blimp dock or something, which means it would need a dock. What did you have in mind rfor it's use? Or were you just mucking about? Really nice work.
As for your rendering issue, I assume it's Max you're using, if so go to the Render dialog and choose the Render Elements tab, then click Add and throw on just the diffuse - no more pesky specular.
I'll try this, thanks for the tip!
I have small and stupid question about wooden parts: how you use same texture for different parts with bending?
As long as their UV's are straight lines it all works out fine.
My only problem is with the shades the ear pieces(handles?... don't know proper term). They should be behind the ears, even in that position they should be long enough. With my glasses in that position the bottom of the ear pieces are just resting behind the top of my ears.
*edit*
it looks like there might be a normals problem between the right eye and the nose bridge
JFletcher, awesome just wish the foundation base stone repeat wasn't so obvious. you have about 4x the texture data in those compared to the size of the wall brick-stones, you could do two in that, or even divide it into 4.
My only problem is with the shades the ear pieces(handles?... don't know proper term). They should be behind the ears, even in that position they should be long enough. With my glasses in that position the bottom of the ear pieces are just resting behind the top of my ears.
Hmm - you're right - I just checked and the glasses don't fit anymore when rotated downwards into position - too much messing about with proportions in ZBrush! Thanks for the pointer
Made for class "experimental videos" and the theme was computer related. A video made only using the computer, brought my experimental doodles to life. Took about six hours.
Replies
Doing this as a personal project in school, cc welcome
Another charcter I`ve bee working on
Working from a concept:-
Imma gonna SDK this bitch hopefully if all goes well.
Btw the count now is 720 i added two skulls to his side
MM: awesome sir great experession on the face as well.
Matti: gorgeous render love how soft it is suits the character and the style, good stuff!
gav: love where its going, what is this guy for? just for fun?
JFletch: i think you have that style pretty much nailed down, good stuff man your work recently has been very inspireing!
-Woog
wasker - your painting skills rock ps: were you angry that day?!
Perfect style, love her
The wiring and piping was created with a line spline that had rendering turned on, then collapsed into an editable poly.
obeyurnapster- max and mental ray plus post-pro in photoshop
learning to sculpt with a mouse! Lips are a nightmare.
MM -how did he get those neckmuscles?
Is she single?
http://boards.polycount.net/showthread.php?t=66180
-Woog
--
Got back the the building thing-a-ma-bob this evening, did a little more:
decided to take a screen from the viewport because no matter how much i fiddle with the materials the scanline renderer insists on throwing spec all over it.
anyways its hard to see the textures in that view so heres something a bit closer:
2 things: Still cleaning up the window texture, and the larger lower wall blocks kind of look like metal atm, will go over that.
edit:
oh, textures are 256x256 each
Awesome matti, looks like a creepy doll cowboy (like the toystory lady )
[ame]http://www.youtube.com/watch?v=wo20OEJEp9M[/ame]
hehe nice one, true aye, it looks so slick.
Oh, and this, make yerrr own lamps!
As for your rendering issue, I assume it's Max you're using, if so go to the Render dialog and choose the Render Elements tab, then click Add and throw on just the diffuse - no more pesky specular.
My current work chibi-Hermione:
another update, i really don't know where to go from here, I've given him all sorts of green shiny tatto's etc. but in the end decided against them. The teeth are just an experiment.
as always: crits welcome!
That was actually the intention.
Its basic design is based off the Undercity Zeppelin tower from WoW.
I realise theres bits of the building i need to extend, working on it.
I'll try this, thanks for the tip!
As long as their UV's are straight lines it all works out fine.
EDIT:
woops, sorry double post
A little bit of an update on the body of my biker dude
...and started texturing the head - still some tweaking etc to do.
...Edit - Updated renders with new glasses proportions.
Nice...(*mumbles...Horde bastard...)
-Woog
My only problem is with the shades the ear pieces(handles?... don't know proper term). They should be behind the ears, even in that position they should be long enough. With my glasses in that position the bottom of the ear pieces are just resting behind the top of my ears.
*edit*
it looks like there might be a normals problem between the right eye and the nose bridge
JFletcher, awesome just wish the foundation base stone repeat wasn't so obvious. you have about 4x the texture data in those compared to the size of the wall brick-stones, you could do two in that, or even divide it into 4.
Here is a little prop exercise I just finished.
I need to spend less time fiddling about pressing F9 and actually finish it
Not a huge leap in progress over the last image, so..eh...yeah. Just wanted to post something by the end of tonight.
@ Zoid,
Yeah i split it into two, might not be very visible in the shot above though.
@ FAT_CAP
Waaaaaaah that's awesome, loving the texture!
Hmm - you're right - I just checked and the glasses don't fit anymore when rotated downwards into position - too much messing about with proportions in ZBrush! Thanks for the pointer
http://vimeo.com/7428434
Made for class "experimental videos" and the theme was computer related. A video made only using the computer, brought my experimental doodles to life. Took about six hours.
phew almost done with the terrain part
How did you make that? Did you use imported models and the terrain editor, or are you using a lot of brushes?