Working on some Kilrathi fan art. Never played the game, but I love the cut scenes and listening to them talk. I'm in debate over how low poly I want this guy to be, thousands of tris or hundreds.
And finally i finished this model, the reason of all this was to learn the Max->Zbrush->Max pipeline, test the displacement render in Max, i'm satisfied by the results, i'v learnd much from this. Definitely, there are a lot of moments to fix in this model, but that's ok, need to learn more.
I include the reference picture i used. The modelling was done in Max and detailed in Zbrush, did not used any reference planes, just a freeform model/sculpt.
Omar_Nabiev: any special reason why you modeled in the models turning points? like the torso, hands and feet. looks quite weird if unaware of it's use, though it might not have one in 3D
I disagree... This is a sculpt of an action figure, not the Hulk. You can also see the seams on the abdomen, etcetera.
ohhhh, that makes a lot more sense now. i was staring at that for like 30 seconds wondering why there were these ridiculous segments, assuming it was going to be animated as if it were all hard like...plastic. makes sense now.
Not as cool as what I did yesterday but, it's practice.
I'm just now realizing that drawing is something that benefits from warming up. I usually draw something I like 3 or 4 illustrations in and this is drawing one tonight.
Back to work.
Edit:
Not as cool as what I did yesterday but, it's practice.
I'm just now realizing that drawing is something that benefits from warming up. I usually draw something I like 3 or 4 illustrations in and this is drawing one tonight.
Back to work.
Edit:
Sleepy time.
I like the first drawing, but the girl looks too flat.
Some shader tests tweaking metal specularity, working with in shader overlays of AOs, etc...
Trying to get as much use out of the base metals textures we have for The Dark Mod http://thedarkmod.com
(beta 1.0 has been publically released and there are 4 missions to play if anyone likes Thiefy gameplay)
gold>copper>silver>bronze
The decanter is my latest offering along with the wine glass. Probably about 500 polys on the decanter, it also has simple shadow and collision meshes for game performance. The teapot and trophy are mine also.
Using the base tex from the teapot for the dacanter, wine glass, creamer and sugar (not pictured)
Omar: Just make sure you explain it if you put it in your portfolio so the one's looking at it won't see it as a flaw or error in your mesh but great work
arrangemonk, igneous rock is not really crystalized like that, and sedimentary rock looks nothing like it - it is deposited in layers. Check out some more ref for getting believable rock forms, you will see repeating shapes of varying size.
Gearing up for my next project. Having a hard time trying to get a skinny but toned figure. Back seems too skinny, front seems too toned, i need the middle ground.
more important is that the concept works (even tough i hat mistaken crystals with stones)
yay...
im going to make a crystal test, ... see ya
the rock you see is often crystallized from magma. . . so they are sometimes the same thing. The source of the rock affects the forms that it takes when it is shattered or eroded to show in cliffs/boulders/etc.
On a 'skinny but toned' figure you should not be able to see any sizeable cavities or depressions around bones. On a healthy individual there's muscle or fat there, only someone who is starving would show those huge depressions around the ribs on the front and back. Muscle everywhere, but not a lot of mass, would be anatomically correct -- look at light and featherweight boxers/mma fighters, and athletes who use strength but have very cardio-intensive workouts, like swimmers and pole vaulters.
The arms look correct, the torso looks deathly with weirdly developed muscle for a starving person here and there.
ok beautyshot of my stupid rocks,because noone seems to want to talk about it ':(
edit: your pipe is so awesome, now try parallay mapping it inward like the bullet intersitions in fear
how are you making it anyway? are you making a texture, then making a plane, and extruding out the rock pieces so they all fit the texture? or the other way round?
haha again, im no weapon expert, and im sure there are lot's of faults with it, but could you be more detailed roBOT? :P thank you for crits though always helps
the stones are dissorted instances of 4 stones made my gardients (darken setting) in photoshop, (its tilable)
and teh rest of the texture is crazybump and overlays
the wall is just a simple displaced crappy thing which got reduced later(multires)
Replies
nice gun but ehm... the rails are wrong..
what's the phrase? ah, yes. "trap sprung"
I include the reference picture i used. The modelling was done in Max and detailed in Zbrush, did not used any reference planes, just a freeform model/sculpt.
---
Should i include this work in my new portfolio ?
I want that.
made this triing out a theory i had, and it worked, if you like the stone patterns (tilable) and want to know how its done im going to show you
yah, at least after you get rid of the seams between the hands and feet.
I disagree... This is a sculpt of an action figure, not the Hulk. You can also see the seams on the abdomen, etcetera.
ohhhh, that makes a lot more sense now. i was staring at that for like 30 seconds wondering why there were these ridiculous segments, assuming it was going to be animated as if it were all hard like...plastic. makes sense now.
update:
http://img10.imageshack.us/img10/9395/mermand.jpg
http://img509.imageshack.us/img509/1194/merman3.jpg
"I disagree... This is a sculpt of an action figure, not the Hulk. You can also see the seams on the abdomen, etcetera."
- Yes, exactly. that's why there are seams. It's an action figure.
Thanks alot mates!
Not as cool as what I did yesterday but, it's practice.
I'm just now realizing that drawing is something that benefits from warming up. I usually draw something I like 3 or 4 illustrations in and this is drawing one tonight.
Back to work.
Edit:
Sleepy time.
I like the first drawing, but the girl looks too flat.
the seams in the real action figure are there for the articulated joints.
why are you putting them in your digital sculpture ?
Trying to get as much use out of the base metals textures we have for The Dark Mod http://thedarkmod.com
(beta 1.0 has been publically released and there are 4 missions to play if anyone likes Thiefy gameplay)
gold>copper>silver>bronze
The decanter is my latest offering along with the wine glass. Probably about 500 polys on the decanter, it also has simple shadow and collision meshes for game performance. The teapot and trophy are mine also.
Using the base tex from the teapot for the dacanter, wine glass, creamer and sugar (not pictured)
Because i wonted to transfer that to a 3d sculpt exactly.
ok beautyshot of my stupid rocks,because noone seems to want to talk about it ':(
edit: your pipe is so awesome, now try parallay mapping it inward like the bullet intersitions in fear
no homo
He made a sculpture of a toy with articulated joints. I don't understand the confusion.
yay...
im going to make a crystal test, ... see ya
the rock you see is often crystallized from magma. . . so they are sometimes the same thing. The source of the rock affects the forms that it takes when it is shattered or eroded to show in cliffs/boulders/etc.
The arms look correct, the torso looks deathly with weirdly developed muscle for a starving person here and there.
Cheers
here is something more cristaline, i guess its still tilabe, but i have to make a good lowpoly mesh for that
and finalize the shader
check out The Machinist
Hahaha, I love how he's getting happier the crazier his outfit gets.
how are you making it anyway? are you making a texture, then making a plane, and extruding out the rock pieces so they all fit the texture? or the other way round?
sorry for spam :P but last post on a page is a bit of a shame.
one more
and teh rest of the texture is crazybump and overlays
the wall is just a simple displaced crappy thing which got reduced later(multires)
Does anybody know howto create your own lensflares with UnrealEd (not UDK). Seems like it's crashy.