working on putting together a reel for my socom environments i did as sony releases vids. this is a rough cut with more to edit/add soon. *also just fixed the retard spelling mistake :P
adamlewis and Jaco: thanks for the feedback guys, you are correct!
Swizzle: dude yoou're my hero, the paintover is awesome. trying to get it to look like Jr with the makeup as well is a bitch, this is the main pic i used, but i've got a dozen other high res ones and it really seemed to me like the masses were different in different light, :poly141:
I think the head may need to be more round, but i can't quite tell, anyway... upz!
early wip render of my Demo cinematic lots of stuff to change too much snow on the tank... so little time to do it all
bake a worldspace normal and use its green channel as a mask to have the snow placed exactly where it should be and wit the intensity variations it should have
Been working on this in my lunchbreaks at work. Its the first time i have delved into zbrush and only my second head as im an environment artist so crits are more than welcome!
I thought i would also give a pimp to the new eat3d zbrush head tutorial. I have used the same workflow even though the heads are completely different and i must say it makes zbrush super easy to pick up.
Still very wip, i have a new iteration with better ears. Next i need to takle some eyes!
Cool drawing Fletch, but the real question here is...when are we going to get to see some more 3D from you? Would love to see that mount you did in 3d :thumbup:.
nice one neox.. put her into airborn, I say again. There has to be an desert Island for sure
but I havn't found a real use for polypaint yet (for character work)
I costs a lot of time and it costs even more time to convert the outcome for texture work. So do you have any tricks / time savers or is this just for fun?
Working on a Scene for a University assignment . There are some errors I need to get around to fixing (paper and the wall sign being fully illuminated) and alot of the props need to be replaced with updated versions (such as the pipes/door)..so lots to do! The scene is rendered in the UDK.
rollin,I find polypaint very handy for making a base colour for my overlays.
I start my textures with the polypaint base, then overlay my default photo texture head at about 50 percent.
Working on a Scene for a University assignment . There are some errors I need to get around to fixing (paper and the wall sign being fully illuminated) and alot of the props need to be replaced with updated versions (such as the pipes/door)..so lots to do! The scene is rendered in the UDK.
Off to a good start, really like the colors in your image.
Nice work ScudzAlmighty!
MikeF, the env is nice but the white pillars vs the walls don't match for me. If the pillars were tiled too that would be cool.
new render/specular/area filter at 1.0 instead of 1.5 <thanks Sage:poly136:!
Joopson, loving it so far, maybe get some more color variation in the planks?
Ok since playing MW2 ive wanted to make a soldier, i dont often do a lot of modern characters so i thought this would be fun, as while im at it, i'm trying to create the same armor/clothing instead of just making shit up all the time.
Very very early, the only thing I've really settled on is the MTV flak vest, if anyone could provide any good reference to the gear used by the USMC i'd very much appreciate it. (specifically boots...and knee pads? not all seem to have them but i don't want the character to be super bland)
Also (when i get to texturing this) going to shape the fuck up and start using marmoset. (all my previous work just looks terrible in it)
Spent 8 hours making this yesterday, two bike racks for a city map I'm working on for Source, one is 3100k the other 4100k, all on one 1024*1024 texture sheet.
Replies
[ame]http://www.youtube.com/watch?v=5OsSso7UrFE[/ame]
Swizzle: dude yoou're my hero, the paintover is awesome. trying to get it to look like Jr with the makeup as well is a bitch, this is the main pic i used, but i've got a dozen other high res ones and it really seemed to me like the masses were different in different light, :poly141:
I think the head may need to be more round, but i can't quite tell, anyway... upz!
Diffuse -
Im working on a very slightly futuristic bus, I dont usually do normal vehicles/cars
Really nice. I am really impressed with your ability to stylize the racial type properly, shows a real anatomy knowledge.
nice polypaint!
bake a worldspace normal and use its green channel as a mask to have the snow placed exactly where it should be and wit the intensity variations it should have
I thought i would also give a pimp to the new eat3d zbrush head tutorial. I have used the same workflow even though the heads are completely different and i must say it makes zbrush super easy to pick up.
Still very wip, i have a new iteration with better ears. Next i need to takle some eyes!
Paco(yahsi bati)...
and sweet fish jfletcher :P
see more in the thread:
http://boards.polycount.net/showthread.php?t=67500
Cool drawing Fletch, but the real question here is...when are we going to get to see some more 3D from you? Would love to see that mount you did in 3d :thumbup:.
@ kipiripi
That turned out awesome, nice work.
i need to do a ton more of these..
im not really into theoretical art stuff
but I havn't found a real use for polypaint yet (for character work)
I costs a lot of time and it costs even more time to convert the outcome for texture work. So do you have any tricks / time savers or is this just for fun?
Been playing around with Unity lately.
Working on a Scene for a University assignment . There are some errors I need to get around to fixing (paper and the wall sign being fully illuminated) and alot of the props need to be replaced with updated versions (such as the pipes/door)..so lots to do! The scene is rendered in the UDK.
I start my textures with the polypaint base, then overlay my default photo texture head at about 50 percent.
Off to a good start, really like the colors in your image.
Always wanted paper that i can read in the dark!
4000 tri , next step textures !
Whadda you mean you people!!!?
Any tips?
I would paint lighting into your textures. It looks really flat right now.
MikeF, the env is nice but the white pillars vs the walls don't match for me. If the pillars were tiled too that would be cool.
new render/specular/area filter at 1.0 instead of 1.5 <thanks Sage:poly136:!
Ok since playing MW2 ive wanted to make a soldier, i dont often do a lot of modern characters so i thought this would be fun, as while im at it, i'm trying to create the same armor/clothing instead of just making shit up all the time.
Very very early, the only thing I've really settled on is the MTV flak vest, if anyone could provide any good reference to the gear used by the USMC i'd very much appreciate it. (specifically boots...and knee pads? not all seem to have them but i don't want the character to be super bland)
Also (when i get to texturing this) going to shape the fuck up and start using marmoset. (all my previous work just looks terrible in it)
more acrylic poop from me.... need to get back on the study train, getting too deep in style with not enough anatomy/color/composition basework
I was drawing off reference. it usually gives a lot better results than drawing from my head.