Dang dur23 : That's excellent, can you shed some light on how the plush fur was done?
Maya 2010 fur. 250,000 lil strands of goodness. 5 lights with raytraced shadows and Final Gathering. Maya's fur is rather easy to use. Just plugged in the diffuse from the low poly on to the tips of the fur and made some basic root, scraggle, baldness and tip opacity maps. Et voila.
Hey, I wanted to do a classic painting... I found this Van Gogh church. So I did it.
Some of the stuff on that painting makes no sense, and is up to interpretation. But hey it's Van Gogh. That's kind of what made it fun (and maddening haha).
It's not 1 for 1, so some things may be off for convenience sake or because I wanted to change it.
That's really nice SStrickland. The tops of the corner pillars appear to be without any texture from what I can see; in the painting they seem to be tiled roofs. I think the section above the entrance way just beneath the two small windows is also roof tiling, which you've interpreted as a dark staining on the stonework.
I think adding those cross gravestones on the grass outside would be a nice finishing touch to the piece too.
You are a brilliant man SnarG. The grave markers - genius. I changed it. A bit.
I thought the things on the buttress tops were tiles, until I looked at the painting forever, at first my eyes bled because I couldn't figure out what was going on with the tops, but then I determined that they weren't Spanish tiles because they would end up being like 2 or 3 foot long. What I figure, is that
A. They ARE Spanish tiles and Van Gogh didn't want to draw all of the lines necessary (WAY possible),
or
B. They are support posts that used to stick out, until they finished the roof and then chopped off the excess.
I went with B because the foreground roof doesn't look like spanish tiles (black and no definition, I mean what IS this??
)
So thanks for the killer comment, the grave markers were a great idea.
trying to figure out an effective way to do hair alpha like this: .
although polycount isn't so much of an issue as this is an instanced boss, who's about 20 foot tall, so the detail is kind of warrented. i wouldn't mind any tips on how to get it down.
you need to steal the normals for the hair from the surface mesh otherwise it will fuckup the lighting
and you could makefur rings around the edgeloops
almighty gir: to be fair to that count the stubbley bit on his chest looks excelent . only fix i could think of is to make bigger planes, i see you have your different hair types at the origin, maybe just double the size of the planes with a repeat of the hair on it? also are you using 4 sided faces or triangles for the hair cards?
fixed the normals and the aos and spend maybe a hour with texturing.:) its really hard to get the right amount of colours. first i wanted to paint the lower, the stock and the body of the holo in a light tan colour but then i decited to make this little 'shell ejector thingy' red cause it looks nice and saves time. btw. can somebody help me with the lower. i want to make it looks like rubber but..it looks like shit :poly127:
Maya 2010 fur. 250,000 lil strands of goodness. 5 lights with raytraced shadows and Final Gathering. Maya's fur is rather easy to use. Just plugged in the diffuse from the low poly on to the tips of the fur and made some basic root, scraggle, baldness and tip opacity maps. Et voila.
fixed the normals and the aos and spend maybe a hour with texturing.:) its really hard to get the right amount of colours. first i wanted to paint the lower, the stock and the body of the holo in a light tan colour but then i decited to make this little 'shell ejector thingy' red cause it looks nice and saves time. btw. can somebody help me with the lower. i want to make it looks like rubber but..it looks like shit :poly127:
That would look so awesome with fall camo on it! Overall it looks great to me I like how you put some detail in the holographic sight whereas the ones on MW2 are quite plain.
continue working on my small environment. 7613 tris, needs to be optimized a little bit more though. Normals+AO, 3dsmax viewport. plannig to fit everything in 10k + 2*1024
Hey, I wanted to do a classic painting... I found this Van Gogh church. So I did it.
Some of the stuff on that painting makes no sense, and is up to interpretation. But hey it's Van Gogh. That's kind of what made it fun (and maddening haha).
It's not 1 for 1, so some things may be off for convenience sake or because I wanted to change it.
Really liking that, always good to see painterly styles that aren't Blizzard or Pixar clones!
good musculature, back looks good and legs too but
neck is way too long. look at how many heads high your character is and 4th head should be about the bottom of the crotch area. the arms might be a tad long. something about the shoulders im not liking, like its a bit scrawny for someone with his strength or might be just too wide.
Heres the wires. What would you suggest i could do to improve the texture. Im not that experienced when it comes to texturing.
The tex seem a bit 'fuzzy', just not highly detailed. But the thing that bothers me most is the wood grain doesn't follow the shapes.
On the 'handles' the wood should bend around that corner. Goes straight across and it wouldn't have been cut like that but rather bent into that shape.
Same with the wheels. The rim would've been made of several boards probably overlapping (laminated) and bent into shape. Not cut into a circle. So the grain would go around the wheel not across it.
@larolaro, Nice one!
The tex seem a bit 'fuzzy', just not highly detailed. But the thing that bothers me most is the wood grain doesn't follow the shapes.
On the 'handles' the wood should bend around that corner. Goes straight across and it wouldn't have been cut like that but rather bent into that shape.
Same with the wheels. The rim would've been made of several boards probably overlapping (laminated) and bent into shape. Not cut into a circle. So the grain would go around the wheel not across it.
@larolaro, Nice one!
Make the wheels straight rectangles.
make the texture repeat in y and have parts of the handles stick off the top of the uv, and maybe with the wheels
Sci-Fi canister of some sort...could be a charge for a ships plasma cannon...could be a fancy battery :P Basically just something quick to knock the dust off my hard surface high poly skills. More to come.
I also did this cover for a friends camp Satanic Punk/Thrash band called "Rapegoat" It was from an older piece, and I didn't have much time to work on it, so basically I kept the girl and repainted a BG with Mr. Rapegoat included >:D Honestly the more I look at it the more I think her pose is a bit wonky and was from the start. Lesson learned, don't build a mansion of shifty sands.
Ha! Its been too long since I've been active on 3D forums, forgot my model posting etiquette. The first two are different views of the model with NURMS turned on and turned up to 2 iterations. The one at the bottom is the unsmoothed model. Pretty vanilla stuff at this point. I'm gonna build the low poly around the high, and normal map that bad boy. Then hopefully some texture painting and its off to Unreal Engine for some materials and a lighting set up. I was actually thinking about doing a couple of these to practice some hard surface modeling techniques, and explore some design ideas in a simple package.
Replies
Article: http://www.joystiq.com/2009/12/09/505-games-unleashing-a-naughty-bear-on-ps3-and-xbox-360/
Maya 2010 fur. 250,000 lil strands of goodness. 5 lights with raytraced shadows and Final Gathering. Maya's fur is rather easy to use. Just plugged in the diffuse from the low poly on to the tips of the fur and made some basic root, scraggle, baldness and tip opacity maps. Et voila.
Killer bear, Dur!
Some of the stuff on that painting makes no sense, and is up to interpretation. But hey it's Van Gogh. That's kind of what made it fun (and maddening haha).
It's not 1 for 1, so some things may be off for convenience sake or because I wanted to change it.
I think adding those cross gravestones on the grass outside would be a nice finishing touch to the piece too.
I thought the things on the buttress tops were tiles, until I looked at the painting forever, at first my eyes bled because I couldn't figure out what was going on with the tops, but then I determined that they weren't Spanish tiles because they would end up being like 2 or 3 foot long. What I figure, is that
A. They ARE Spanish tiles and Van Gogh didn't want to draw all of the lines necessary (WAY possible),
or
B. They are support posts that used to stick out, until they finished the roof and then chopped off the excess.
I went with B because the foreground roof doesn't look like spanish tiles (black and no definition, I mean what IS this??
)
So thanks for the killer comment, the grave markers were a great idea.
you need to steal the normals for the hair from the surface mesh otherwise it will fuckup the lighting
and you could makefur rings around the edgeloops
something like that maybe,
-Woog
nice...thanks...i'll have to test that.
an m107 I've been working on the past few days, not sure if the floater grooves on the barrel will bake out correctly
That would look so awesome with fall camo on it! Overall it looks great to me I like how you put some detail in the holographic sight whereas the ones on MW2 are quite plain.
From White Blaizer's Blog
And an Ipod sans the decals so far, still want to add those and a set of ear buds:
6818 tris
1024 texture space
character for a sidescroller project i'll never finish. the face still looks funky....meh, tons of stuff to fix
:O :O
gaaahl
here's something completely random i did last night
continue working on my small environment. 7613 tris, needs to be optimized a little bit more though. Normals+AO, 3dsmax viewport. plannig to fit everything in 10k + 2*1024
Really liking that, always good to see painterly styles that aren't Blizzard or Pixar clones!
The model's coming on great so far. Is it me or are the neck and traps looking a bit off?
Heres the wires. What would you suggest i could do to improve the texture. Im not that experienced when it comes to texturing.
good musculature, back looks good and legs too but
neck is way too long. look at how many heads high your character is and 4th head should be about the bottom of the crotch area. the arms might be a tad long. something about the shoulders im not liking, like its a bit scrawny for someone with his strength or might be just too wide.
keep it up, looking good
The tex seem a bit 'fuzzy', just not highly detailed. But the thing that bothers me most is the wood grain doesn't follow the shapes.
On the 'handles' the wood should bend around that corner. Goes straight across and it wouldn't have been cut like that but rather bent into that shape.
Same with the wheels. The rim would've been made of several boards probably overlapping (laminated) and bent into shape. Not cut into a circle. So the grain would go around the wheel not across it.
@larolaro, Nice one!
mine cart for my abandoned mine environment
Make the wheels straight rectangles.
make the texture repeat in y and have parts of the handles stick off the top of the uv, and maybe with the wheels
side "railing" needs to be thicker and less tris.
I also did this cover for a friends camp Satanic Punk/Thrash band called "Rapegoat" It was from an older piece, and I didn't have much time to work on it, so basically I kept the girl and repainted a BG with Mr. Rapegoat included >:D Honestly the more I look at it the more I think her pose is a bit wonky and was from the start. Lesson learned, don't build a mansion of shifty sands.
no problem, post the wireframe?
Ha! Its been too long since I've been active on 3D forums, forgot my model posting etiquette. The first two are different views of the model with NURMS turned on and turned up to 2 iterations. The one at the bottom is the unsmoothed model. Pretty vanilla stuff at this point. I'm gonna build the low poly around the high, and normal map that bad boy. Then hopefully some texture painting and its off to Unreal Engine for some materials and a lighting set up. I was actually thinking about doing a couple of these to practice some hard surface modeling techniques, and explore some design ideas in a simple package.
awwww
submit it already!!! (on the propaganda page or just send a mail to gaben@valvesoftware.com and get a job )
is this like some alternative universe nintendo DS game cover?
Larolaro, you got style man! hehe