Nice to see new work from ya, Vitor I remember seeing your stuff over at tweakcg a while back....you've definitely improved man, portfolio is looking niice!
Love the mood in that, Popeye.
I'm done with this little sketch...really just freestylin this one to get loose.
Popeye, I like where you're going with it, but it looks like the pylons would just crumble under that house. I'd give it a better foundation. Maybe since you're going to be making trees anyway, use a big tree at each corner, growing through the deck and such, and have beams bolted to them to hold up the house? The roof feels very thin, and the moss hanging off of it is hanging in at an angle, rather than straight down. Good start though.
Ive been working on this Character for my Modeling class. Its a medium res, I've been working on a grungy alleyway scene to put him in. Any feedback will help thank you
This is for the Dominance War - Mini Challenge, War Generals(2d). I wanted to go very tribal. Inspired by Native Americans, underwater War Chief was what I wanted to go for.
All the work I am doing for tonight. Will finish the rest of the sketch tomorrow and start on coloring later this week.
Evil - Yeah when in the engine the phong shader really bleaches it out so i had to make it darker to compensate, thats just a fullbright render straight out of CS4.
cool tiles Alexl, I really like the diffuse but i think the norml map is really holding this back. how was it generated? it looks like Nvidia filter, has too much overall noise I think and not enough definition of the large forms like the tiles themselves.
I would reccomend making a smoother greyscale with more contrast between the grout and tiles and then creating a punchy normal map from that which defines the tiles more powerfully then overlaying the current one on top and neutralizing the blue channel so it doesn't wash out the depth. then you could slightly mask out areas on the overlay to add some patches of varying micro detail.
you could also use said smoother greyscale on a plane in Zbrush as a mask by aplha and make a quick peice of geo to render a normal map from which would probably yelid best results. check out steffan morrells tut here
For the spec I think it could use some brighter areas with flecks of intensity here and there to break it up a bit. nice work so far, I think it could just use an extra half hour or so of work to make'r really great.
Thanks for the feedback PixelMasher, I actually did begin out with a piece of high poly geo which I took into Zbrush to detail, I made the zbrush model way too noisy, probably because I tried making my own alphas to detail with but they ended up making all this noise. So funnily enough most of the noise came from my bake rather than from my photoshop shenanigans :P
Heres the model I used for baking: http://alexluong.co.uk/misc/zbrush_tiles.jpg
(feel free to pick this apart too, still not too familiar with zbrush but its really nice to use)
I tried to sort out the problems you talked about, hopefully this is improved.
Masked out alot of noise, added abit more to the specular and did the greyscale thing.
Replies
Yeah, it's not realistic at all. :P
If your poo looks like that you need to eat some weetabix or summat.
I dunno, I should have gone to sleep... 5 hours ago, eh?
im making some roboty arms
cough...cough still going
Rasmus, nice going yeh try desaturing the green, should do the trick, also it seems to be a bit lower res than the rest of the texturing.
Harry, what do you do to get out the pretty colors? Guess its used to see whats what quicker. Nice model btw! :P
edit: idk
1,2,3,4 lets start a thumb war
5,6,7,8 I used this hand to masturbate
nice shot
Love the mood in that, Popeye.
I'm done with this little sketch...really just freestylin this one to get loose.
leman russ tank
and tow-mater
Popeye, I like where you're going with it, but it looks like the pylons would just crumble under that house. I'd give it a better foundation. Maybe since you're going to be making trees anyway, use a big tree at each corner, growing through the deck and such, and have beams bolted to them to hold up the house? The roof feels very thin, and the moss hanging off of it is hanging in at an angle, rather than straight down. Good start though.
He as books, scotch and glasses on is belt, ACCORDING TO WIKIPEDIA, that's WHAT HE LIKES!
rofl
I chose to do him because of the HAIR!
Ill try and update it today if i can!
Ben
Freelance Artist
ben@benregimbal.com
I like the sharp edges you always have in characters face.
Actually... sadly... I set out to make just that. I wanted crushed buildings, cars, streetlights and sewer pipes under it, but ran out of steam.
All the work I am doing for tonight. Will finish the rest of the sketch tomorrow and start on coloring later this week.
[edit]
update:
Evil - Yeah when in the engine the phong shader really bleaches it out so i had to make it darker to compensate, thats just a fullbright render straight out of CS4.
nice tf2 prop aswell robg
working on a dococ based on the spectacular spiderman show. still needs work on jumpsuit folds and have to add his jacket but soon
Bit o' photoshop painting practise, minus the logo text!
Abit late but those Street Fighter busts a few pages back rock, nice one to all those who participated, I love Street Fighter!
I would reccomend making a smoother greyscale with more contrast between the grout and tiles and then creating a punchy normal map from that which defines the tiles more powerfully then overlaying the current one on top and neutralizing the blue channel so it doesn't wash out the depth. then you could slightly mask out areas on the overlay to add some patches of varying micro detail.
you could also use said smoother greyscale on a plane in Zbrush as a mask by aplha and make a quick peice of geo to render a normal map from which would probably yelid best results. check out steffan morrells tut here
For the spec I think it could use some brighter areas with flecks of intensity here and there to break it up a bit. nice work so far, I think it could just use an extra half hour or so of work to make'r really great.
Heres the model I used for baking: http://alexluong.co.uk/misc/zbrush_tiles.jpg
(feel free to pick this apart too, still not too familiar with zbrush but its really nice to use)
I tried to sort out the problems you talked about, hopefully this is improved.
Masked out alot of noise, added abit more to the specular and did the greyscale thing.
Tastyrice that looks promising, awesome stuff.