well at first glance those metal circles in the corners of the base appear to be screws, mebe remove them and put something that gives a [correct] sense of scale?
I'm working on trying to find out how I can make other people's sigs viewable, and how I can set the forum posts to appear in the right order. Anyone know? :poly136:
Sweet, horrific molerats! I am going to stop making this worse and just move on to the low.
Here's the simple stencil I made for the scales... it's okay, could be better.
Same angles in 3dsmax realtime; opacity on fins causing some of the body triangles to disappear...? What is that about? Though I don't think it's actually done... I should go and sculpt some feathering on all the spines, so they look less artificial. But they will be so small ingame... ehhh, no excuse for laziness in a portfolio piece I guess. But yeah, thanks guys.
I've been in a slump for inspiration for personal work, thought I'd give some old school stuff a new school look. I had hoped i could finish the high poly tonite, gonna come back with another pass and add more unique geometry detail.
The curving of it gives it that TV look. Signs are flat so that they don't reflect as much as they would. Also, the sign part itself is going all the way to to very bottom of the thing. If it were in a mall, on the floor, it would be hard to look all the way down their. Give it at least another 2 feet to stand on so it can be eye level.
nice one kimono, pretty large texture though but I guess if its first person maybe that could be right?
Thank you Ged I usually try to be more restrictive when it comes to texture sizing but I've had horrible experiences with objects like swords in the past, I decided to make the map big purely for my own self-indulgence :poly136:
Domwar mini challenge out of the way im back on track on my old project. Everything is WIP. Materials aswell as you can see. Just wanted to show something. Next up is adding torches and light sources. Will refine things as i go. Taking it in baby steps.
(Trees from a crysis mod pack. Not mine in other words. Dont remember the name at the moment but they are real sexay. Will post a link later.)
hey pig. awesome stuff. is it for a medival mod or just for fun?
its the exodus treepack. you can try my european nature set too. they fit well together.
hey pig. awesome stuff. is it for a medival mod or just for fun?
its the exodus treepack. you can try my european nature set too. they fit well together.
Exactly that. You made them? I likey them alot and intend to study them. I´ve always been afraid of vegetation.
It´s just for fun. Will have take a look on your nature set.
yeah most mall panels are vertical and not horizontal like a tv as well and have a larger base and thickness for lights, etc since they are light from behind, you can also simulate this with the texture
Domwar mini challenge out of the way im back on track on my old project. Everything is WIP. Materials aswell as you can see. Just wanted to show something. Next up is adding torches and light sources. Will refine things as i go. Taking it in baby steps.
(Trees from a crysis mod pack. Not mine in other words. Dont remember the name at the moment but they are real sexay. Will post a link later.)
worked a lill' on the sword, most the detail will be made in PS anyways, but I used that little displacement thing I was talking about eariler, seems to work, the real proof of concept will be domwar IV I suppose.
warriah: Looks awesome though I think his legs look like they are bent a tad to the sides. Either move his knees inwards or his feet outwards and I think it will look right.
There's also nothing on his pants that holds the belt.
Interesting colorscheme. Is it going to be a desert warrior?
fighting a cold and making a model. i'm surprised the plane hasn't grow tentacles between pills :poly142:
still got details to do like the metal panel bits but i'm going to try something new to get that effect, i'll post back if it works
You could probably start with making the corner bricks not different colors so it will tile properly =]
Thanks for the observation, I think it tiles alright at the moment actually (I guess its hard to see since i didn't actually tile it in the image, I probably should), here take a look at this image here (the texture on four planes put together)
Hopefully I've not gone blind but that looks alright doesn't it?
Edit: Don't want to spam this thread up with my boring old wall but thanks for the suggestions SHEPIERO.
Updated with rotated bricks and tried to darken bits to try and suggest deeper grout.
haha yea I guess it does. I think the brick sorta fades from light to dark When they are together the seam isn't bad, but when its just by itself its hard to tell that it kind of gradients.
Replies
lol... fun with biped.
@blenderhead:
Go to User CP -> Settings & Options -> Edit Options -> and there under thread display options
Choose Linear - oldest first
By mcunha98
http://www.mikerusby.com/images/comp1.avi
looks a lot smoother in my viewport LOL
Pior, this rocks, cant believe i didn't know about this, thanks
Here's the simple stencil I made for the scales... it's okay, could be better.
[hires sculpt]
edit: fins still need work, but hooray~
[normal map start]
editx2: spaaaam, xnormal realtime viewer -
Same angles in 3dsmax realtime; opacity on fins causing some of the body triangles to disappear...? What is that about? Though I don't think it's actually done... I should go and sculpt some feathering on all the spines, so they look less artificial. But they will be so small ingame... ehhh, no excuse for laziness in a portfolio piece I guess. But yeah, thanks guys.
Does it sing?
@marks
The curving of it gives it that TV look. Signs are flat so that they don't reflect as much as they would. Also, the sign part itself is going all the way to to very bottom of the thing. If it were in a mall, on the floor, it would be hard to look all the way down their. Give it at least another 2 feet to stand on so it can be eye level.
LOL
Thank you Ged I usually try to be more restrictive when it comes to texture sizing but I've had horrible experiences with objects like swords in the past, I decided to make the map big purely for my own self-indulgence :poly136:
(Trees from a crysis mod pack. Not mine in other words. Dont remember the name at the moment but they are real sexay. Will post a link later.)
Looks like the design on the axe head is also messed up and not centred Kimono...or is that intentional?
Well it was a crude war axe, so I'd like to think so :poly121:
its the exodus treepack. you can try my european nature set too. they fit well together.
It´s just for fun. Will have take a look on your nature set.
EDIT: Link to the treepack for other sandbox people. http://www.crymod.com/thread.php?threadid=25930
http://images.google.com/images?oe=UTF-8&sourceid=navclient&gfns=1&q=mall%20ads&um=1&ie=UTF-8&sa=N&hl=en&tab=wi
yeah most mall panels are vertical and not horizontal like a tv as well and have a larger base and thickness for lights, etc since they are light from behind, you can also simulate this with the texture
WIP lady:
Loving the atmosphere
and a early color scheme
worked a lill' on the sword, most the detail will be made in PS anyways, but I used that little displacement thing I was talking about eariler, seems to work, the real proof of concept will be domwar IV I suppose.
There's also nothing on his pants that holds the belt.
Interesting colorscheme. Is it going to be a desert warrior?
Image Here
still got details to do like the metal panel bits but i'm going to try something new to get that effect, i'll post back if it works
I reckon it'd be a bit sicker if you caulked up the join between axehead and shaft (lol head and shaft) with some waxy sinewy shit
You could probably start with making the corner bricks not different colors so it will tile properly =]
Thanks for the observation, I think it tiles alright at the moment actually (I guess its hard to see since i didn't actually tile it in the image, I probably should), here take a look at this image here (the texture on four planes put together)
Hopefully I've not gone blind but that looks alright doesn't it?
Edit: Don't want to spam this thread up with my boring old wall but thanks for the suggestions SHEPIERO.
Updated with rotated bricks and tried to darken bits to try and suggest deeper grout.
I officially withdraw my comment.
Otherwise, it's looking cool
[ame]http://www.youtube.com/watch?v=QHAibExlGnQ[/ame]
can I ask what setting you used to output that for you tube. mine are looking reeally awful in comparison.
been working hard on my hand painting techniques
fair bit still to go more detail and tweaking overall
looks pretty realistic to me, good job
more stickers from me, and some ink on canvas, and some ink on woodblocks. Starting to stray pretty far from game art here... >.>
Some very cool stuff happening on these last few pages!