Made this a couple of days ago, it's 16 tris and 1 512^2 there is no spec map on it yet and I'm wondering whether it would be worth it. Maybe a gloss map.
thanks ruz, love the oldschool work, love the way you are heading in genereal it's all so smooth and clean, really nice unique, yet retro looking style
went into a little different direction with the nose
Piece of advice... Dont buy an old house... ever. Anyway, I know what I dont like about this, but Id love to hear what everybody else has to say. This is what Im calling a Medium Poly version - Im not planning on putting this in game (its for an animation) - once the design is where I want it, Im going to add all the high poly details.
Hopefully if nothing else falls off my house Ill be posting a bunch of low poly stuff soon
-Nick
Piece of advice... Dont buy an old house... ever. Anyway, I know what I dont like about this, but Id love to hear what everybody else has to say. This is what Im calling a Medium Poly version - Im not planning on putting this in game (its for an animation) - once the design is where I want it, Im going to add all the high poly details.
Hopefully if nothing else falls off my house Ill be posting a bunch of low poly stuff soon
-Nick
This is pretty bitchin', but you need to make larger, more interesting treads instead of your current bump-mapped treads. Get some real big knurls like construction equipment. Also the cab is really short looking - I'd raise the roof and the exhaust behind it by about 3ft and build the cockpit area so the character has to climb up.
Ghostscape: That sure is a heavy ass truck! Looking neat. And yeah, the treads are a little weak.
So heres what Ive been doing. A class assignment and DW practice. Im really looking for some critique, since I never get any critique Im getting a little desperate, so heres a link to my thread
@ Ruz and Ghostscape: Its funny, the wheels / tires are the part Im least happy with so far. I had not thought of racing slicks tho.. thats an idea worth exploring.
Im still working with the cab to try and get the proportions right.. I just knocked out a rough interior for it. This beast needs a 3 man team to drive it - there are only 2 seats because the engineer is always on his feet, and he doubles as a spotter when manuvering, as you could loose a small country in this things blind spots. I kept the doors low to try and give it some sort of aircraft hatch feel, but Im still not sure it looks right... opinions?
I also finally figured out the front suspension. The front wheel is finally attached, and it actually has room to turn - wow. I cant wait to start adding details and get this thing surfaced.
@ Ruz and Ghostscape: Its funny, the wheels / tires are the part Im least happy with so far. I had not thought of racing slicks tho.. thats an idea worth exploring.
Im still working with the cab to try and get the proportions right.. I just knocked out a rough interior for it. This beast needs a 3 man team to drive it - there are only 2 seats because the engineer is always on his feet, and he doubles as a spotter when manuvering, as you could loose a small country in this things blind spots. I kept the doors low to try and give it some sort of aircraft hatch feel, but Im still not sure it looks right... opinions?
I also finally figured out the front suspension. The front wheel is finally attached, and it actually has room to turn - wow. I cant wait to start adding details and get this thing surfaced.
-Nick
go with the racing slick idea rather than the knobbly tyres, IMO knobs would make too much detail noise, and the nice smooth tyres would add some nice big shapes to offset what detail you already have
Piece of advice... Dont buy an old house... ever. Anyway, I know what I dont like about this, but Id love to hear what everybody else has to say. This is what Im calling a Medium Poly version - Im not planning on putting this in game (its for an animation) - once the design is where I want it, Im going to add all the high poly details.
Hopefully if nothing else falls off my house Ill be posting a bunch of low poly stuff soon
-Nick
qm echasud: crazy truck, but i don't know is this a real machine? i have no knowledge about trucks etc, but i looks a little like lego technics to me as everything is so big and fat that it almost feels like a toy, at least to me, but i only know trucks from over the top, you know that cheesy sly stallone movie
ok here we go
worked a bit more on the forms and blocked his first head gear, 3 more hatvariations to come, but going to do one body first.
I've been working on my sculpting and anatomy lately. Unfortunately I'm still stuck with blender on a 6-year old computer, so I can only work on things under 300,000 polys
I think that looks great okno, a lot of sculpting studies I do myself are only around 150k in Silo if with a decent basemesh. It's great practice to focus on form. Nice face.
Pelican case! Not entirely based on one case, therefore not 100% accurate, but I'm not worried about that. Weighs in at a whopping 1598 tris! Screens from Unreal.
AimBiZ: yeah i'l work more on the legs area. i added something to hold the belt up. im gona stick with the color for his body, but im totally lost on what kind of colors to go with the gear n shtuff
vahl:thanks, cool sword by the way. i could never get clean results for details on the handle like that.
slum: thanks, its getting there very slowly.
ruz: sweet texture work so far.
erik:i dig it
neox:those characters your pumping out look great. nice and clean.
small update. didnt touch the pants yet or the backpack.
not sure what to go with for the gear, color wize, so any input would be much appreciated.
also will i be able to bake this down somehow to a lowpoly including color? i seen so many ppl get nice and clean results baking down multiple objects onto 1 mesh but i cant seem to make it work.
damn warriah that character is getting Soooo awesome. his metal helmet leaves me wanting more though- i understand your going for simple chunk of metal type vibe, but maybe its too simple? some edging and a bolt or two could go a looooong way.
Piece of advice... Dont buy an old house... ever. Anyway, I know what I dont like about this, but Id love to hear what everybody else has to say. This is what Im calling a Medium Poly version - Im not planning on putting this in game (its for an animation) - once the design is where I want it, Im going to add all the high poly details.
Hopefully if nothing else falls off my house Ill be posting a bunch of low poly stuff soon
-Nick
@warriah: waiting for more @bommel: haha cool mickey, your concept? @okno: for anatomy you won't need more then 300k, 300k is enough to establish some great forms
ok did some blocking, there is plenty of more stuff to block, but right now i think it's enough to work with
Replies
Awesome stuff Ferg, the bird face is especially cool!
some cool enviro stuff too.
dig the dumpster and crate
perhaps the nose at the base should turn up a bit more neox, not just the tip
great start though
Love your stickers Ferg, awesome!
went into a little different direction with the nose
and played around with hair/beard
http://nonpublic.airborn-game.com/wip/neox/chars/soldiers/thin/soldat_03da.jpg
@ferg: those stickers are cool
Piece of advice... Dont buy an old house... ever. Anyway, I know what I dont like about this, but Id love to hear what everybody else has to say. This is what Im calling a Medium Poly version - Im not planning on putting this in game (its for an animation) - once the design is where I want it, Im going to add all the high poly details.
Hopefully if nothing else falls off my house Ill be posting a bunch of low poly stuff soon
-Nick
New head is cool, nice pointy chin. like the angular look overall
Mechadus - the tyre tread needs to be a lot more distinctive .
I am not really a techy type , but that kind of stands out for me
StJoris - nice beer bottle collection
This is pretty bitchin', but you need to make larger, more interesting treads instead of your current bump-mapped treads. Get some real big knurls like construction equipment. Also the cab is really short looking - I'd raise the roof and the exhaust behind it by about 3ft and build the cockpit area so the character has to climb up.
The only thing that jumped out at me was the tires.
Other than that it's a great piece.
So heres what Ive been doing. A class assignment and DW practice. Im really looking for some critique, since I never get any critique Im getting a little desperate, so heres a link to my thread
http://boards.polycount.net/showthread.php?t=61281
Im still working with the cab to try and get the proportions right.. I just knocked out a rough interior for it. This beast needs a 3 man team to drive it - there are only 2 seats because the engineer is always on his feet, and he doubles as a spotter when manuvering, as you could loose a small country in this things blind spots. I kept the doors low to try and give it some sort of aircraft hatch feel, but Im still not sure it looks right... opinions?
I also finally figured out the front suspension. The front wheel is finally attached, and it actually has room to turn - wow. I cant wait to start adding details and get this thing surfaced.
-Nick
looks nice though, from what I can make out.
go with the racing slick idea rather than the knobbly tyres, IMO knobs would make too much detail noise, and the nice smooth tyres would add some nice big shapes to offset what detail you already have
Nice model - love the details around the brackets and the driveshaft.
-Nick
That thing is a monster!
ok here we go
worked a bit more on the forms and blocked his first head gear, 3 more hatvariations to come, but going to do one body first.
Airborn is a real blast to follow
I tried some alpha map stuff.
I´d learned alot, hope it looks fit.
Next step is to put it into ut3.
Thanks :-)
I did not use morphing. Instead i used controll points in case i wanted to import it into a game engine down the road.
I put together a little composition of the wireframe and the control points if you want to check it out.
Youtube didn't like my export from premier so it kind of scrunched it alittle. Sorry for the quality.
Try going to the actual site and maximizing it. You can actually see the control points and such.
[ame]http://www.youtube.com/watch?v=7ZhBBGqhApk[/ame]
Lol, that's funny bommel
vahl:thanks, cool sword by the way. i could never get clean results for details on the handle like that.
slum: thanks, its getting there very slowly.
ruz: sweet texture work so far.
erik:i dig it
neox:those characters your pumping out look great. nice and clean.
small update. didnt touch the pants yet or the backpack.
not sure what to go with for the gear, color wize, so any input would be much appreciated.
also will i be able to bake this down somehow to a lowpoly including color? i seen so many ppl get nice and clean results baking down multiple objects onto 1 mesh but i cant seem to make it work.
cheers
that skin tone is freash tho-
bommel:
Where does the fuel go?
@bommel: haha cool mickey, your concept?
@okno: for anatomy you won't need more then 300k, 300k is enough to establish some great forms
ok did some blocking, there is plenty of more stuff to block, but right now i think it's enough to work with
@ warriah
looks great
Some green or cyan could be nice to break it up from all that very warm tones.
@ neox
very nice, there should be a lot of interresting wrinkles.
thats ace warriah
another wip prop for my cathedral level