WAYWO 2009 looks to be starting of with 4 pages of awesome art.
Here's what ive been up to, I'm working on making a mock up of of super smash bros fro the Nintendo DS. started with doing the mushroom kingdom stage, going to be doing some lowpoly characters next and pose em for a couple fake screenshots, maybe even a short video. all the textures are 16x16 or smaller excluding the mushrooms, all made in ms paint to get that 8 bit goodness.
Ruz: head looks good, but also looks like pretty much every other head i've seen you do - ever tried something non-generic average male? Do a monster head or an ugly old man or something!
renderhjs: Very nice work, that's a good skillset you have there, pretty much everything a company could want
@Ruz: im so jealous of your texturing skill, simple diffuse and yet it looks pretty realistic. @Talon:My favorite character from the movie, so cute and so deadly :') @Vrav: It's silo 2.1 the wondermarbelous modeler.
Thats a wicked pillar Frozan, did you sculpt it or model the HP?
Been working a bit on a fountain to get myself back into sub-d modeling. The original concept is from Gears of War. But since I don't own the game I can't compare the model. My mudbox trial expired too so I can't sculpt the stone detail.
haha its true. i think cus its got AA going on in the actual normal map and also has Ambient occlusion
PS PIG ; its for sure fancy i like it. u got any references for it? also what is the color style ur going for. like what game would it match u think with the texture direction your going with it?
HEV´s aren´t in HL2 outside of the easter egg one (But yeah. Half life "current gen" more or less.)
Anyway. Cheers guys. I´m still playing around with the texturing and actual layout and just because there´s three posts in a row about it I´ll throw in what I have now.
Stripes on the wall will be self illuminated and the HEV itself will cast warm lovely light on it.
not sure why they made it yellow in the easter egg.. not really as instantly recognisable as those orange boxes we were used to seeing. maybe the european labs used yellow. Still, I'd go orange, if I were making it..
Rooster. Probably will do just that. Although i was thinking red for a little while. Artistic freedom and what not.
Frozan: Yeah. That one had specular. This one has specular off so i could see the diffuse better. (Specular is on on the wall. Not on the HEV).
I intend to have this finished this weekend. Hopefully saturday. It´s just a box after all. I intend to put it into Unreal so i can get some knowledge about the shading networks and what not. Also. Can anyone out there recommend a good shader for max? The one i´m using now doesn´t have support for self illumination and this is something i totally want and need.
ArtsyFartsy,
i like, but it looks like it could do with some better diffuse work, and an ao map.
High poly looks good, now just get it to work in your low.
Replies
this is rad, can you go into a bit of detail of how your doing this?
Here's something I've worked on past couple days from all the info I soaked up in my last thread, another modular building *yawn* hehe
Here's what ive been up to, I'm working on making a mock up of of super smash bros fro the Nintendo DS. started with doing the mushroom kingdom stage, going to be doing some lowpoly characters next and pose em for a couple fake screenshots, maybe even a short video. all the textures are 16x16 or smaller excluding the mushrooms, all made in ms paint to get that 8 bit goodness.
My Iron Helix homage with texture/spec/bump.
rusty as fuck
http://ca.youtube.com/watch?v=R8g4txL-Jps
id suggest pressing the high quality button looks alot better
somehow I've never made a generic-ass head study from a sphere in zbrush
...so I just made a generic-ass head study from a sphere in zbrush
been practising a bit for the new year ahead.
This is a max render with normal map + basic diffuse. no spec map yet
Quick 45minute study, trying to get back into the swing of things!
Thompson I was working on a little while ago, C&C welcome
http://www.renderhjs.net/portfolio2k9/5pack_01.jpg
http://www.renderhjs.net/portfolio2k9/5pack_02.jpg
http://www.renderhjs.net/portfolio2k9/5pack_03.jpg
http://www.renderhjs.net/portfolio2k9/5pack_04.jpg
Ruz: head looks good, but also looks like pretty much every other head i've seen you do - ever tried something non-generic average male? Do a monster head or an ugly old man or something!
renderhjs: Very nice work, that's a good skillset you have there, pretty much everything a company could want
Jackwhat,DrillerKiller - good stuff guys
MOP, it's true that I do a lot of generic stuff when practicing, boring to look at possibly, but I
have improved it from previous versions I feel.
Here is a 10 minute mekon like character based on the same head
Ruz, that is also very cool. The proportions are indeed mekon.
@Talon:My favorite character from the movie, so cute and so deadly :')
@Vrav: It's silo 2.1 the wondermarbelous modeler.
Started the sculpt
My melted face (WIP)
-
CrazyMatt - looks cool - more 'tumorish' than melted though
Been working a bit on a fountain to get myself back into sub-d modeling. The original concept is from Gears of War. But since I don't own the game I can't compare the model. My mudbox trial expired too so I can't sculpt the stone detail.
saidin: lookin good so far man
Decided to do a quick touchup of an old piece...
Diffuse coming up. Wear and tear normals and the like I´ll do with the photoshop filter..
PS PIG ; its for sure fancy i like it. u got any references for it? also what is the color style ur going for. like what game would it match u think with the texture direction your going with it?
Anyway. Cheers guys. I´m still playing around with the texturing and actual layout and just because there´s three posts in a row about it I´ll throw in what I have now.
Stripes on the wall will be self illuminated and the HEV itself will cast warm lovely light on it.
EDIT:
Ref: http://www.eeggs.com/images/items/87.full.jpg
and this small ass one. http://tbn0.google.com/images?q=tbn:zxq0Kkpo2PPoqM:http://images.wikia.com/half-life/en/images/4/49/HEV_Charger.png
Frozan: Yeah. That one had specular. This one has specular off so i could see the diffuse better. (Specular is on on the wall. Not on the HEV).
I intend to have this finished this weekend. Hopefully saturday. It´s just a box after all. I intend to put it into Unreal so i can get some knowledge about the shading networks and what not. Also. Can anyone out there recommend a good shader for max? The one i´m using now doesn´t have support for self illumination and this is something i totally want and need.
An early version of the high poly
i like, but it looks like it could do with some better diffuse work, and an ao map.
High poly looks good, now just get it to work in your low.