Hello everyone, im new, this is my 2nd post on the threads. Lots of very talented artists to learn from.
I am currently working on an Orc character right now for the 09
Looks awesome Don, im sure the winners are going to love to get a print of one of those.
One thing though
His shackles are opened at the top, how exactly are they going to stay on him? Is it slightly laying on top of his wrists? Seems like it might snap off pretty easy O_o
also ThatDon, that is a kick ass monster trophy dude!
Thanks very much for doing that video man. Cheesy or not, you're right a bad texture can't make a good model look any better. I understand the thinking behind texturing, but I really don't know how to use photoshop to its fullest. Seeing some of your brush settings, layer work and workflow is awesome learning! I'm gonna make a crate now for practice! Go Crates go!
I think with a bit more gesture in this pose it could be really great. If you look at the painting, there is a lot more gesture in there, with his back arched and that. And also some gesture in the chains, if he is breaking free at that moment, would be great. A bit of transposing would do it.
arlrex- lots of texel density issues there, pick a pixel per meter density and stick to it for a much better image
Will do. Was going from what I was told by someone that the parts that will be seen most or have more detail should have a higher resolution that the other parts, maybe I over did it. Which parts is it more noticeable by the way? I think I know what when wrong.
The floor and wall are tillable textures, dont know if there is something I'm missing about those.
Thanks for the reply, will definitely keep it in mind.
hey super, dont get me wrong, but it seems ALL your heads are the same , as if you have an anatomically incorrect basemesh and you keep using it without tweaking proportions . I would look at refs , because right now this is another baldie with weird ass eyes and mouth
hey super, dont get me wrong, but it seems ALL your heads are the same , as if you have an anatomically incorrect basemesh and you keep using it without tweaking proportions . I would look at refs , because right now this is another baldie with weird ass eyes and mouth
I suspect he's still using that Zidane basemesh :P
Bwahhh, only 5 days to go before the competition ends. Nice font and colours I know. My head hurts thinking about the texture/material work that needs to be done.
hey super, dont get me wrong, but it seems ALL your heads are the same , as if you have an anatomically incorrect basemesh and you keep using it without tweaking proportions . I would look at refs , because right now this is another baldie with weird ass eyes and mouth
Nope. I build a new bashmesh every time, which may be the problem. I may well be making the same mistakes over and over in each one.
I've never textured anything before so this was a test just for that (though thats no excuse for a poor model), but on the next one I will start a topic for critique. I personally don't see it, but there in lies the fault perhaps.
Replies
I am currently working on an Orc character right now for the 09
One thing though
His shackles are opened at the top, how exactly are they going to stay on him? Is it slightly laying on top of his wrists? Seems like it might snap off pretty easy O_o
trevor87 - nice
http://www.game-artist.net/forums/spotlight-articles/9178-tutorial-texturing-metal-crate.html#post85499
also ThatDon, that is a kick ass monster trophy dude!
stunningly executed... but god if it's just the most generic daemon i've ever seen.
Thanks very much for doing that video man. Cheesy or not, you're right a bad texture can't make a good model look any better. I understand the thinking behind texturing, but I really don't know how to use photoshop to its fullest. Seeing some of your brush settings, layer work and workflow is awesome learning! I'm gonna make a crate now for practice! Go Crates go!
Zwebbie thats awsome!! Love the textures
I want moar!!!
"There's a bird outside"
still blocking out some shapes, details maybe later^^
edit: as you can see, i have a weird photoshop posttweak tick
edit2:
more
Racer, that tutorial is awesome. Really great stuff, new stuff for me thanks learned a lot ^^
I think with a bit more gesture in this pose it could be really great. If you look at the painting, there is a lot more gesture in there, with his back arched and that. And also some gesture in the chains, if he is breaking free at that moment, would be great. A bit of transposing would do it.
Awesome texture work :thumbup:
my right eye hurts now after i crossviewed and moded my head, something went wrong with this eye, ,,, baww^^
New pillar cuz the other one was boring.
Edit: Higher res image
this is something been working on in the evenings for the past week or so. sweet concept by conte.
almost finished i thinks. just a mudbox screengrab
Nice. Do you have a larger screen of the blade itself?
some stuffs made for a bit booring information game, but anyway, the lowpoly modeling was damn fun to do...
btw, no lights was used in this pictures,, printscreen from maya viewport
also the ears seem really pinned back making his head look really narrow maybe angling them out some more might make it feel more balanced.
skin and stubble look pretty dope man.
hmm still no coments about this huh?
Show wires, start texturing.
Will do. Was going from what I was told by someone that the parts that will be seen most or have more detail should have a higher resolution that the other parts, maybe I over did it. Which parts is it more noticeable by the way? I think I know what when wrong.
The floor and wall are tillable textures, dont know if there is something I'm missing about those.
Thanks for the reply, will definitely keep it in mind.
show me your flats and wires.
+ cheers for the plug PolyHertz!
Hey Super.
Another Zidane on the way, eh?
As johnny said you need to get some better ref.
It's always the temptation to fiddle around in zbrush without looking at ref and I do it myself,
but it rarely produces the desired results
I suspect he's still using that Zidane basemesh :P
Nope. I build a new bashmesh every time, which may be the problem. I may well be making the same mistakes over and over in each one.
I've never textured anything before so this was a test just for that (though thats no excuse for a poor model), but on the next one I will start a topic for critique. I personally don't see it, but there in lies the fault perhaps.
http://www.game-artist.net/forums/scene-movie-competition/9196-important-please-read.html