Wouldn't his head be a bit bigger? Even if deformed/deranged? Seems like the part where the chain goes around is thicker than the actual head. Just doesn't convince me.
Kaskad that looks awesome. it could go a long way if you were to add a extrusion of the three metal rings near the center of ur piece. all together though very nice work on the texture. feels like metal to me
hmmm the handle seems like it may be very awkward to hold... its really square and fat ;o and my other issue is with the wood.. it is very flat and you have some pretty intense wear and tear on the metal but hardly anything on the wood, just seems a little unfinished ;o
but sayin that.. its still nice.. i like the concept apart from handle ;D oh yea and the metal sections are nice also.
Was pretty much done with the concept when I noticed the "uncomfortable" handle, I should have changed it, but for some reason I like how it looks (screw ergonomics x'P¨)
I thought having both wood, rubber (handle area) and metal was too much, so I just went with rubber/metal. I should probably change the color tho to avoid confusion.
Yeah, sweet stuff in this thread as usual. Hobo, space pirate? That's awesome.
Hmm, first basic go at baking on this prop - just normal and ao - was thinking I might get a crit on the lowpoly mesh. Is this way too many tris for a simple detail object, a wall decoration? Can cut a bunch off the maxilla, and put a few back in to model out those bolt shapes. They look pretty crap flat, but at the same time who's going to notice when it's mounted on a wall...
im working on some stuff for school (we have to make some stuff in UED) and i was wondering if what i have in mind actually works.
I've read something in the technical forums about not trying to optimize too much, and that UV cuts/material cuts/smoothing groups etc will mess with performance.. something about drawcalls? ..its been a while since i read it
im thinking of doing this to save a load of textures:
big question: will the performance suffer or improve or stay the same by doing this?
This was a real pain. it just wouldn't come right then bingo, it started to look ok.
It was slightly odd topology to start with, at least thats my excuse:)
The spec isn't really popping anywhere right now. If it's clean stainless steel, why not put specular through the roof? Beyond that, pretty cool, I always like to see normal things. Bread and knife, don't forget the crumbs.
Something I found on conceptart.org I believe. Nothing special or very complex... Been doing the highpoly in max for about 8 hours or a little more off and on. Just trying to get back into the swing of things before my contract starts up again. Been slacking a little lately on the modelings....
im working on some stuff for school (we have to make some stuff in UED) and i was wondering if what i have in mind actually works.
I've read something in the technical forums about not trying to optimize too much, and that UV cuts/material cuts/smoothing groups etc will mess with performance.. something about drawcalls? ..its been a while since i read it
im thinking of doing this to save a load of textures:
big question: will the performance suffer or improve or stay the same by doing this?
yeah that's a good way of optimising performance. Less materials on a mesh = less drawcalls = better performance! Depends on the engine though, but I think pretty much every modern engine today works this way. You could lay out your uv in such a way that every material tiles horizontally as well, makes it easier to work with
will add a screenshot from both non edited and deinterlaced vid so its compareable, right now you just have to take my word for it since there are no visable lines
Trying to make it a morning/evening scene again so it makes sense why the candle is lit. Still a few more texture to redo or modify, teacher likes where its going though. Gonna need to replace the nib of the pen sooner than I though at this rate, hehe.
arlrex - looks a bit muddy overall. textures would look better hand painted imho
Everything has a slightly low res, blurred look about it
Ruz - Everything is hand painted now, used to have some with base from photos but I got around painting those ^^; Will look at res, since some textures were made a while back and on different computers.
Sweet, I'm trying for a slightly blurry feel like I do 2D stuff now. Used to be sharp highly saturated before. Been changing from different feedback but mostly from my teacher.
I did me al little tripod creature thingy. At the moment i am wondering how to present it. On top it gets thinner and the picture less filled / less interesting.
For a moment i wanted to put it on a bomb, but that would take the attention away fron the creature.
omg I thought I was the only one with bad luck on this ! (I'm using space bar to access the brush menu, all the time). I'm "Glad" to see it's a well known bug. Now please, pixologic, fix it !
Totally late on seeing and responding to this...but that drives me straight bananas! I thought I was one of the only users who had this problem. I've lost soo much work from this...and the most frustrating part is there's nothing that can be done about it from a user stand point. And it mostly happens RIGHT when I'm in my little "groove" of things...it totally kills my mojo.
Got a little bit tired of my current project to re-started this one. My aim is to finish the sculp, texture it and render it realisticaly. Never done this kind of thing before...
So tonight, I was thinking it'd be cool to do a quick diffuse-only, old-school texture for Gwot/HyPer's old "Mole" character.
So I dug out the SDK, popped it open in Max, and... maybe it's my nostalgia playing tricks on me, but I remember the model looking way better than this!
I mean for back in the day, it was pretty damn good, but nowadays all I see are 101 ways to improve it and make it cooler (not least the tubular arms & hands, bow-leggedness, formless pants and tiny shoulder-device)... so maybe before texturing I will do some quick tweaks to the proportions and re-lay out the UVs, and see if we can't get something rolling again
Disclaimer: While this is the "what are you working on" thread, this is not my model! But most of you knew this already.
Vitor: is that some sort of vampire werewolf thing? the teeth and feet are a bit unusual, where did you base them on?
Peris: hurray! thinking actually did some good!
i see where you're coming from with the tileability, but wouldnt that mean having either
-a nonsquare map
-having 4 different materials
-or having long narrow texture strips?
it's not like im gonna be using this stuff on BSP or anything, just modular assets like that wall so im wondering if it'll matter a lot to have it tileable
her torso looks weird, it looks too short, specialy in the lower part of the torso
have a look at how the side of the breast flows back to the upper part of the torso, and not as much into the deltoid muscle itself, wich you also need t o look at, its way too flat/ shapeless around that area (also on the backside)
the elbow area lacks some shape, ..
see if you can find some good anatomy pics, and walk through all different areas, compare those and see how you can improve those spots
Did a quick concept for the new scene i am going to try and do in about 4 days ;o! .. i designed it with a pattern system in mind so it is alot quicker to make... i was working on this other scene but i wasnt thinking about it in a smart way and if i continued making it, i wouldnt of finished it for a month also the thing about this scene is that it will let me practice high poly work as thats one thing people say i am lacking
but yea here is ma concept (mass effect/dead space inspired)
oh yea this is for my new portfolio that i plan to have finished in 2/3 weeks!
Replies
Looking it up just now, however, one bomb costs $4,650,000 total, so it was only off by like two million
30 min duke doodle..
come get some!
Nothin' special, but I've finished my submachinegun x')
Edit: Aaaaand the wires'n'shit
but sayin that.. its still nice.. i like the concept apart from handle ;D oh yea and the metal sections are nice also.
I thought having both wood, rubber (handle area) and metal was too much, so I just went with rubber/metal. I should probably change the color tho to avoid confusion.
Hmm, first basic go at baking on this prop - just normal and ao - was thinking I might get a crit on the lowpoly mesh. Is this way too many tris for a simple detail object, a wall decoration? Can cut a bunch off the maxilla, and put a few back in to model out those bolt shapes. They look pretty crap flat, but at the same time who's going to notice when it's mounted on a wall...
im working on some stuff for school (we have to make some stuff in UED) and i was wondering if what i have in mind actually works.
I've read something in the technical forums about not trying to optimize too much, and that UV cuts/material cuts/smoothing groups etc will mess with performance.. something about drawcalls? ..its been a while since i read it
im thinking of doing this to save a load of textures:
big question: will the performance suffer or improve or stay the same by doing this?
This was a real pain. it just wouldn't come right then bingo, it started to look ok.
It was slightly odd topology to start with, at least thats my excuse:)
The spec on the serations isnt quite popping rite now, gonna work it a bit more before i go to bread.
yeah that's a good way of optimising performance. Less materials on a mesh = less drawcalls = better performance! Depends on the engine though, but I think pretty much every modern engine today works this way. You could lay out your uv in such a way that every material tiles horizontally as well, makes it easier to work with
Excelent your Troll StefanH Keep up
Cool mesh hobodactyl, I like the Profile
For me a Rugbyman
Base mesh for Zbrush
its a 2mb divx, so the quality is low,
will add a screenshot from both non edited and deinterlaced vid so its compareable, right now you just have to take my word for it since there are no visable lines
[ame]http://www.youtube.com/watch?v=CkN-AXz8zmc[/ame]
Everything has a slightly low res, blurred look about it
Ruz - Everything is hand painted now, used to have some with base from photos but I got around painting those ^^; Will look at res, since some textures were made a while back and on different computers.
Sweet, I'm trying for a slightly blurry feel like I do 2D stuff now. Used to be sharp highly saturated before. Been changing from different feedback but mostly from my teacher.
Thanks for the input Ruz
For a moment i wanted to put it on a bomb, but that would take the attention away fron the creature.
If you're interested in the tutorial download, check it out here! It comes highly recommended!
Inspired by everything with a suit, mainly slipgate's dom war entry, crysis n masseffect.
Dunno where to go with it I'll see ^^
Totally late on seeing and responding to this...but that drives me straight bananas! I thought I was one of the only users who had this problem. I've lost soo much work from this...and the most frustrating part is there's nothing that can be done about it from a user stand point. And it mostly happens RIGHT when I'm in my little "groove" of things...it totally kills my mojo.
So I dug out the SDK, popped it open in Max, and... maybe it's my nostalgia playing tricks on me, but I remember the model looking way better than this!
I mean for back in the day, it was pretty damn good, but nowadays all I see are 101 ways to improve it and make it cooler (not least the tubular arms & hands, bow-leggedness, formless pants and tiny shoulder-device)... so maybe before texturing I will do some quick tweaks to the proportions and re-lay out the UVs, and see if we can't get something rolling again
Disclaimer: While this is the "what are you working on" thread, this is not my model! But most of you knew this already.
some more of this guy.just worked on the upper body some more
Peris: hurray! thinking actually did some good!
i see where you're coming from with the tileability, but wouldnt that mean having either
-a nonsquare map
-having 4 different materials
-or having long narrow texture strips?
it's not like im gonna be using this stuff on BSP or anything, just modular assets like that wall so im wondering if it'll matter a lot to have it tileable
Model wip.
And I just now realized the threads on that bolt are the wrong way around. Must fix that.
Whole lot to work on still but figured I would toss her up for good measure!
her torso looks weird, it looks too short, specialy in the lower part of the torso
have a look at how the side of the breast flows back to the upper part of the torso, and not as much into the deltoid muscle itself, wich you also need t o look at, its way too flat/ shapeless around that area (also on the backside)
the elbow area lacks some shape, ..
see if you can find some good anatomy pics, and walk through all different areas, compare those and see how you can improve those spots
but yea here is ma concept (mass effect/dead space inspired)
oh yea this is for my new portfolio that i plan to have finished in 2/3 weeks!