hey rota that looks awesome, altho the dude has a too big head imo , also the pose seems way too rigid , even for nonrigged but opposing to that looks awesome love the clothing details, the face also has lots of char, congrats ^^
Here is a painting I was screwing around with today in photoshop. Getting used to some of the awesome brushes that I got from djahalland. Couple mistakes but I will paint another and keep those in mind when I go to make something better
aesir , conte, EbloaV : Thanks !
Johny : Thanks a lot, and I completely agree with you about the head, and you could be right about the pose too.
Mathorne: Dr.Vanhelsing is about 7k tri, and 2k textures, and the ghoul is about 3.5k tri
and 1k textures.
ScoobyDoofus: Thanks, yep I'm gonna fix that.
Gcmp: I see your point, although I think if I start to fix it, I would only make it worse than it is
I'm modelling an actor,still needs alot of work and hair.I'm having problems making the alpha map work in Marmoset.
I hope someone can recognize him.
alpha maps are a bit odd in marmo. you have to make the alphaed parts separate parts of the model and apply a second material to them. or at least that's the only way i know to make it work right.
@ ironbearxl
No the normals are not hand painted, I got them out of my texture by changing it into a height map and then use xnormal to convert the heightmap into a normal map
I like the lighting other that the very ugly stenciled grid lighting. Just take that stencil and blur it until its all just a big blurry mass. That's what those types of lights do id bounce the light more times before it leaves the fixture.
i thought it might look better with longer legs and i like the way it looks. i also aligned the left lace (?) of the eyepatch with the right. the thing about his shoulders (where i turned it into hair) is that uve got this "empty" area between the shoulder muscle and the pects. i thought it could be better defined.
I like the lighting other that the very ugly stenciled grid lighting. Just take that stencil and blur it until its all just a big blurry mass. That's what those types of lights do id bounce the light more times before it leaves the fixture.
@MikeF: Thanks, yeah I was thinking of how to brighten those corners up without losing the mood I have now. Maybe emergency lights in the corner or something
@thegodzero: Yeah I kept looking at that not sure how exactly it would look in real life, I'll blur it up a bit and see how it looks.
Heh, I was drooling lightly while slowly scrolling down, murmuring "Glock 17..." But then it said 18! If it's an 18, shouldn't it have the fire selector on the slide? Other than that, it's looking fantastic.
Heh, I was drooling lightly while slowly scrolling down, murmuring "Glock 17..." But then it said 18! If it's an 18, shouldn't it have the fire selector on the slide? Other than that, it's looking fantastic.
yep! you are correct, will add in the next update...haha.
So, these are done. It's time to move on to the next. Radial Engine has less repeating bits in the radiators, and is final. 22WT was finished tonight as well.
Love the bot Adam, great work especially from such a small concept image. Engine looks ace as well.
Workin on a texture, hurr!
You guys can tell me if the rust looks alright, or if the light looks like a light.
No real spec map yet, I'm wondering if the diffuse needs any more detail, especialy around the bottom. Oh and in game each variation won't be quite so close to each other.
Replies
unique style!
Modular viaduct in progress, few maps to be made till the finished product...
some progress on my... yeah okay "exotic" tree thing xD
Finishing up this Sagat model, 1x2048 normal/ao, with the ao map in the diffuse slot and 12270 tris total (all put to good use) .
Johny : Thanks a lot, and I completely agree with you about the head, and you could be right about the pose too.
Mathorne: Dr.Vanhelsing is about 7k tri, and 2k textures, and the ghoul is about 3.5k tri
and 1k textures.
ScoobyDoofus: Thanks, yep I'm gonna fix that.
Gcmp: I see your point, although I think if I start to fix it, I would only make it worse than it is
Cheers: Rota
I'm modelling an actor,still needs alot of work and hair.I'm having problems making the alpha map work in Marmoset.
I hope someone can recognize him.
alpha maps are a bit odd in marmo. you have to make the alphaed parts separate parts of the model and apply a second material to them. or at least that's the only way i know to make it work right.
EXCELLENT UPDATE FOR THE FOLIO.
movento:
like the ear
mouth and eyes look rather feminine
No the normals are not hand painted, I got them out of my texture by changing it into a height map and then use xnormal to convert the heightmap into a normal map
awesome shit
@MikeF: Thanks, yeah I was thinking of how to brighten those corners up without losing the mood I have now. Maybe emergency lights in the corner or something
@thegodzero: Yeah I kept looking at that not sure how exactly it would look in real life, I'll blur it up a bit and see how it looks.
glock 18
Sweet
blargh...
omg. D
Love the bot Adam, great work especially from such a small concept image. Engine looks ace as well.
You guys can tell me if the rust looks alright, or if the light looks like a light.
No real spec map yet, I'm wondering if the diffuse needs any more detail, especialy around the bottom. Oh and in game each variation won't be quite so close to each other.
No spec map yet.
Need to say I luv Marmoset, both the animal and the engine.
and yeah, marmoset is the sex
I'd like to see him with his mask and goggles on
haven't been modelling much for the past few years but
this is from a painting my sister did a while back.
The painting:
I've never gotten anything into a game engine before, but I'm hoping to finish this guy and get him into UE3 to play with shaders and such
and some more further progress with the armor.
Looks pretty good but hes got crazy salad fingers :poly121:
That demon thing is totally going to rape that horse... and you know it!
Its a leg... starting a new scene