cheers guys. i will work on it some more today. The legs are a bit lacking in places.
yeah MoP, the pose needs a bit of work really. arse needs improving too:)
not going to be finishing comicon because of siggraph so will be transferring it to the wip thread soon. Masquerade version of Allen Walker the crown clown from D-Gray man.
"To succeed more you must fail more" said someone, I'm hoping the string of fails with the biped and trying to animate weapons attached to the aforementioned will turn into win.
not going to be finishing comicon because of siggraph so will be transferring it to the wip thread soon. Masquerade version of Allen Walker the crown clown from D-Gray man.
woogity, freaking sweet design sir!
rollin, looking great, the ramp is a bit hars on some of the areas, maybe split it into a couple shaders for renders. like it looks great on the pants and boots, but the darker part is a bit distracting on the sleeves and canisters.
aaaand, the finished base for my comiccon entry. tried to balance j scott campbell style with 'real anatomy.' Now for then fun part of costume accessories and hair!
I would've ditched the polys to define the vent and had it as the texture alone,as they don't really add detail as such, but definitely interfere with the roundness of the vent. The polys could then be spent on some more interesting geometry like wires / plugs / broken parts of the casing etc.
500 triangles 1x256 normal, diffuse (and spec but it doesnt do much ) All handpainted, except for the normals... and a topology from hell! Just wanted to finish this one up.
Jfletcher, you might want to pick up some books on compostition, go read the loomis books and Molly Bangs 'Picture this'. Cool to see you do some 2d stuff though :thumbup:
Edit:loller, noticed that the grey background I have is almost (just almost) the same value as PCs
Made up a pistol this afternoon. Started out as a desert eagle then I took it a more aggressive way, mounts and stuff. A bit under-detailed in the rear but I'll fix that up later with more details.
Before you start to add more detail to it you really should remove alot of those unnessecary edge loops you got there. You have so many wasted polygons inside there so I suggest that you remove alot of them.
What I notice while I looked at this and your previous gun model is that you start with a block and then just create tons of edgeloops in order to create small holes in the geometry, am I right?
You may want to rethink how you create those holes.
In addition the small detail on the hammer could be just done with the texture I guess.
top work guys
rollin - looks awesome!
conte - cheers!
adam - hehe yeah wouldn't be complete with out a bat on a rubber string, going for creepy 1930s bela though
bit more on bela with some placeholder pores, face is getting much closer to a likeness now though lots still to do
Rollin, that's looking pretty awesome. The shader's coming on a bit too strong though, so maybe try softening the ramp and dialing back the whole thing so the texture and directional lighting do more of the work.
EDIT: Woah, somehow it didn't drop me on the last page when I clicked 'Last'. weirdness.
..just want to say hello to everybody, I'm new on this forum and this is my 1st post
wow there are awesome and inspiring works all over :poly115:
I hope someday I can output some realtime AAA quality too
I'm self-taught artist, doing 3D stuff for 3 years now
I'm mainly focused on prerendered archvizs, but hey realtime is much more fun
this is my current project, still WIP (I'm not sure if it worth for separate WIP thread)
modeling and unwraping is done, currently painting/compositing textures for props
I want add some foliage too
Not really sure where this is going. Swapped base meshes with Ferg to break some artist block. His come out really nice but he tricked me with this one..
Looks pretty sweet, nrek. Her neck looks kinda odd, though, almost like her head is turning but her neck muscles aren't following it. The pinch/squish on the side of her knee looks a little too sharp and could use some smoothing out so it feels more fleshy. I really like the melty looking fabric.
Replies
It won't f***g load back in to zbrush now though:)
yeah MoP, the pose needs a bit of work really. arse needs improving too:)
Nrek: the drappery looks sick.
-Woog
[ame]http://www.youtube.com/watch?v=EftKA5W_6HI[/ame]
Working a high poly building;
Gawd Damn, nice design.
good stuff Art-Machine
I didn't do it, it's quoted from Woog's post lol!
Don't worry Ruz....i got ur back...:P
FIXED!
rollin, looking great, the ramp is a bit hars on some of the areas, maybe split it into a couple shaders for renders. like it looks great on the pants and boots, but the darker part is a bit distracting on the sleeves and canisters.
aaaand, the finished base for my comiccon entry. tried to balance j scott campbell style with 'real anatomy.' Now for then fun part of costume accessories and hair!
Do it!
Viewport capture:
@ HAL, i like it, really nice and clean.
--
Another crappy fast crap painting of crap painted by my own crap.
you must have a really weird diet.
Before you start to add more detail to it you really should remove alot of those unnessecary edge loops you got there. You have so many wasted polygons inside there so I suggest that you remove alot of them.
What I notice while I looked at this and your previous gun model is that you start with a block and then just create tons of edgeloops in order to create small holes in the geometry, am I right?
You may want to rethink how you create those holes.
In addition the small detail on the hammer could be just done with the texture I guess.
yup
rollin - looks awesome!
conte - cheers!
adam - hehe yeah wouldn't be complete with out a bat on a rubber string, going for creepy 1930s bela though
bit more on bela with some placeholder pores, face is getting much closer to a likeness now though lots still to do
EDIT: Woah, somehow it didn't drop me on the last page when I clicked 'Last'. weirdness.
Bal: YOU .. AND THE CAKE.. ARE A LIE ... I'm not playing with a girl.. :shifty:
wow there are awesome and inspiring works all over :poly115:
I hope someday I can output some realtime AAA quality too
I'm self-taught artist, doing 3D stuff for 3 years now
I'm mainly focused on prerendered archvizs, but hey realtime is much more fun
this is my current project, still WIP (I'm not sure if it worth for separate WIP thread)
modeling and unwraping is done, currently painting/compositing textures for props
I want add some foliage too
if you are interested you can watch short ingame captures:
clay models http://www.vimeo.com/6018320
models with UV layouts http://www.vimeo.com/6018889
enjoy, any c&c welcome
thank you for your time
That's like, ridiculously awesome dude, one of my favourite bits of work i've ever seen on polycount.
@ rollin - Awesome Pyro dude! The shader has a great look to it as well. Make sure to post some shots of it when you get it in the game.
Just finished my statue sculpt.