Not as impressive as some of the crazy stuff here but it was a good learning experience for me. Have a couple of things to fix regarding positioning but it's getting there. Could probably do some more cleanup on the HP sculpt too.
Kind of happy with the results so far (not the color) but the high poly. Haven´t done a character since dom war 2
Got a bit left on it before i go over the unwrapping. Have a lowpoly ready aswell. Equipment is so far 487 tris. Backpack hasnt been updated in zbrush yet.
Looks great for a first time Kamul, actually it looks good anyway. You are right through, you could go in and clean some of the wobbly parts in the jacket, and maybe deepen the details in shoulder flaps (no idea what they are actually called, "shoulder flaps" has a nice ring to it.) While your at it, maybe add some light tension wrinkles to the jacket to bring the detail level up to par with the head, it would make the whole model more cohesive. Change the stitch on the jacket to more of a sewn seam rather than an open stitch like the one you have, it would be more appropriate considering the style of jacket he is wearing.
A new bake test. Made th bulge on the forehead into an Elvis Presley style doo. First time sculpting hair and cloth, so they suck kinda badly. I would like to get some feedback, if possible.
hey casey thanks! although mines not a patch on some of these cracking entries.. everyones just gettin warmed up too, can't wait to see what gets cooked up when we hit full steam ahead
going to call the normals done for now, on to diff and spec!
edit:
hey marine you've got this weekend:P get one baked and textured, cmooan
Rooster: Awesome normals. Thought it was the highpoly first :P I like how the details in the teeth kind of draws you in. It'll be interesting to see the texture
tonights render. Just some texturing and lighting. Didnt have any time to work on it today, but hopefully tomorrow I'll be able to finish most of the texturework. Rendered with 2x size on textures, but there's not really much of a difference, just working in higher rez right now
I'm calling this done for now. Rendered in Unreal. I won't submit until the weekend just incase I change my mind at the last minute. Good to see you entering Gav. Although, aren't you meant to be doing last-gen alpha channel boulders? Great work everyone. You've done us all proud. Snefer i'm jealous.
Took a break from 3d for a few days (not posting, just working, had lost inspiration for a bit). Now I check out where the contest is at and Snefer, Krotart, and Ced66 have been rocking the house so hard its cracking at the foundation.
Whens the contest end btw? Its supposed to be 9 days but the website says March 3...
Empty, i don't know what you have planned but putting all that nice detail on the back feels really wastefull. This is about getting a nice final shot, so it would be silly to hide all your good work imo. Very nice though.
JFletcher: Its a basic light setup in lightwave, with a standard shader, nothing special with it as of yet. Just u bunch of lights, rimligt, fillight, and some light from the side for highlight. Nad some basic ambient occlusion.
I did this work on Monday and since that time I havent touch this. Not much time left but Ill do my best to finish this. There is still all weekend to make it and have fun
guys, it looks like some of you are just exporting your lowest subdivision and normal mapping that? you have to use the ORIGINAL MESH..
I'm worried about some disqualifications here..
rooster has a point.. but it´s always the dw-rules-thing
"- Zbrushers and Normal Mappers: you can push/pull verts for the purposes of generating a normal map, but be careful--you must bake that normal map back onto the unaltered (except for UVs) basemesh, and if you push it too far you'll run into trouble. No extra geo should be added to the base mesh."
- source
Snefer: Awesome render and textures are looking cool
Small update, I wish I had more time to spend on this, half an hour each lunchbreak isnt really cutting it.. hope to get a couple of hours in during the weekend, then maybe I have a shot at finishing this bad boy. Still refining shapes and trying to find a nice balance between details and big shapes.
Hehe..I really should read the rules first. I've transferred the maps to the original low poly base. I think he actually looks better now with a more pointy head and its corrected an issue I had with the eyes.
Well, I'm giving up on my bulldog idea, I dont think I can get it to bake onto the original mesh without it looking ugly
Anyhows, got a design in mind for the alien_priest one instead, but, do you have to use both those necklace things? and do they have to stay in the same/similar shape
and yeah Irreal, thats looking much better, Vidar... thats genius.
Replies
couldnt resist. going for a bug like theme.
Not as impressive as some of the crazy stuff here but it was a good learning experience for me. Have a couple of things to fix regarding positioning but it's getting there. Could probably do some more cleanup on the HP sculpt too.
Kind of happy with the results so far (not the color) but the high poly. Haven´t done a character since dom war 2
Got a bit left on it before i go over the unwrapping. Have a lowpoly ready aswell. Equipment is so far 487 tris. Backpack hasnt been updated in zbrush yet.
Shot at 2009-02-26
Keep up the good work everyone.
A little update of my miniature gaint space hamster:
Done and submitted
i think that it can be improved, but im not seeing it as a 'comp winner' just a nice simple fun model before the real thing
Turned out quite nice, presentation is good too.
JFletcher: looks sweet! Great style.. looks like a drawing rather than a 3D model. I totally dig it!
going to call the normals done for now, on to diff and spec!
edit:
hey marine you've got this weekend:P get one baked and textured, cmooan
The normals on that look awesome rooster, I love the mouth idea
Shot at 2009-02-26
Little update
Snefer that's looking really freaking good!
mind sharing what light settings / shader you are using to render with?
can never find a decent shader out there that doesn't just work for one model
Whens the contest end btw? Its supposed to be 9 days but the website says March 3...
Kamui, Davidskiwan, Moose, PolyHertz: Thanks alot guys
JFletcher: Its a basic light setup in lightwave, with a standard shader, nothing special with it as of yet. Just u bunch of lights, rimligt, fillight, and some light from the side for highlight. Nad some basic ambient occlusion.
did a normals and ao test
I'm worried about some disqualifications here..
"- Zbrushers and Normal Mappers: you can push/pull verts for the purposes of generating a normal map, but be careful--you must bake that normal map back onto the unaltered (except for UVs) basemesh, and if you push it too far you'll run into trouble. No extra geo should be added to the base mesh."
- source
empty.. this is realy cool!!
Small update, I wish I had more time to spend on this, half an hour each lunchbreak isnt really cutting it.. hope to get a couple of hours in during the weekend, then maybe I have a shot at finishing this bad boy. Still refining shapes and trying to find a nice balance between details and big shapes.
http://www.vidarrapp.se/wp-content/cryo_general03.jpg
Anyhows, got a design in mind for the alien_priest one instead, but, do you have to use both those necklace things? and do they have to stay in the same/similar shape
and yeah Irreal, thats looking much better, Vidar... thats genius.