Man....I don't know what to say, other than keep up at what you're doing and this guy's going to be amazing! Yeah, last minute spec will turn the whole model around, def....Keep it coming, and don't lose TOO much sleep;)
haha jawsome...yea i went there, u dont like to dissapoint people do you man? caus im feeling quite satisfied with how this is coming out, gums look awesome, placque on the teeth is elegantly disgusting as well.
normals came out very nicely and the UV mapping looks very clean.
most of the character is organic so i think you could go about cranking the ambience/self illumination up a bit and get some fake SSS going! (or get a shader to do it)
im interested to see how the final colors and spec look, such a grotesquely awesome being
man...this week was shot ... going to have to do everything this week (extension, anyone?). my co-worker and I found this sweet app at work today based off sea dragon -- may be sweet to show the progression between updates. It's still beta now, but it works like a charm.
Infinite Canvas is kinda slow... hopefully they'll put some acceleration on it in the future. Both of my machines chug it in window and fullscreen mode.
ok, new update ... laid down some base texture for the whole thing so I can go in and start really noodling. I should be on track for a Saturday completion, leaving most of the weekend + extension for the comps. Still very WIP, but crits + comments are more than appreciated. Color selection looking OK? Logo too small? I feel like it was a cop-out putting it on the barrel but it was too damned garish on any of his other appendages.
@coldkodiak: yeah, it needs a spec map bad. I threw the color into spec so it's not so shiny on this post. It'll look much better with a proper one (I hope). @dolemite: tanks @kendo: will do, for sure @culpin: @autocon: thanks! @haze: yeah, it chugs pretty bad, but the infinite rez is pretty 1337. hopefully they perfect it. @gav: thanks! your post rocks socks o.O where did you get your ungodly speed from? @gaganjain: *huff, puff* almost there ... @joey pistone: thanks!! @konstruct: thanks ... lookin' forward to spec like nobody's biznass @jim_sam: thanks @kzo: thanks for the kind words! @meshiah: is it too cheap of a shot throwing it on the barrel? I want to make it a little more prominent, but have no idea where to throw it.
Hey R4ptu3! Nice work.
Yes, the logo is a little too small but
that may not be a problem; this year we are
to show Polycount colours OR Polycount logo
OR both. I think it is clearly written in the rules.
I found it very smart to show Polycount colors on the dental bridge
like you did. May be saturate this part a bit to make it more obvious?
For the colours on your beast and worm, I wonder if green+red+brown
with a purple lighting is not too much. I'm not sure but, to get a better
balance on your colour scheme, a slightly more blue worm could work.
May be that' just a problem with the lighting. Don't rush on your texture
Keep it up! 7 days extension feels good hehe!
hey man is the image on the right more saturated for some reason? also i think the green tooth...tooth could pop a bit more, give it a little more contrast from the rest of the tooth so its easier to read. i realy like the contrast between the desaturated NOM NOM and the worm. slime looks awesome!
hey maybe pull some of that bright red from the worm down into the nom nom. either that or tone down that red a bit...my eyes are sticking to them horns. as far as the logo goes the only thing that bothers me about is that you made it large so that the central band covers half of it. maybe make it a bit smaller and "burn" it in...kinda like a whiskey barrel mark. you may even be able to pull that off with the leather strapping as well.
Hmm, kind of along the lines of what culpin said, I would pick some common colors between nom nom and the caterpillar. Right now they feel like seperate elements and eyes do go straight to the horns. I don't think that means getting rid of the red, it just means the two characters need some color commonality. Really great overall keep it up man, this guy's going to be sick!!!
Hey guys! Thank you so much for the helpful feedback!! I am still pluggin' away ... used the weekend to develop a pedestal. I wanted to communicate the duo's size without using skulls or human remains. Would like to add a little grass and root action if there is time.
Still so much texturing to do... I am going to spend 2 more solid days at texture before I move on to comps. I need to work at color variation + common colors between the two critters. There's a basic spec map on there now, so hopefully that helped. The metal bits have yet to be touched.
Again, thank you all for the most excellent crits!
Oh oh! It's huge!
Your pedestal is cool.
Particularly the fact that it is broken
by Nom-Nom's weight.
Just one thing that bother me a bit:
It has quite the same colour than the beast
and makes it less readable. Don't know if it worth
changing it and how to do it. Hope you'll find a way.
awesome stuff man i had no idea about the scale of this guy before this last shot i kinda was thinking he was much smaller, hes way scarier now i like it a lot. cool pedestal, the dripping broken pipes are a nice touch
This guy has so much style great work!
Just one thing I notice on the last picture: the legs seem to intersect a bit with the pedestal. Good to see at one of his rear legs.
But since that image is from may 11th I'm sure you already fixed it
Ok, here's the finals ... just in time. Thought I would share them before posting just in case there were any last minute changes. Thank you all so much for the constant support and feedback! Go go Polycount!
@garagarape: thank you so much for the support dude! your work came out awesome! @dolemite: thank you @exitrockstar: thank you sir @gaganjain: thanks! @belltan: likewise -- your work was phenomenal! @DrElu: your work is quite inspiring, thanks for the post!
awesome dude! congrats on finishing, also just wanted to let u know that you made game artisans spy thread, haha i suppose that makes you formidable :P grats sir!
Replies
-Woog
normals came out very nicely and the UV mapping looks very clean.
most of the character is organic so i think you could go about cranking the ambience/self illumination up a bit and get some fake SSS going! (or get a shader to do it)
im interested to see how the final colors and spec look, such a grotesquely awesome being
man...this week was shot ... going to have to do everything this week (extension, anyone?). my co-worker and I found this sweet app at work today based off sea dragon -- may be sweet to show the progression between updates. It's still beta now, but it works like a charm.
http://infinitecanvas.appjet.net/view?name=www.rapture-art.com
Anyway ... thought some of you guys might want to play around with it. It's free
You need to find a material that works for that skin btw. Regular phong definitely ain't going to do it.
I'm simply inawed.
Infinite Canvas is kinda slow... hopefully they'll put some acceleration on it in the future. Both of my machines chug it in window and fullscreen mode.
Almost there, dude! Lookin' good!
look gr8 till now
I have never seen a character like that before.
Nice work
So freaky!!!
it's awesome, great work!!!
keep it up.
ok, new update ... laid down some base texture for the whole thing so I can go in and start really noodling. I should be on track for a Saturday completion, leaving most of the weekend + extension for the comps. Still very WIP, but crits + comments are more than appreciated. Color selection looking OK? Logo too small? I feel like it was a cop-out putting it on the barrel but it was too damned garish on any of his other appendages.
@coldkodiak: yeah, it needs a spec map bad. I threw the color into spec so it's not so shiny on this post. It'll look much better with a proper one (I hope).
@dolemite: tanks
@kendo: will do, for sure
@culpin:
@autocon: thanks!
@haze: yeah, it chugs pretty bad, but the infinite rez is pretty 1337. hopefully they perfect it.
@gav: thanks! your post rocks socks o.O where did you get your ungodly speed from?
@gaganjain: *huff, puff* almost there ...
@joey pistone: thanks!!
@konstruct: thanks ... lookin' forward to spec like nobody's biznass
@jim_sam: thanks
@kzo: thanks for the kind words!
@meshiah: is it too cheap of a shot throwing it on the barrel? I want to make it a little more prominent, but have no idea where to throw it.
Yes, the logo is a little too small but
that may not be a problem; this year we are
to show Polycount colours OR Polycount logo
OR both. I think it is clearly written in the rules.
I found it very smart to show Polycount colors on the dental bridge
like you did. May be saturate this part a bit to make it more obvious?
For the colours on your beast and worm, I wonder if green+red+brown
with a purple lighting is not too much. I'm not sure but, to get a better
balance on your colour scheme, a slightly more blue worm could work.
May be that' just a problem with the lighting. Don't rush on your texture
Keep it up! 7 days extension feels good hehe!
-Woog
hey maybe pull some of that bright red from the worm down into the nom nom. either that or tone down that red a bit...my eyes are sticking to them horns. as far as the logo goes the only thing that bothers me about is that you made it large so that the central band covers half of it. maybe make it a bit smaller and "burn" it in...kinda like a whiskey barrel mark. you may even be able to pull that off with the leather strapping as well.
Hey guys! Thank you so much for the helpful feedback!! I am still pluggin' away ... used the weekend to develop a pedestal. I wanted to communicate the duo's size without using skulls or human remains. Would like to add a little grass and root action if there is time.
Still so much texturing to do... I am going to spend 2 more solid days at texture before I move on to comps. I need to work at color variation + common colors between the two critters. There's a basic spec map on there now, so hopefully that helped. The metal bits have yet to be touched.
Again, thank you all for the most excellent crits!
Your pedestal is cool.
Particularly the fact that it is broken
by Nom-Nom's weight.
Just one thing that bother me a bit:
It has quite the same colour than the beast
and makes it less readable. Don't know if it worth
changing it and how to do it. Hope you'll find a way.
-Woog
Just one thing I notice on the last picture: the legs seem to intersect a bit with the pedestal. Good to see at one of his rear legs.
But since that image is from may 11th I'm sure you already fixed it
I wish you good luck and thank you
for your support and advices.
See you!
Ok, here's the finals ... just in time. Thought I would share them before posting just in case there were any last minute changes. Thank you all so much for the constant support and feedback! Go go Polycount!
@garagarape: thank you so much for the support dude! your work came out awesome!
@dolemite: thank you
@exitrockstar: thank you sir
@gaganjain: thanks!
@belltan: likewise -- your work was phenomenal!
@DrElu: your work is quite inspiring, thanks for the post!
-Woog
I love them all. Otsukaresama.
everyones text image is amazing...wish i spent a bit more time on mine, lol.
but anyways, really nice work man, really cool style of presentation too.
grats, and best of luck!
edit:
conte is right, overall its about 90% flesh so it would be really cool to see some SSS
I love this creature. I was watching it for a while now, finally the finals are here:). Great job!
Kozlow
Love the text sheet pretty cool.
Keep up the awesome work.
Loved the design from the start and presentation is great.
Had fun reading the text.
Overall great work, good luck