Hi guys. This is my first time posting anything. I was just hoping to get critiques from anyone. There are Four team members. They might post some things as well. Ill post images as soon as I know how.
Lol. Oh Jimmy. Hey everyone, I'm a part of this group too. Just so that everyone knows the backstory it's a game that revolves around what happened after Jack and the Beanstalk, so the beanstalk has fallen and the giant is dead. We're working on a village populated by fairytale creatures, characters and locations.
Here are some of the assets I've been working on.
These only have diffuse maps on them, the normal and specular maps will come later.
Hi , my name is Kyle. I am a member of the team game project. I am currently working on the three little pigs house and here is the wooden tree fort house.
I started sculpting the golden harp in Zbrush today, this is what I have done so far. Of course there's still a long way to go, she still needs to be posed and I have to sculpt her skirt and the harp part.
She's going to be a static mesh. Her legs fuse together to form the base of the harp. This is the concept art for her, done by Kpok, another member of our group. I've changed a few things for the actual mesh, but this is just so there's a basic idea of what she will ultimately look like.
like the variety of different props you guys are working on, the tree house looks very whacky
One suggestion to possible emphasise the fairy tale slightly styalised look thing you have got going on, would be to really play around with the lines of the mesh, try to avoid too many straight vertical or horizontal lines and mix things up a bit, if your using max you could throw on a FFD modifier to a prop such as the hut or the well and play around with morphing it slightly to give it a nice vibe
Hi everyone, here is a more updated version of the golden harp I've been working on. Any feedback would be greatly appreciated. Also, I'm not happy with her hair at all. If anyone has any tips on sculpting hair in ZBrush I would love to hear them! Thanks
To emphasize that fairy tale look I would go for a slightly more cartoony look in the textures. Right now they just look like low res textures blatted on.
All the colours a lacking a strong midtone value which makes them look a bit harsh and washed out
Alright, so after making some adjustments to her hair, skirt, face and muscle tone, I think I just about finished her up! Here are some renders, let me know what you think. The "final" render is done with a gold shader in max, for our Unreal Level we intend to use a gold material shader that *BILLY$CLINT* showed us.
i dont understand the large amount of poly's in the face, to near lowpoly on the dress.....
Honestly, the reason the count in the face is so high is because I was nervous about taking out edgeloops to lower it. It's pretty easy to fake detail in clothes with normals, but some of the detail and geometry in the face isn't as easily faked, or at least in my experience.
It will be an Unreal Tournament mod. We are in the process of importing all the finished models, and sculpting out terrain. Our goal right now is to get everything textured with a diffuse, to see if all of our object textures will mix well visually. If it doesn't then we change it.
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Here are some of the assets I've been working on.
These only have diffuse maps on them, the normal and specular maps will come later.
Here is the gray boxed level with key assets only. (buildings) Some PS in there to define boundary lines and such.
Hi , my name is Kyle. I am a member of the team game project. I am currently working on the three little pigs house and here is the wooden tree fort house.
WIP render. Jack & Jill's memorial Well.
She's going to be a static mesh. Her legs fuse together to form the base of the harp. This is the concept art for her, done by Kpok, another member of our group. I've changed a few things for the actual mesh, but this is just so there's a basic idea of what she will ultimately look like.
One suggestion to possible emphasise the fairy tale slightly styalised look thing you have got going on, would be to really play around with the lines of the mesh, try to avoid too many straight vertical or horizontal lines and mix things up a bit, if your using max you could throw on a FFD modifier to a prop such as the hut or the well and play around with morphing it slightly to give it a nice vibe
good luck!
Thanks, I've been working on her face and hair, hopefully I'll have a more complete version of her to show off by the end of the week.
All the colours a lacking a strong midtone value which makes them look a bit harsh and washed out
Honestly, the reason the count in the face is so high is because I was nervous about taking out edgeloops to lower it. It's pretty easy to fake detail in clothes with normals, but some of the detail and geometry in the face isn't as easily faked, or at least in my experience.
Yes, this is a game prototype we are creating for a class using the UT3 engine.
Old Woman in the shoe[IMG]http://[IMG]http://i9.photobucket.com/albums/a74/birdman1820/ShoeHouse.jpg[/IMG][/IMG]
A fence I am working on for the pumpkin patch.
Updated well. Most of the textureing is all finished.