awesome indeed, id love to know how you got that effect on the left eye...lens? with the little occluded spots around the outside looks damn nice. will this just be a bust?
Is it just me, or does the face perspective look of compared to the helmet ?
Anyway, really nice hard surface, love the little exhausts :P but maybe give hi some nostrils ? or like at least an indication to a nose like thingy.
You're probably thinking that circular shape on the left is the other eye; it's not, it's a centrally placed object between the eyes. You can see the other eye behind it.
This is fantastic work. Must have taken an age to get a lot of that detail in there as it doesn't look like you've used floaters in the main structure.
woogity: thanks. Also, eh..its a smothing error, hehe, but yeah, AWESOME SMOOTHING ERROR! It will just be a bust, i just wanted to do something quick before unearthly.
sauron: thanks :]
iWerez: Thanks. Mje... maybe nostrils would look good, dunno. I just based this one of the concept more or less. :]
SnarG: thanks, but no, no floaters :] It didn't take very long though, the mesh is rather lowrez actually.
PixelGoat: you know you have a permanent invitation to be my special friend. You can fondle my polygons anytime.
MattQ86: Thanks, yeah, but I'm out of unearthly this year, so... lets see.
Sauron: NO! NO wires on thin one ;D Not very optimised, maybe I will optimise later, mainly want to focus on the visual stuff on this one :] (read: i'm lazy, alrite?)
Awesome work Snefer, textures rock
If I may, there's a small rust part on the top of the head over a circular crevice, looks a bit too saturated/bright and not keen on the placement but I'm so damn picky
ps: how was this rendered?
i agree about the gums and teeth needing more attention for spec and gloss map (if you made one that is) and the rust is just a bit much for my personal tastes, but overall, a great piece!
fuck this is awesome, the render setup you've got for the baked down low poly is sweet. How is the foot rest attached though, is it just floating there?
Replies
-Woog
Anyway, really nice hard surface, love the little exhausts :P but maybe give hi some nostrils ? or like at least an indication to a nose like thingy.
You're probably thinking that circular shape on the left is the other eye; it's not, it's a centrally placed object between the eyes. You can see the other eye behind it.
This is fantastic work. Must have taken an age to get a lot of that detail in there as it doesn't look like you've used floaters in the main structure.
sauron: thanks :]
iWerez: Thanks. Mje... maybe nostrils would look good, dunno. I just based this one of the concept more or less. :]
SnarG: thanks, but no, no floaters :] It didn't take very long though, the mesh is rather lowrez actually.
PixelGoat: you know you have a permanent invitation to be my special friend. You can fondle my polygons anytime.
pop those edges in the specular!
http://www.autodestruct.com/images/quake4_armor6.jpg
http://hq3d.org/x2.jpg
-edit
nevermind, i realized that you're in ortho view in zbrush. press P fool!
Nothin' to crit.
I woulld set a darker background/non shadowed for the final frame though.
Wayfa: thanks. Yeah, the background is wippywippy. :]
Killaball: Hey, you read my thoughts I'm gonna do two of these and put them next to eachother.
Racer445: thanks man, yeah, I'll see what it looks like with the spec, might looks overdone when the spec pops a bit more. Also...RUST IS AWESOME
Is it a lowpoly allready? Really cool!
Will you show wires?
Sauron: NO! NO wires on thin one ;D Not very optimised, maybe I will optimise later, mainly want to focus on the visual stuff on this one :] (read: i'm lazy, alrite?)
Looks cool, but please don't tell me that the dood has fun biting that metal horse mouth thingy.
what happened to the cinematic project you were working on?
wester: thanks :] hmm, its on hold ^^
More or less final textures, I think. Unless something is horribly wrong. Gonna tweak the render later aswell. Now with specmap, and less boring!
-Woog
If I may, there's a small rust part on the top of the head over a circular crevice, looks a bit too saturated/bright and not keen on the placement but I'm so damn picky
ps: how was this rendered?
...2.30 am, needs sleep.
Keep up the pimp!
awsome hard surface skills as always man, all looking really nice in 3d :poly124:
hope you texture this chair up as nice as the head too
Started texturing:
And wires, though I can probably pull down the polycount a bit more ^^ Will probably pull it down a bit before final scene etc.
Did you come up with the design or a quake concept?
It didnt expand the borders because you probabbly deleted the Alpha Renderoutput.
You need to add an Alpha renderoutput so it can do the padding on the normal map.
Dippndots: shh! you are not supposed to notice! gotta fix that it was part of an earlier design that I redid, so, yea.. ^^
wizo: its inspired/based on the quake concepts by Paul richards, but my own design.
achillesian, John rush, sampson: thanks alot :]
Is it going to be part of a scene..........? (fingers crossed)