Got it under 1500 tris as was requested, needs diffuse-normal-spec + smooth groups in Max. No No No No, I would rather like to play with Jade Empire :poly127:
re-working on my unearthly challenge scene, still a lot stuff to do, looks so empty for the moment. Actual Roof is just a blockout and the scale of the scene is wrong (very small layer)
Just curous Racer445, for a low poly normal mapped version, how much of that would you bake in as opposed to modelling it?. nice anyway
coming along nice Emil - like the that fact you gave it the assymetrical look
Cool stuff beartraps, though perhaps the face needs a bit more work. Her cheeks seem a bit flat
Love the character man, only thing that is a bit hard to read is the fur along his collar, but maybe after you tweak the materials as you said, it could read a bit better.
Either way, awesome execution, and another solid piece for your portfolio.
Beartraps that looks really great! Those folds are impressive and really help sell the fabric.
Ruz, the wavy bumps on the side will get normaled in, as well as the screws and other small detail, but I'll probably model in a a good bit of the detail since it's such a common prop.
rollin i would give him a facial expression looks really good ! maybe add some alpha planes to the fur or something reads really weirdly now as mentioned.
Rollin, that character is awesome. As for the fur perhaps you should use alphas as Johny suggested, that way it can give some nice silhouette that can really sell it.
Raven, that composite is pretty creepy, the lighting on the cg stuff needs some work though. And when the box is opened and the skull comes in, it comes in way to abruptly, perhaps you should fade it in.
and thanks again for the kind words, you all have made my day
That bus looks like a balloon! (except for the wheels)
you mean the specular doesnt read as metal? Im still working on it so yeah the blue is meant to be a bit like waterproof paint/rubbery but I will work on making the rest more metallic
thanks gcmp the concept shadows look a bit odd on that piece - too flat and straight edged
That bus looks like a balloon! (except for the wheels)
Yeah I see the same thing. I don't know if the dark bits are just munge or normalmapped dents/damage (they look like this?) but they look like dents and bulges like a collapsing balloon, and not like metal at all.
Replies
And some concept fun..
The.
MAX!
Always enjoy seeing your work Racer!
EDIT: Oh noez I forget!
Orb, love the colours man
I'm working on a character for the Hunter Challenge, almost finished:
and her crossbow:
coming along nice Emil - like the that fact you gave it the assymetrical look
Cool stuff beartraps, though perhaps the face needs a bit more work. Her cheeks seem a bit flat
beartraps: nice one!
okaaayy.. model and textures are finished.. now I'm setting up the poses, material and lights
Love the character man, only thing that is a bit hard to read is the fur along his collar, but maybe after you tweak the materials as you said, it could read a bit better.
Either way, awesome execution, and another solid piece for your portfolio.
Agree about with jason about the fur
Ruz, the wavy bumps on the side will get normaled in, as well as the screws and other small detail, but I'll probably model in a a good bit of the detail since it's such a common prop.
edit: Rollin, pretty cool stuff!
sword looks a little short though. Might be the perspective.
A rough estimate (from me) is that the blade is normally 3 and a 1/4 times as long as the handle.
Beartraps: wow
rollin: nice, maybe the metalic head part could have used a little bump
this is a little project i did for school
[ame]http://www.youtube.com/watch?v=0nWBL99bYUU&fmt=22[/ame]
Raven, that composite is pretty creepy, the lighting on the cg stuff needs some work though. And when the box is opened and the skull comes in, it comes in way to abruptly, perhaps you should fade it in.
and thanks again for the kind words, you all have made my day
Texture and everything. Would definitely do as the main character of a 3rd person game!
heres what Im working on a few hours into the texturing so far, finishing off some old mod work before I leave the mod.
[WIP] matte painting - church of the damned!
you mean the specular doesnt read as metal? Im still working on it so yeah the blue is meant to be a bit like waterproof paint/rubbery but I will work on making the rest more metallic
thanks gcmp the concept shadows look a bit odd on that piece - too flat and straight edged
Yeah I see the same thing. I don't know if the dark bits are just munge or normalmapped dents/damage (they look like this?) but they look like dents and bulges like a collapsing balloon, and not like metal at all.
But here is a low poly boxer I am working on for an iphone game my friend is attempting to make:
I am working on my stylized hand painting...
..more here.
Spent longer on mah masterstudy thingeh.
UPDATE!
20 minute study on top of an older skull drawing I did.
dude you deleted soewhat wrong here
Almost done with the hi poly on this thing. I wanna take it into Zbrush next for some wear n tear. Which is a whole new adventure for me.