An environment for my skate park. Texture in progress.
For the ground plane I plan to make it gradient transparency to the outer edge with some soil/ grass texture. Over all it looks like so empty at the moment, any one of you play skateboard every weekend?..Can you please give some suggestion about stuff that possibly around a skate park? I need a small props like for example what I think of right now are wooden bench and some railings, any thing else?..
This is possibly one of the greatest threads that has ever been seen. I love you guys
Been playing an inhumane ammount of Banjo Kazooie Nuts and Bolts. That game is so charming!
I'll finish this tomorrow before I submit it to the sketch exchange thread.
It's looking somewhat stiff and overly defined for something that's still in the gesture/form stage though. I think it would benefit the sculpt a lot if you left things a bit looser and rougher at this stage.
The gesture is working quite well from the front and back though.
Thinking i am calling this done, I want to at least... some things that could be done, but i want to move on
It is grabbed from max viewport, using 3point shader. sitting at 4313 triangles, has diffuse, specular and normal texture maps, used a reflection cube for the scope. The strap is tiling.
crazyfool - go go .. want to see that finished!
simmo - good start, keep going .. you'll get faster.
rollin - those rock!
jesse - great sculpt, not really convinced on the white parts in the texture atm, but i am sure it will turn out great.
makkon - that is a great start! dont forget update!
Nice work slave_one. The only thing I'd say is that the strap looks pretty clean compared to the wear of the bazooka itself. Maybe some grease stains or something. Anyhow, well done.
This is possibly one of the greatest threads that has ever been seen. I love you guys
Been playing an inhumane ammount of Banjo Kazooie Nuts and Bolts. That game is so charming!
I'll finish this tomorrow before I submit it to the sketch exchange thread.
what brush are you using for that shading because it looks awesome
Thinking i am calling this done, I want to at least... some things that could be done, but i want to move on
It is grabbed from max viewport, using 3point shader. sitting at 4313 triangles, has diffuse, specular and normal texture maps, used a reflection cube for the scope. The strap is tiling.
jesse - great sculpt, not really convinced on the white parts in the texture atm, but i am sure it will turn out great.!
Oh I love me some world war robot. You doing the whole bad boy or just the launcher?
Yeah the white parts just part of the mat cap. Probably should play with better ones for a nicer render. It is part of a larger scene though that will get modeled out and put into UDK...
It's a fantastic program, only a few MBs, and it is extremely fast and compact for what it does. I'm using the fine flat brush, in combination with the water brush (for smoothing). I try to preserve some of the hard edges.
Working on a little something, something to go along with the stairs from yesterday. Not much spent on these yet and still super wip but figured I would share. The surface noise is just a toggle inside of zbrush and not sculpted in detail yet. Still working out the chunkyness of the shapes and will play with those before really detailing this guy up.
test bake down of a tractor i'm working on.
sittin at 18k tris,
Your tractor is looking great. But watch the faciting on the front tires. No need to ruin a good piece with such a noticable mistake. Add some more geometry in those front tires so that they don't have such sharp edges.
Your tractor is looking great. But watch the faciting on the front tires. No need to ruin a good piece with such a noticable mistake. Add some more geometry in those front tires so that they don't have such sharp edges.
I think that highly depends. To be honest no one would be paying that much attention to front wheels as they would to the body if the tractor, which has an appropriate amount of geo. If it was necessary to cut that down it's fine especially after he gets a diffuse on it.
I wanna know how you did the golder pieces. I've always wanted to learn that kinda modeling
If you were asking me how I did the leaves on the jewelry box; then, here is one way to accomplish it.
1. In 3D Max. Start with a 2 x 8 plane.
2. Move the verts around to get the basic shape.
3. Make a copy.
4. Move the verts in to shape.
5. Make a copy.
6. Move the verts in to shape.
7. Extrude the border of the first leaf.
8. Repeat for each leaf.
9. Add edge loops, and chamfers.
10. Add turbosmooth.
Forest, isn't that already in both your new member threads?
Yes...
But, I was told that one new member thread was posted incorrectly, so no one could see the images. I was also told that the second thread was only viewed by those members who looked at "my thread" specifically. And, I was told that posting in "my thread" and in "pimping and previews was a great way to get more people seeing and critiqueing my work. If that is an unwise strategy, then i will stop double posting. For sure...
This is as good a time as ever for a cross post. Here's some items from my TF2 Polypack entry.
Right now things are looking pretty bland and monotone, if you have any ideas on how to breath some life into them or add colour, please advise! I could really use some crits if you guys have any. The TF2 section has its own unique community within polycount at this point and it's not nearly as constructive.
ZacD: Yeah I've been wanting to work in some golds throughout the entire process, but it's hard to make it look good without a nice shader and I haven't gotten my items into game yet to see how the finals shaders will look...
I'll try some more like Copper, that's a good idea. Thinking of the actual materials rather than just the colours. Thanks.:)
He's a revolver I started yesterday, need to fix some proportions and add decals (no idea how to do that) I wanted to do a speed model to "kick off" the break from school, I obviously jumped into modeling from the concept without having a good idea about revolvers and it shows, that won't happen again. I really need to start that enviornement I already began *ahem* anyway haven't posted any work in a while so here it is!
a "speed" character i've been working on since 2 days ago in source engine. Rigged to a standard halflife skeleton. I need to tweak the lightwarp a bit and make him some eyes
handsandwich - thanks, and you are right, but the strap is a tiling texture, which makes this a bit more difficult. hmmmaybe i should still give it a try ..
jesse - I did Bramble before, including the drunken uncle (the handguns) never finished that though :S I do want to do the whole thing, but need a good kick in the behind. Pick everything back up. Bertie is my favorite though so yeah i prolly need to do that ~ Nice new stuff, I am completely confident your stuff will come out great in UDK!
rollin - thanks, appreciate it!
meador - nice box
marks - looks great so far
harry - maybe some more light? or is that just my monitor?
on request ..
some parts of the model are multi used, saves nicely on the texture space. The smaller black square (to the right of the middle) was where the strap was initially, but this didn't work with tiling on the normal map part, i was too lazy to redo the UVs and bakes (this does not nicely save on the UV space ;P ) The spec map is just as big as the diff (and so is the normal map), but i rescaled the maps a bit to fit them more nicely in this image. Just included the tiny normal maps to complete the image (and you can see some messy stuff that 3point shader nicely corrects!). Thanks guys .. all crits ever welcome.
8FtSpider: Thanks man, it's good to be back. I never finished those models (bad proportions, and sort of a lost cause). I might do some new ones, though, when I get a computer that can handle modeling and sculpting.
Miche: Fantastic, professional work!
tacit math: Just awesome and interesting as always, loving how it's turning out.
Still wip, might call him done soon. Any suggestions (besides a tail, forgot that)?
Lovely Makkon, but watch the ear and head structure...they don't look they fit on the head at the same point/orientation. It would be well worth going back and spending more time there.
Awesomo Makkon, I suggest introducing a bit more colors to get rid of sepia look Like, shift ambient hue a bit, or introduce some cooler tones in shadows or highlights
I'm not sure but the trigger and trigger guard looks a little bit small right now, I don't know whether because of perspective distortion or not..but anything it still a nice work there boyluya...
EDIT:
I just saw your reference and it looks small even from the reference. It doesn't look comfortable to fit your finger in the trigger guard.
I think the brushed metal texture on the metal is a little too strong (high opacity) and your edging on the metal is too consistant also. Generally more scratch marks and dirt/grime in the recesses will be an improvement.
Replies
For the ground plane I plan to make it gradient transparency to the outer edge with some soil/ grass texture. Over all it looks like so empty at the moment, any one of you play skateboard every weekend?..Can you please give some suggestion about stuff that possibly around a skate park? I need a small props like for example what I think of right now are wooden bench and some railings, any thing else?..
Thanks in advance for any comments guys!
_Revel
Been playing an inhumane ammount of Banjo Kazooie Nuts and Bolts. That game is so charming!
I'll finish this tomorrow before I submit it to the sketch exchange thread.
It's looking somewhat stiff and overly defined for something that's still in the gesture/form stage though. I think it would benefit the sculpt a lot if you left things a bit looser and rougher at this stage.
The gesture is working quite well from the front and back though.
It is grabbed from max viewport, using 3point shader. sitting at 4313 triangles, has diffuse, specular and normal texture maps, used a reflection cube for the scope. The strap is tiling.
crazyfool - go go .. want to see that finished!
simmo - good start, keep going .. you'll get faster.
rollin - those rock!
jesse - great sculpt, not really convinced on the white parts in the texture atm, but i am sure it will turn out great.
makkon - that is a great start! dont forget update!
also thanks for the encouragement
started this, something original. kind of in the vein of Oddworld or something I suppose. max viewport grab
Its desert rat bertie's rpg, concept by ashley wood (mentioned that earlier, forgot this time :S)
I've never tried before to be honest and I was surprised how fast it went.
Thanks to polycount wiki for link to uncharted 2 artist's tutorials - made everything clear!
Oh I love me some world war robot. You doing the whole bad boy or just the launcher?
Yeah the white parts just part of the mat cap. Probably should play with better ones for a nicer render. It is part of a larger scene though that will get modeled out and put into UDK...
http://sai.detstwo.com/sai/
It's a fantastic program, only a few MBs, and it is extremely fast and compact for what it does. I'm using the fine flat brush, in combination with the water brush (for smoothing). I try to preserve some of the hard edges.
Hope somebody finds it helpful.
You can download it here:
http://uploading.com/files/e193e165/head46%2Bwith%2Bpolygroups.ZTL/
I think that highly depends. To be honest no one would be paying that much attention to front wheels as they would to the body if the tractor, which has an appropriate amount of geo. If it was necessary to cut that down it's fine especially after he gets a diffuse on it.
If you were asking me how I did the leaves on the jewelry box; then, here is one way to accomplish it.
1. In 3D Max. Start with a 2 x 8 plane.
2. Move the verts around to get the basic shape.
3. Make a copy.
4. Move the verts in to shape.
5. Make a copy.
6. Move the verts in to shape.
7. Extrude the border of the first leaf.
8. Repeat for each leaf.
9. Add edge loops, and chamfers.
10. Add turbosmooth.
But, I was told that one new member thread was posted incorrectly, so no one could see the images. I was also told that the second thread was only viewed by those members who looked at "my thread" specifically. And, I was told that posting in "my thread" and in "pimping and previews was a great way to get more people seeing and critiqueing my work. If that is an unwise strategy, then i will stop double posting. For sure...
i build a lower topology for the monkey because it is needed for a good Animationrig
Texture finished :
Right now things are looking pretty bland and monotone, if you have any ideas on how to breath some life into them or add colour, please advise! I could really use some crits if you guys have any. The TF2 section has its own unique community within polycount at this point and it's not nearly as constructive.
http://fashion-watches.watches-fashion.info/articles/pocket-watches/1.jpg
http://www.2-clicks-pocketwatches.com/images/image/Naruto%20Pocket%20Watches.jpg
http://cmtorrens.files.wordpress.com/2009/11/1426108901_dd1c6d8a53.jpg
I'll try some more like Copper, that's a good idea. Thinking of the actual materials rather than just the colours. Thanks.:)
handsandwich - thanks, and you are right, but the strap is a tiling texture, which makes this a bit more difficult. hmmmaybe i should still give it a try ..
jesse - I did Bramble before, including the drunken uncle (the handguns) never finished that though :S I do want to do the whole thing, but need a good kick in the behind. Pick everything back up. Bertie is my favorite though so yeah i prolly need to do that ~ Nice new stuff, I am completely confident your stuff will come out great in UDK!
rollin - thanks, appreciate it!
meador - nice box
marks - looks great so far
harry - maybe some more light? or is that just my monitor?
on request ..
some parts of the model are multi used, saves nicely on the texture space. The smaller black square (to the right of the middle) was where the strap was initially, but this didn't work with tiling on the normal map part, i was too lazy to redo the UVs and bakes (this does not nicely save on the UV space ;P ) The spec map is just as big as the diff (and so is the normal map), but i rescaled the maps a bit to fit them more nicely in this image. Just included the tiny normal maps to complete the image (and you can see some messy stuff that 3point shader nicely corrects!). Thanks guys .. all crits ever welcome.
a first render of the Monkey
Miche: Fantastic, professional work!
tacit math: Just awesome and interesting as always, loving how it's turning out.
Still wip, might call him done soon. Any suggestions (besides a tail, forgot that)?
And just overlook the bullets for now(haven't touched it) and the crappy post effect.
And here's my ref
http://xboxoz360.files.wordpress.com/2009/11/borderlands-oxcgn-78.jpg
EDIT:
I just saw your reference and it looks small even from the reference. It doesn't look comfortable to fit your finger in the trigger guard.
_Revel