ged: the problem with the bus is (apart from the fact that the textures aren't there yet) these normals bumps and scratches are waayyy to soft to look like metal. .. more like soft rubber or thin plastic (-> balloon)
But first - lets see how it looks with specular and something that makes the windows look like windows (cubemap?!)
GCMP: the shadows needs to soften out with the distance from the shadow casting object.
seven: nice one
thx all.. you're the best ass-kickers for the laster meters
about the fur: I'm enhancing the textures and testing an alpha solution on top of that.
ruz: the face has something strange but atm I think it makes it more interesting.. but he should also not look anatomically wrong.. (I hope here are no bugs)
but I'm working on the face texture too a little bit.
hawken: yes.. the grip is too long or the blade too short if you compare it with real Japanese swords.. but I don't care too much about that as long as the viewer can see it's looking Japanese.. but good find!
johny: I'll give him ... something like :icon_arrow: :poly108: maybe together with a red clown nose .. and yes .. fur!!
Ged: noooo .. nononono no .. no... no.. He looks like him if I do
Some more work on this, I might just go and create another Pawn thread. Still a lot of work to do on the face and clothes, because I haven't touched those yet.
The concept, so you can compare.Tell me what you think so far.
but they look like dents and bulges like a collapsing balloon, and not like metal at all.
Ah I see what you mean now and I know what I did wrong, I was sculpting it at a low level of subdivisions in zbrush and it looked rather faceted like metal so I was happy with the result but when I baked it the mesh had smoothing groups and must have turned all the sharp edges smooth. Thanks for the crit Ill learn not to fall into that trap again.
yo ged..
i would prefer for you to have more geo on the bus than to use a 2048.
seriously.. more geo son
yeah agree I was given a low geo budget by the dudes running the mod they will probably cut it down to a 1024 anyway. this is just a background asset for a destroyed street scene thx
done with this, I wanna get involved in some sculpting and stuff now
Really sloppy with the glass on the windows - it doesn't fill the frame, and it looks like the front/rear windows don't even line up - it looks like the UVs have a split down the middle?
The blue paint on the side also misses the paneling, but that could maybe pass as 'sloppy bus painter' rather than you.
It looks like you were in a rush to texture. Don't be
Started as a random doodle and I ended up running with it
Is there any way to attach a body to this, or did I screw myself by sculpting just the head?
If you just want to keep working in zbrush, go to the subtool menu, append a zsphere. make your body out of zspheres as a subtool. then just merge visible, or remesh all or make a unified skin. whichever you'll do, you'll get the body attached. and if your unified skin lost all the detail in the face, just store a morph target, project all, and go in with the morph brush to clean up the artifacts that will appear around the neck.
or you can just zproject the face details.
if you want to make the body in another program, just retopo the face however you want. if you did it in zbrush, export the obj, make the body off of the face. import the full body obj with face, append your old ztool and project the face. (either with morph target or zproject, again)
thanks for the crits zoffty and ghostscape, yeah Im just tired of that mod going nowhere so it was a bit of a rush because Ive got other things Id rather be doing, thats not an excuse tho so Ill get back on it and neaten it up. Zoffty there is a reflection map and transparency map for the windows. but I cant seem to find a way to use it in marmoset.
Replies
Done!
Church of the Damned - matte painting
Original photograph
edit: disanski, I was wondering whether people would like it or not as there were no comments! Cheers m8
But first - lets see how it looks with specular and something that makes the windows look like windows (cubemap?!)
GCMP: the shadows needs to soften out with the distance from the shadow casting object.
seven: nice one
thx all.. you're the best ass-kickers for the laster meters
about the fur: I'm enhancing the textures and testing an alpha solution on top of that.
ruz: the face has something strange but atm I think it makes it more interesting.. but he should also not look anatomically wrong.. (I hope here are no bugs)
but I'm working on the face texture too a little bit.
hawken: yes.. the grip is too long or the blade too short if you compare it with real Japanese swords.. but I don't care too much about that as long as the viewer can see it's looking Japanese.. but good find!
johny: I'll give him ... something like :icon_arrow: :poly108: maybe together with a red clown nose .. and yes .. fur!!
Ged: noooo .. nononono no .. no... no.. He looks like him if I do
The concept, so you can compare.Tell me what you think so far.
Ah I see what you mean now and I know what I did wrong, I was sculpting it at a low level of subdivisions in zbrush and it looked rather faceted like metal so I was happy with the result but when I baked it the mesh had smoothing groups and must have turned all the sharp edges smooth. Thanks for the crit Ill learn not to fall into that trap again.
What engine are you planning on doing this in?
my latest clay wip
lawl
Pretty original and very well executed. It will be perfect if you fix up that fur!
i would prefer for you to have more geo on the bus than to use a 2048.
seriously.. more geo son
yeah agree I was given a low geo budget by the dudes running the mod they will probably cut it down to a 1024 anyway. this is just a background asset for a destroyed street scene thx
This is original image
It's Evil_majinboo another version majin_boo.
Im working enjoy
RAGE RAGE RAGE!
Katana: Well, she's not quite a zombie yet. Maybe tomorrow.
Skulburn: haha, the pose does look like a drunken stagger. Same thing.
Firebert: lol Definitely. I noticed but, couldn't be arsed to fix the sloppy transposing before sleeping. It's fixed now, hopefully.
Did a bunch of work on it today, I'll probably just save it for opening a WIP thread tomorrow. Thanks for the comments guys.:)
Quick hulk bust, was fired up after watching the ang lee version.
As would say Karl Marx on his cloud to Marjane Satrapi "la lutte continue !"
Do you also like fishdicks?
I like Uma Thurman too
This was supposed to go in the lowpoly thread but for some reason this model has twice as much triangles than it should have.
and i like fishsticks(but the joke doesnt work in textform because of fishdicks )
Actually those were testicles, because the head looked like a cock to me. Clearly my illustration was sub-par.
Really sloppy with the glass on the windows - it doesn't fill the frame, and it looks like the front/rear windows don't even line up - it looks like the UVs have a split down the middle?
The blue paint on the side also misses the paneling, but that could maybe pass as 'sloppy bus painter' rather than you.
It looks like you were in a rush to texture. Don't be
A wacky intel carrying cart for a friend's TF2 map. 6000~ Tris
Just some stuff I have on hand, figured it would be good to start a first post with some work!
Chesticles.
All crits welcome and any advice is greatly appreciated.
edit: accurate version below
FlyByKnight: is that a "glouglou" head? http://vanhoutenn.free.fr/projet/image/etrangers/glouglou.jpg
Racer: Nice props!
Some texture test on my survivor
MaxScreen + Xolioul shader
Is there any way to attach a body to this, or did I screw myself by sculpting just the head?
or you can just zproject the face details.
if you want to make the body in another program, just retopo the face however you want. if you did it in zbrush, export the obj, make the body off of the face. import the full body obj with face, append your old ztool and project the face. (either with morph target or zproject, again)
Anyhow, some doodling for a low-poly character of mine: