catstyle:cheers man, gotta say, your gunslinger model totally kicked my ass into gear. pure inspiration
spatz: haha yeah right, maybe one day
Slipstream:im working on it heh
StevenEgan, ghost-d: cheers, yeah going for more subtle than overly ripped which i had before
yeah guys these last few pages have been pretty dam awesome
pogop one thing i'd say is the metal doesnt look quite right (maybe its just lack of spec atm) although the wood is fantastic
@Fang - material is looking sweet. My only gripe would be the the uniform placement of the rocks though. Try and scatter them a bit differently so they look more natural.
I was looking over the new 3dmotive videos and got inspired to make a scifish floor panel during lunch.
Looks good, but how's it going to tessellate; take the top section off the bits that stick out?
Also, maybe more detail to add a bit more oomph? The the big panels in the middle seem a bit bland. Though I guess it depends on where the floor is being used and what it actually needs to have - aesthetics or strength etc.
I appreciate that theres only so much that can be done in one lunch time, so keep going, as I say, looks good so far
Gav - The hands on that guy are great looking! How long did that character take you roughly to model out? Also, did you do the hard surface in ZBrush/Mudbox or in Maya/3DSK/XSI?
Cheap and easy exercise in transparencies and alpha channels...
Nothing exciting, except that I am new at this, and I am happy with the results. :poly142:
Looking sweet s0id3! Nice detailing. Personally I think you could make the design even cooler if you de-chunkified it and ramped up the smaller details to give it a more realistic/believable appearance.
Prophecies, that's been coming along real nice. I should know as each update's become a new wallpaper for me over the last week. I'd love to see it covered in more dust and cobwebs all Temple of Doom style.
So, remember when Polycount was relaunching and we had that gladiator challenge and I wanted to do Grasshopper but didn't? Yeah, neither do I.
I started on it today. Better late than never I guess.
Looks good, but how's it going to tessellate; take the top section off the bits that stick out?
Also, maybe more detail to add a bit more oomph? The the big panels in the middle seem a bit bland. Though I guess it depends on where the floor is being used and what it actually needs to have - aesthetics or strength etc.
I appreciate that theres only so much that can be done in one lunch time, so keep going, as I say, looks good so far
Your missing the point - it sticks out because the lowpoly plane will only cover some percentage of it, those 'sticking out parts' will only have their top/bottom half rendered and when tesselated they appear as one.
All I see is awesomeness around that pic. Perfect balance between geometrical detail and texture detail. You apply geometry detail where is needed to give depth and detail, and that's the best thing one can have, eye for detail.
Lighting and material tweaks still needs a bit of work in my opinion, it's looking a bit too bloomy, but this is definitely class A material!
@Ninjai - Thanks for the feedback. I'm not really doing anything with tessellation though. haha.
I did do some tweaks to the center platforms, only had 30 minutes at lunch today mess with stuff. Tomorrow I'm going to bake it out and start some textures hopefully. StarCraft 2 might change that plan.
Fed up with zbrush's i/e scale problem, and the fact that they evidently only have one person on their support team. Giving mud a go, liking it so far. Is there a polygroup equivalent?
Pretty cool I really like the lighting/mood on the right side of the image. Though as a whole for some reason I am drawn to the stairs at the left rather than the awesome statue. After looking at the image my eyes always rest at the stairs to the left.
@Fang - material is looking sweet. My only gripe would be the the uniform placement of the rocks though. Try and scatter them a bit differently so they look more natural.
thanks for the the crit, I agree that it's quite uniform, it was my intention since I figured it could be used as a material that's painted/blended on to another base material as detail or alternatively used as a decal.. that sorta thing.. It was a good practice though.
PogoP- I agree the metal definitely needs to pop out more, but at the same time don't make it too shiny. When I look at this I feel like it is an old pirate's chest and they didn't really take great care of their stuff :P
it looks to me like you're trying to put to much form into her, and really if any sculpt demanded the low level form sculpting first rule it would be a female one.
lol
Scudz: yeah you are right, the problem was that i started sculpting from a basemesh without loops so i had to increase subdivs to get some extra detail to work with around the eyes and mouth
i think i'm going to give her another look tomorrow and get some more reference to evaluate the forms with
I'm putting the direct URL in here, hope you don't mind but your image hosting solution is an atrocity. I had to deny all kinds of cookies before I could even see your image and then it quickly covered it up with ads and started trying to redirect me to more ads.
I like it. I think there's some stuff you could improve on, some of it looks kinda soft where it should be more hard edged and the folds in the pants could be better but it's interesting and reminds me of the sort of character design you would see in a Final Fantasy or something else from Square Enix.
Yar dont like the folds myself, didnt turn out too well but heck.. just a quick doodle without ref..
what else do you think could be improved?
the textures are a bit bland atm i´d say but i havent worked much on them yet.
Hey,bbob, looking good so far! ATG 57was the first thing I did on my first day at my first inhouse videogame job)so it's kinda sentimental. I even think you can find a picture of it on my portfolio page.
I think render/lighting is too dark though and doesn't do your model much justice. And the texture could use some color variation! Not some camo, but rather the usual wear and tear, worn off paint - desaturated places, a bit more dirt and stuff like that. Good luck with it!
here' a little something I've been working on. Thought I would pimp it here too. [size=+1]Fullsize please[/size]
Replies
spatz: haha yeah right, maybe one day
Slipstream:im working on it heh
StevenEgan, ghost-d: cheers, yeah going for more subtle than overly ripped which i had before
That's one of the more impressive looking boxes I've seen. Once you get that spec on there, it'll look ace.
pogop one thing i'd say is the metal doesnt look quite right (maybe its just lack of spec atm) although the wood is fantastic
Looks good, but how's it going to tessellate; take the top section off the bits that stick out?
Also, maybe more detail to add a bit more oomph? The the big panels in the middle seem a bit bland. Though I guess it depends on where the floor is being used and what it actually needs to have - aesthetics or strength etc.
I appreciate that theres only so much that can be done in one lunch time, so keep going, as I say, looks good so far
Nothing exciting, except that I am new at this, and I am happy with the results. :poly142:
Here's a turnaround of a little lowpoly spaceship I just finished.
So, remember when Polycount was relaunching and we had that gladiator challenge and I wanted to do Grasshopper but didn't? Yeah, neither do I.
I started on it today. Better late than never I guess.
You've come to the right place :P
That chest is looking amazing Pogo!
Your missing the point - it sticks out because the lowpoly plane will only cover some percentage of it, those 'sticking out parts' will only have their top/bottom half rendered and when tesselated they appear as one.
Fuck me, that looks good.
All I see is awesomeness around that pic. Perfect balance between geometrical detail and texture detail. You apply geometry detail where is needed to give depth and detail, and that's the best thing one can have, eye for detail.
Lighting and material tweaks still needs a bit of work in my opinion, it's looking a bit too bloomy, but this is definitely class A material!
Keep up!
Worked on this a little tonight: getting there, few more things it needs
I did do some tweaks to the center platforms, only had 30 minutes at lunch today mess with stuff. Tomorrow I'm going to bake it out and start some textures hopefully. StarCraft 2 might change that plan.
Pretty cool I really like the lighting/mood on the right side of the image. Though as a whole for some reason I am drawn to the stairs at the left rather than the awesome statue. After looking at the image my eyes always rest at the stairs to the left.
It's supossed to be a soldier, for now at least. I'll make some variations.
The head is a bit weird, isn't it?
thanks for the the crit, I agree that it's quite uniform, it was my intention since I figured it could be used as a material that's painted/blended on to another base material as detail or alternatively used as a decal.. that sorta thing.. It was a good practice though.
Been working on a Barrel for the same scene, it's still very WIP. I've only worked on the wood texture thus far. Ignore the seam issue!
Also, finished spec map on the chest. Not really making the metal pop yet though, any tips would be greatly appreciated. Could just be the lighting.
:poly127: why are feminine faces forms so hard to sculpt
they always turn out alienish
cause all women are actually aliens
it looks to me like you're trying to put to much form into her, and really if any sculpt demanded the low level form sculpting first rule it would be a female one.
Scudz: yeah you are right, the problem was that i started sculpting from a basemesh without loops so i had to increase subdivs to get some extra detail to work with around the eyes and mouth
i think i'm going to give her another look tomorrow and get some more reference to evaluate the forms with
... or is it hear hear?
lol
I'm putting the direct URL in here, hope you don't mind but your image hosting solution is an atrocity. I had to deny all kinds of cookies before I could even see your image and then it quickly covered it up with ads and started trying to redirect me to more ads.
I like it. I think there's some stuff you could improve on, some of it looks kinda soft where it should be more hard edged and the folds in the pants could be better but it's interesting and reminds me of the sort of character design you would see in a Final Fantasy or something else from Square Enix.
what else do you think could be improved?
the textures are a bit bland atm i´d say but i havent worked much on them yet.
@slave what do you mean by mixed techniques?
I think render/lighting is too dark though and doesn't do your model much justice. And the texture could use some color variation! Not some camo, but rather the usual wear and tear, worn off paint - desaturated places, a bit more dirt and stuff like that. Good luck with it!
here' a little something I've been working on. Thought I would pimp it here too. [size=+1]Fullsize please[/size]
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