Just heard about this site yestarday, and though I have not been able to use the school scanner to post here, I thought I should write something anyway, you all are amazing
Its been worked on more since this pic. Scapula for instance was redone. Some bones are roughed in too, not finished. Making it all from Sculptris spheres and an imported low res torus obj.
d1ver, Glad to see a different subject than usual in this thread, keep the good work.
here is a wip, actually is my first time doing any hardsurface straightly in zbrush, I am working on a dinosaur character and I thought to make the crane mixed with some sci-fi prosthesis (currently missing)... c & c are welcome.
Also If someone can help me a bit telling me the difference between polish brushes that'll help...there is like polish b, c , d , etc... if there is somewhere I can find like a document list with all zbrush 3.5 brushes explained one by one or something like that, I mean I sort of know what they do by testing them, but I will like more in depth information as I am sure there are better ways to refine this head, thanks!
Sculpting a Stone Furnace for class. I'm liking my shapes but I feel some of my bricks are too smooth. Need to make those edges harder and definitely go to go in and add some chipping to them once I fix the interior to how I like it.
d1ver: That octagonal soda can/crisps tube in the center is really ruining the image because it appears so lowpoly when compared to the rest. I know that it's just because it's so close and it makes sense in-game, but it's really ruining this shot.
nilix - definitely needs harder edges and cracks etc, but I like it.
I didn't update my rorschach enough to post in my thread so I might as well post it here.
the hat/mask/scarf is pretty much done.. ill reconstruct the subdiv in zb.. I cheated on the lapel don't know if thats cool, it's separate from the coat :P
Nilix, I'll try adding surface noise in certain areas, also playing a bit more with "depth" meaning now I think all the rocks have around the same extrusion level, maybe randomizing that might help as well!
So, will this basically be a non - TF:Animated proportions model? Or will it be TF:Animated proportions with extreme details?
Originally, this project was aimed at making a TF:Animated Skywarp and just having fun with it. The overall concept began to get slightly boring, and after seeing this http://www.tfw2005.com/boards/transformers-fan-art/255605-thundercracker-concept-art.html I was inspired to try and make a more movie-realistic version (However still using the same jet design) as well as dive head-first into SubD modeling.
The new goal of this is to make a high poly version to bake as a normal map for a low poly player model to hopefully get into something like UT3. If I can also find a coder who's bored I also wanna try and make him actually transform as a mutator or something :P
Thanks guys!
Butt_sahib, looking pretty good. Some of the details are a little noisy/blobby though (particularly around the eyes, ears, and neck). Just watch out on those forms
Firebert, nice hands (and bake)
Oh a question about baking... what do I do if I'm trying to bake something in 3ds Max but the high poly model won't import because of the tri-count? It locks up with models at about 1mil tris, and lags a lot at around 250,000+
But for some reason if I import the model without merging the polygroups it works fine...
Oh, I see what 3ds Max does. It processes the polygroups one at a time, instead trying to process the whole model at once
Head is complete! (Well, I still need a texture and the eyes are WIP... but almost!)
I've gotten some work done on the body as well, but something just doesn't feel right. I've worked on it for hours now but I just can't figure out what I've done wrong. Could someone help me point out what's wrong with it?
AtlusZMH - Nice sword, and I just noticed your located in Portland The only crit I have is the handle area looks a bit faceted like the normals aren't grouped, but if that's the look you were going for then forget i said anything :P
Yees, just north of Portland in the Couve actually
And i'm not exactly sure how to fix that facted look.. it was buggin the crap out of me too >.< i'll have to look into the normals and see if i cant tinker with it later..
@AtlusZMH: That was fast! I like the model, but there's something about the texture that doesn't look quite right. I like the chipping and everything on it, but for starters the yellow parts look very out of place and the rest looks like a very strange mix of stone and metal.
..Of course, that might be what you were going for and I'm not helping at all :poly141:
@achillesian: Hah! I guess I overdid the nose a bit. I've reduced it by a lot, but he still needs a long nose!
I'd say it's pretty much finished now. Going to spend some time on this and see if I can make a hipoly sculpt and make a normal map for it! First model I've been this satisfied with in a looong time (feels good, man.)
(Player will mostly see Link from the side, like in the first picture from the left)
Also did proper eyes with LookAt-constraints, really happy how it turned out:
Startin a sci-fi scene for class. I'm trying to do it in all modular pieces. Here's some progress on a floor tile, just trying to get some shapes I like.
Replies
model itself in 3dsmax and mudbox, textured with ps.
d1ver, Glad to see a different subject than usual in this thread, keep the good work.
here is a wip, actually is my first time doing any hardsurface straightly in zbrush, I am working on a dinosaur character and I thought to make the crane mixed with some sci-fi prosthesis (currently missing)... c & c are welcome.
Also If someone can help me a bit telling me the difference between polish brushes that'll help...there is like polish b, c , d , etc... if there is somewhere I can find like a document list with all zbrush 3.5 brushes explained one by one or something like that, I mean I sort of know what they do by testing them, but I will like more in depth information as I am sure there are better ways to refine this head, thanks!
mooooar progress, I think he's really starting to take form
btw am i posting too many images at a time? or is this ok
**edit** BAH, just realized with deleting and re-importing the head, a certain light is affecting it that wasn't suppose to...bleh, ill fix it later
Going for a 80's/90's goofy Link. Eyes are placeholders at the moment, but I'll stick with the Super Mario 64-ish style on 'em.
I like it.
really nice anatomy on that arm, firebert:)
Quick hardsurface sketch in ZB, trying to understand the basics of it before starting my next model
I didn't update my rorschach enough to post in my thread so I might as well post it here.
the hat/mask/scarf is pretty much done.. ill reconstruct the subdiv in zb.. I cheated on the lapel don't know if thats cool, it's separate from the coat :P
time for folds....... :poly142:
Bingo! I'm making it for a Zelda II remake in 3D, just a personal project to learn Unity better.
Thanks!
So, will this basically be a non - TF:Animated proportions model? Or will it be TF:Animated proportions with extreme details?
Originally, this project was aimed at making a TF:Animated Skywarp and just having fun with it. The overall concept began to get slightly boring, and after seeing this http://www.tfw2005.com/boards/transformers-fan-art/255605-thundercracker-concept-art.html I was inspired to try and make a more movie-realistic version (However still using the same jet design) as well as dive head-first into SubD modeling.
The new goal of this is to make a high poly version to bake as a normal map for a low poly player model to hopefully get into something like UT3. If I can also find a coder who's bored I also wanna try and make him actually transform as a mutator or something :P
onto low!
Working from http://www.nukeworker.com/pictures/albums/userpics/20819/control_room~0.jpg 2398
Butt_sahib, looking pretty good. Some of the details are a little noisy/blobby though (particularly around the eyes, ears, and neck). Just watch out on those forms
Firebert, nice hands (and bake)
Oh a question about baking... what do I do if I'm trying to bake something in 3ds Max but the high poly model won't import because of the tri-count? It locks up with models at about 1mil tris, and lags a lot at around 250,000+
But for some reason if I import the model without merging the polygroups it works fine...
Oh, I see what 3ds Max does. It processes the polygroups one at a time, instead trying to process the whole model at once
I've gotten some work done on the body as well, but something just doesn't feel right. I've worked on it for hours now but I just can't figure out what I've done wrong. Could someone help me point out what's wrong with it?
[IMG]http:///www.kjempehemmelig.no/upload/wipLink2.jpg[/IMG]
Callin it done for now lemme know what you guys think!
I think i got a bit faster at handpainting from this :P
onto the next project!
Edit-Fixed handle faceting
And i'm not exactly sure how to fix that facted look.. it was buggin the crap out of me too >.< i'll have to look into the normals and see if i cant tinker with it later..
Edit-Fixed!
..Of course, that might be what you were going for and I'm not helping at all :poly141:
@achillesian: Hah! I guess I overdid the nose a bit. I've reduced it by a lot, but he still needs a long nose!
I'd say it's pretty much finished now. Going to spend some time on this and see if I can make a hipoly sculpt and make a normal map for it! First model I've been this satisfied with in a looong time (feels good, man.)
(Player will mostly see Link from the side, like in the first picture from the left)
Also did proper eyes with LookAt-constraints, really happy how it turned out:
Yeah of course. It's a first person weapon. I'd say it could have the same polycount as a current-gen, first weapon gun. That thing is beautiful!