@sebas I don't know man, it's definitely sharper but there's something funky with it alright but I can't tell what it is either. Maybe the low poly just doesn't have enough geometry to hold the details right, but that's a longshot.
@sebas I don't know man, it's definitely sharper but there's something funky with it alright but I can't tell what it is either. Maybe the low poly just doesn't have enough geometry to hold the details right, but that's a longshot.
I'm pretty confident the funkiness lies with the teeth texture being completely off, as well as the occlusion generated from the normal map in crazybump not being detailed enough, giving off a really, really weird shadowing.
Here's what I've done so far, most of it is still in blockout phase, including the dome, so don't ask why it doesn't look right. :P Also, fear my super pro paintover skillz!
Yeah for such an awesome shotgun, the texture is totally letting it down atm, it looks like it was made out of the same concrete/metal, no difference in material at all, spec looks flat, no actual detailing...
Come on man, the model was fantastic, push this texture through the roof.
I'm curious if someone would be interested in something about my parametric (i.e. big modifier stack) modelling technique which I discovered few years ago
As you can see below results maybe be not particularly accurate. But still it can deliver some medium and high frequency detail to rough-surface-type meshes in no time. And what is pretty handful- you can turn it off whenever needed.
(read: no sculpting involved)
EDIT: Hey, nice to see that this topic is worth some more attention. I'll write article/tutorial describing this technique. I will post info about it here too
Wait, whaaaat? That's awesome! I don't think I'd give up on sculpting cause I feel more in control and you can even use layers and whatnot, but I'm curious to see how you got these results.
I'm curious if someone would be interested in something about my parametric (i.e. big modifier stack) modelling technique which I discovered few years ago
As you can see below results maybe be not particularly accurate. But still it can deliver some medium and high frequency detail to rough-surface-type meshes in no time. And what is pretty handful- you can turn it off whenever needed.
(read: no sculpting involved)
Yes, very very interested in the order you did things here Please, a tutorial or so?
Thanks for the help with the bricks guys.I feel like they came out a lot better than before. My low-res could've used an extra hour of work for silhouette strength but you know how deadlines are. I still like it though. My only regret was my choice of 'texturing' the furnace area rather than actually modeling it.
Only difference is that probably used various different materials for the wood and another for the rock and etc.
Of course this is pure speculation, but I've used a similar technique for making various rock types and patterns.
I still prefer sculpting over this method, since you have far more control and you don't have slowdown issues like you would in max (those models have probably nearly over 1.5+ million tri's). Max isn't fun to work with when your polycounts are too high.
I've been retexturing some old models. I realize the ejection port is covered up. Back when i was modeling the gun i knew crap all about guns and couldnt find good refs. Shader is 3point, no quality normals.
Lower shot is tonemapped with max's exposure control.
that seems like a good idea to go back and; a) analyze how much you've learned in the past, and b) stunning progress on yourself as an artist. I'm thinking I should go back to re do some old assets for the fun and practice of it. Looking good and an inspiration note r_fletch_r!
another quick cloth sim.It's hard getting the exact shapes you are after with this technique. I was figuring on combining morph targets to get more variation.
Replies
The texture itself needs some colored lighting baked inside
I hope this staff will help you
http://shurick.livejournal.com/195876.html
My 'Skull' thread:
http://www.polycount.com/forum/showthread.php?t=70558
That new basestar is (obviously) not canon, but fuck it - we needed another, larger basestar that shared the same texture :P
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I dunno what you're making...just know it looks awesome! Your HP skilzzz!
I'm back to starting a new environment! This one based off an amazing concept by John Wallin Liberto. ( http://features.cgsociety.org/newgallerycrits/g75/15275/15275_1121466145_medium.jpg)
Here's what I've done so far, most of it is still in blockout phase, including the dome, so don't ask why it doesn't look right. :P Also, fear my super pro paintover skillz!
The texture looks kind of cartoony now. Add some more color variation and non-noisy texture, maybe?
Come on man, the model was fantastic, push this texture through the roof.
http://www.polycount.com/forum/showthread.php?p=1190784#post1190784
As you can see below results maybe be not particularly accurate. But still it can deliver some medium and high frequency detail to rough-surface-type meshes in no time. And what is pretty handful- you can turn it off whenever needed.
(read: no sculpting involved)
EDIT: Hey, nice to see that this topic is worth some more attention. I'll write article/tutorial describing this technique. I will post info about it here too
zbrush/ps
Well done, dude!
Painbringer: i would love to know how you did those, its kinda cool for place holder statics in level editor.
I started this yesterday in 3dcoat, awesome software if you have a very powerful computer:
Still very rough in some area, but slowly getting here...
Why does he look so scared? Zealots are badass man but honestly really nice sculpt, im a huge sc2 fan.
Yes, very very interested in the order you did things here Please, a tutorial or so?
please do share
Really curious about your method !!
Only difference is that probably used various different materials for the wood and another for the rock and etc.
Of course this is pure speculation, but I've used a similar technique for making various rock types and patterns.
I still prefer sculpting over this method, since you have far more control and you don't have slowdown issues like you would in max (those models have probably nearly over 1.5+ million tri's). Max isn't fun to work with when your polycounts are too high.
Very nice work nonetheless!
I still need to give the wood actual texture and actually put some work into a spec map, but eh, whatever.
that's looks very nice
That's looking good! 1 crit, the neck is thicker than the thighs.
Lower shot is tonemapped with max's exposure control.
I hate this rifle.
I love it ! :poly124:
My slide is a bit off concept, and i think my edges are as always too hard?
And now......more progress on possibly the dullest model in this thread