A little something for the speed texturing comp over at Game-Artist.net:
I still need to give the wood actual texture and actually put some work into a spec map, but eh, whatever.
awesoome...can i haz wires?
still a noob but this is coming along better that anything i ever did betfore woooo!! just going back and forth between different parts and shaping them, so not done on any particular part/s yet =/
My entry for the Polycount tima machine challenge. come on by and check out some of the final entries. all of em will be in tonight. Be sure to vote for your favorite one when the voting thread goes up.
@Orb: Top notch stuff as usual, only thing that comes to my mind is the feet but it's probably one of the things still left untouched so yeah, give us more.
@BetelGeist: Oh, damn man, you missed the deadline then?
yeah i got confused as hell dude. i havent looked at my calender all weekend. i was under the impression that we had until monday evening when the thread was locked to submit a design... ive been stressing all weekend running into weird fucking nerve wrecking glitches.. stressed me out so much that my hands broke out in a rash.... i have the prescription to prove it. =/ honestly worst weekend of my life... and time machine was my suggestion... URGHHHH FML
oh Orb.. looks fuckin epic dude... love the work youve put into that character. def the best one ive seen so far....
his arms look like the rash on my hands.... no joke
Aw geez this is all kinds of fucked up. Give Emil a heads up maybe he'll manage to squeeze you in the competition. I know opening exceptions to contest rules isn't really trivial but this isn't some big hotshot contest with huge prizes or anything. If you could at least prove the files weren't touched after the deadline or something...
Betel, the thread is still open, so I would presume that the contest is still open? The rules did say evening, which is a very loose interpretation considering the different timezones etc.
thanks doods. yeah i posted it up anyway. and i encourage anyone else to do the same before the evening is over. i believe Emil is being more than kind and allowing anyone that submits within the monday evening threshold a chance. very kind indeed.
commander keen that wip is lookin pretty good man. keep at it. awesome saturation. that hand painting tut is beast!
thanks raven! nice vid! excellent render. especially for 2 hours! i might be bein a little knit picky, but the strokes in her hair on our left by her eye are a bit distracting. maybe just a quick 5 second re flow on thar?
thanks ferg! that gold star is goin on the fridge! right next to the one A i got in chemistry in 10th grade.
Devin Busha- thanks! Yup! for the lizard character i started in greyscale which i normally dont do actually. normally i pic crappy colors and color balance the hell outa them until i find a nice oclor scheme. Which i did do with this anyway. But after Greyscale with overlays of color. in Modo.
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
Yes, Im very much interested. Please make a Tutorial!
Yes, Im very much interested. Please make a Tutorial!
Funny, I think we use more or less the same technique, a mix of tesselation, noise & optimize to randomize the polyflow
The result is stunning, anyway !
This is my first time posting on here! But, please be honest and constructive criticism only.. I know I need to do the lighting, but.. let me know how I can improve my scene. It's a post apocalyptic underground train station. It was loosely based off of a concept that I found, but unfortunately, I don't know who the artist is. =] Thanks! =]
@Astrofa: that's just awesome. Is it a game project you're working on? What is that rendered in?
Yes, it's a mini-game project. The topic was free, and the game must be done in one month.
The gameplay is far from being perfect, but as soon as it's playable, I'll sure spread the binary version
The deadline is in 3 days anyway
And regarding the rendering, it's rendered directly within the game engine. I made a few screenshots of the tool during the game phase, then cropped'em (so that you guys don't see the GUI of the tool
pedro: this is just a nitpick for me, but the flame should really be pushed out and not pushed in. if you were going to modify an existing canister, you couldn't cut that pattern into the canister without degrading the integrity of the metal. if some guy was gonna mod an existing can, they would probably cut out strips of metal (individual flames) out of a thin aluminum so you could still bend it somewhat without having to heat the piss out of it, and then either using industrial glue or weld it to the can, clean it up, and then either powder coat it or paint it. i think if you extruded it and showed weld lines around individual flames you would get a more interesting result (giving it that mod fabrication shop feel) and also a better looking flame pattern with crisper tapers.
other than that, the modeling is badass!
thanks for the crits!
Well, i think that what will happen is that most likely i will ditch that flame and just bend that metal a little bit in mudbox.
like it took some beatings!
Hey !
I actually work on hand painted props for training.
Just diffuse map in Max viewport. 256x256 per props.
It's not spectacular but i make fun to do this.
Replies
awesoome...can i haz wires?
still a noob but this is coming along better that anything i ever did betfore woooo!! just going back and forth between different parts and shaping them, so not done on any particular part/s yet =/
hell yeah son!
great. epic. fail
@BetelGeist: Oh, damn man, you missed the deadline then?
his arms look like the rash on my hands.... no joke
did a 2 hour paint from reference to stay busy
[ame="http://www.youtube.com/watch?v=Up9gu9AFIiA"][/ame]
click for timelapse
Not so accurate like to identify her but good work. I would remove all those freckles, it distracts a lot .
I recently watched a film of her
thanks raven! nice vid! excellent render. especially for 2 hours! i might be bein a little knit picky, but the strokes in her hair on our left by her eye are a bit distracting. maybe just a quick 5 second re flow on thar?
thanks ferg! that gold star is goin on the fridge! right next to the one A i got in chemistry in 10th grade.
maybe i'll try to give the paint some more attention tomorrow (don't mind staring at emily brownings face some more )
Done take 2?
Ravenslayer - I don't mind either. Great work man, it definitely looks like her!
A few color studies from ref. Trying to stay busy myself
working on a mini game for an amateur competition of TigSource.com.
I tried to capture the look of clay-made tings, as much as possible.
The game looks like this, so far :
and the main title has more or less this look (a bit too grainy, maybe ?)
Thx for watching
lovin it!
Yes, Im very much interested. Please make a Tutorial!
Revisiting an old concept, maybe I'm being a little too literal about it.
Funny, I think we use more or less the same technique, a mix of tesselation, noise & optimize to randomize the polyflow
The result is stunning, anyway !
Devin: nice brushwork
Makkon: looking good so far , i remember seeing the sketch in your sketchbook
Raven: Nice painting dude! I really like it! Thanks for the timeplapse too!
Makkon: keep them coming man. I loved looking through your sketchbook from your trip. Inspiring stuff!
Yes, it's a mini-game project. The topic was free, and the game must be done in one month.
The gameplay is far from being perfect, but as soon as it's playable, I'll sure spread the binary version
The deadline is in 3 days anyway
And regarding the rendering, it's rendered directly within the game engine. I made a few screenshots of the tool during the game phase, then cropped'em (so that you guys don't see the GUI of the tool
http://urbandon.blogspot.com/2009/02/time-and-time-again.html
pedro: this is just a nitpick for me, but the flame should really be pushed out and not pushed in. if you were going to modify an existing canister, you couldn't cut that pattern into the canister without degrading the integrity of the metal. if some guy was gonna mod an existing can, they would probably cut out strips of metal (individual flames) out of a thin aluminum so you could still bend it somewhat without having to heat the piss out of it, and then either using industrial glue or weld it to the can, clean it up, and then either powder coat it or paint it. i think if you extruded it and showed weld lines around individual flames you would get a more interesting result (giving it that mod fabrication shop feel) and also a better looking flame pattern with crisper tapers.
other than that, the modeling is badass!
Well, i think that what will happen is that most likely i will ditch that flame and just bend that metal a little bit in mudbox.
like it took some beatings!
I actually work on hand painted props for training.
Just diffuse map in Max viewport. 256x256 per props.
It's not spectacular but i make fun to do this.
great work guys
Flow: looking good so far, the axe looks a little flat tough
new day new paint
a old danger sign , 274 tri's and 512x2 texture. C&C are always welcome
Here you go:
http://blog.edgesize.com/2010/08/flamethrower-hipoly-done/
The wireframes are in there.
6 in the morning , can't sleep so i decided i'd paint trough the night
Acrylics on wallpaper
I got permission to post some of my stuff from Hi-rez!