thanks gauss. I'll be sure to beef up the screw to make sure they read properly and not just become a grainy mess, good call. I actually have your model in my ref folder
almost finished the sculpting on my judge joker character, just need to do that badge
though what do people think of the jacket pocket, im tempted to just remove it
Hey PhattyEwok. A lot of the minor details that would be too far from the players camera can be taken out of the geo and just painted in. A lot of the things in WoW are done this way. If you want, you can change the geo to something more like this:
and then just texture in whatever that was in the middle. That should help you reduce a lot of tris.
that looks amazing! i can totally see this in mass effect
i was just thinking if you could push the skin texture a bit further; it seems very "generic alien" skin to me. maybe you can throw in some different color along with some patterns?
try using some more of the planar brushes along with flatten and HPolish on the outfit parts, I think you could get a good mix of hard and soft surfaces going.
Up till a few days ago I've been using the April UDK build, so I decided to update it to the August one...and it completely changed how the scene was being rendered, so after all my "tweaks' this is how it looks...is this working for it, or not?...I'm having a hard time deciding.
Small WIP sorry if I'm cluttering up WAYWO but I don't want to make full blown thread till I have more to show. Not to happy with that stone texture but was able to shave 1500 tri's by making the outside molding floaters.
Autopsy- I think it's turning into a nice scene! It seems like you could move the lights down into the scene to take all the focus off the ceiling, which seems kind of bare to me. The AO is a little strong, especially at the base of those columns, and maybe under the seating. I'd also consider adjusting the yellow border, the bumps are so small they barely register. The pipe directly above is really dark and could be better used to break up the ceiling I think. Finally, you have a few harsh borders like the upper left that grab my eye. Hope some of that helps :O
/edit also, looking very yellow in general, i think more blue would be sick
myles- oh thanks! If I get some spare time I'd like to do more than just the MP9, CoF is looking amazing.
a start on the texture. gonna have to loosen up the bevels on the bolts i think
Nice looking gun... but one thing confuses me a bit.
The barrel, and thus the round being fired, is on the bottom of the drum. But the hammer looks like it strikes the top bullet. How would this fire without blowing the hand off the person using it?
Nice looking gun... but one thing confuses me a bit.
The barrel, and thus the round being fired, is on the bottom of the drum. But the hammer looks like it strikes the top bullet. How would this fire without blowing the hand off the person using it?
The short version: the "hammer" is not a hammer. There's some clockwork shit going on inside that gun.
Spinks you're killing me, I should have had a skinned version a century ago but there you go and yeah looks like you should loosen up on the bolts. Also, the text should be white, unless it's the light that's doing that. Looking good so far.
Lonewolf.......... you just melted my existence.
fucker.
not so sure about the texture on the bottom left portion of the gun (based off image orientation since my terminology is awful)... doesn't mesh well with everything else because it gives it a rusting feel. just MPO, but looks amazing as usual man. absolutely top notch!
Also, the text should be white, unless it's the light that's doing that. Looking good so far.
gauss: i personally like the yellow tint on the branding. again, just MPO, but i think it adds character to what is otherwise a typically bland area of branding in the world of firearms which is usually all black and white. depends on how accurate you wanna punch someone in the junk for, but i wouldn't consider the yellow color to be demerit by any means.
looks awesome Spinks! keep working on that spec... you're heading in the right direction for sure.
This matches the concept well, but the render is really bad. You probably want to show this model with a viewport grab, and 80-100% self illumination.
This is by no means the final render, just what I had set up in Maya. But I guess it would be better if you could see the texture a lot better The way the models will be rendered for the game will be with no lighting information. Though yeah, I probably just should have done a viewport grab but whatever. For other things in the future I will keep this in mind though
I think I'm pretty much calling this one done. Might tweak something here or there. Text is just filler/placeholder, hoping to have the design sold sometime soon.
Replies
though what do people think of the jacket pocket, im tempted to just remove it
Working On Updating Folio with Hand painted work. Is the tri-count a tad to high for this type of style? Gonna Start the texturing today.:)
Concept's WoW Gilneas Building
and then just texture in whatever that was in the middle. That should help you reduce a lot of tris.
One of the characters I'm working on on my spare time. Shots taken from sandbox2.
Footwear is an interesting challenge to model.
Ok Polycount, bring the harshest of criticisms.
that looks amazing! i can totally see this in mass effect
i was just thinking if you could push the skin texture a bit further; it seems very "generic alien" skin to me. maybe you can throw in some different color along with some patterns?
Uploaded with ImageShack.us
All crits welcome.
started working on this ol lady
2 hours in so far ^^
try using some more of the planar brushes along with flatten and HPolish on the outfit parts, I think you could get a good mix of hard and soft surfaces going.
-Frank
/edit also, looking very yellow in general, i think more blue would be sick
myles- oh thanks! If I get some spare time I'd like to do more than just the MP9, CoF is looking amazing.
Needed some texturing practise, so made a hero weapon (offhand)
Programs used:
3ds Max
Photoshop
-700'ish tris
-1 x 256x256 diffuse
I need to work a lot on the cloth definition.
raptorex
yarp, july build...I haven't had an update since Feb, and we were using Nov at Uni so I have a few new and shiney things to explore.
lol scudz, i'm going to try them out ! never really used a lot of them so it's fun to experiment with
First test.
My uv and my low poly need work...
-and she's lookin a little manly now
hp finished, first baking test some things to fix x) (like the missing eyes -_o)
here is also a tree stomp.
Nice looking gun... but one thing confuses me a bit.
The barrel, and thus the round being fired, is on the bottom of the drum. But the hammer looks like it strikes the top bullet. How would this fire without blowing the hand off the person using it?
The short version: the "hammer" is not a hammer. There's some clockwork shit going on inside that gun.
Spinks you're killing me, I should have had a skinned version a century ago but there you go and yeah looks like you should loosen up on the bolts. Also, the text should be white, unless it's the light that's doing that. Looking good so far.
Lt. Kif Kroker
I always have a hard time with proportions, so any input would be great while I'm still in the blocking phase.
fucker.
not so sure about the texture on the bottom left portion of the gun (based off image orientation since my terminology is awful)... doesn't mesh well with everything else because it gives it a rusting feel. just MPO, but looks amazing as usual man. absolutely top notch!
gauss: i personally like the yellow tint on the branding. again, just MPO, but i think it adds character to what is otherwise a typically bland area of branding in the world of firearms which is usually all black and white. depends on how accurate you wanna punch someone in the junk for, but i wouldn't consider the yellow color to be demerit by any means.
looks awesome Spinks! keep working on that spec... you're heading in the right direction for sure.
This matches the concept well, but the render is really bad. You probably want to show this model with a viewport grab, and 80-100% self illumination.
This is by no means the final render, just what I had set up in Maya. But I guess it would be better if you could see the texture a lot better The way the models will be rendered for the game will be with no lighting information. Though yeah, I probably just should have done a viewport grab but whatever. For other things in the future I will keep this in mind though
High poly for a character i'm working on. concept from Joy Ang
going for a clean look to match the concept http://cghub.com/images/view/5964/
rough block for now going for the details and low rez version soon
:poly142:
I think I'm pretty much calling this one done. Might tweak something here or there. Text is just filler/placeholder, hoping to have the design sold sometime soon.