follow up to that weird giger'esque thing i posted few weeks ago, deciding on a much more simple look for my team's android game. This is a mockup for level 1 background, the player will not see all of this at once, and there should be parallax type background scrolling, and bubbles and shit later.
If you don't know what you're looking at, thats pretty much the idea, you play and fight microorganisms, and from all the references i've found, not much recognizable. So "organic abstract" is my design philosophy in this game.
Are you not going to make a high resolution scult in zbrush ?
Originally, no. I was trying to learn how to just work a lower-poly model (been referencing Ben Mathis' stuff quite a bit lately), but you're about the third person to suggest it so I might do so anyways.
Well, probably in Mudbox. I've tried ZBrush a few times but don't enjoy it that much. I'll be learning it/Mudbox ANYWAYS since it's obviously good to know, but I honestly enjoy building lower poly-models more.
that looks pretty good mate, not sure about those purple pipes in the ceilling though. Is that supposed to be final? I think they stand out a bit too much. Show more stuff! wires and textures maps and whatnot. What engine are you using btw? Is that unreal?
Yeah you have some great work here MsMarvel! Deff digging the light on the outside. I think the pipes are purple because they havent been unwrapped or textured.I am sure they will be textured soon. Trimsheets!
new title image for dicta boelcke, mimicking the style of old aviation adverts
I like this a lot! I'd recommend putting some space between the pilot's face and the wing though. The scarf is a good indicator that he's there, but I think having the profile of his face strongly visible will help the first read of the image.
I like this a lot! I'd recommend putting some space between the pilot's face and the wing though. The scarf is a good indicator that he's there, but I think having the profile of his face strongly visible will help the first read of the image.
He's looking at the enemy plane though I might try tweaking it to make it more obvious, but i'm not sure how without ruining the style
For an illustration, you need to make it simple... If you can share more info about those drawings
Thanks for your interest, these illustrations were required for a job application and had to follow a style. www.changepeople.co.uk
I really thought they were simple enough and the second one did convey a simple message. The first one could mean various things though and I was considering changing it but ran out of time due to the deadline for submission.
Well ive broken my screen caps of my model character down into about 20 clips so far, 2x-3x speeds but it still seems an aweful lot... 4x+ you lose too much for it to be worth it really so fuuu. After this ive still got to edit the proportions back down, uv map, texture and then rig.
Yea im not a professional modeler, itermediate at best, so dont expect a dazzeling performance, Though i only made four mistakes throughout so, pretty good ;D
Uploading as i sort them, The crusor is off track on some of them and i have no idea why.. Ohh well
hello all im pretty new to the boards and finally decided to post something and get some crits and comments because its the only way im going to improve. This is a current high poly wip of a shotgun ive been working on. Im pretty sure ive uploaded correctly.
working on this galleon (both interior and exterior), really need to finish it soon, it's still empty but the cannons and all other props will be added.
The wood boards look painted... are they supposed to be painted? If they are painted, the paint should be worn off in spots, especially around the edges, and if it's not painted, it looks too chocolately and there's not enough contrast and detail in the wood grain.
I took my old axe I made for Torchlight and "ported" it to match my wood sword. now with green Orc blood. I just started on a rickety wood shield made of fence posts. It won't stop an axe, but it might block a wood sword :P shield is just started so its super wip, just thought I'd post up the trio because they're fun.
Loving it man, my only comment would be maybe a bit of colour variation ?? I dunno some streaks of paint on the fence shield or something. but seriously looking great
no animate-able eyes? thats too bad.. but then again, this is PC, who the f thinks about the next step in character creation eh?
the couple of cartoon ducks or whatever that I've kinda modeled and animated, have all been kinda difficult to get the eyes done right on.. like, its not a round eye, so I didnt rly figure out how to set it up :P lazy and all..
TNO - was it actually worth sculpting that? i would have just subd's the duck and accessories since thee are no real shapes that demand sculpting and TBH it would have a been a lot sharper.
Its good that you are practicing the whole workflow thing, but why make things harder on yourself
no animate-able eyes? thats too bad.. but then again, this is PC, who the f thinks about the next step in character creation eh?
the couple of cartoon ducks or whatever that I've kinda modeled and animated, have all been kinda difficult to get the eyes done right on.. like, its not a round eye, so I didnt rly figure out how to set it up :P lazy and all..
looking good though!:poly136:
you could always model the form to look right and use animated UVs to move the iris around
@ thatanimator
you are right if i wanted to animate him the eyes would be a little bit tricky at the current state.
@ Neox
cool idea
haven´t thought about this yet - many thanks
update
EDIT; @Ruz
I don´t know if it was worth it ;-)
what is TBH? (I only now silhouette,box and poly by poly modelling )
I like the freedom sculpting gives me.
some quick stuff I did a couple of years ago where I had the kind of problem we got into. none of them are done using uv's or anything. marvin is just a plane with an alpha on it, animated using a joint. bugs eyes as well, and his eyesocket is rigged up with tons of joints (go game!) lol
problem here is also facial expressions. like brow movement and whatnot. blendshapes could work better than joints perhaps. together with a pupil on a uvanimation.
ooooh well!
keep working on that duck TNO. I'd wanna see him turn into a Darkwing Duck rather than a vanilla one, but whatever haha, next one eh!:poly136:
I just think if stuff needs sculpting then scuplt it, but the beak came out looking a bit melty so in my book it would be better to model that sub d, then for the body, you could a little hint of feathers for the sculpt.I did something similar here
@ thatanimator
you are right if i wanted to animate him the eyes would be a little bit tricky at the current state.
How about replacing your current eye pupils with alpha-transparent planes and have them animate-able instead? You could move them around instead of rotating a sphere like you would otherwise do.
I'm working on many different things at the same time
here I'm testing the ground textures and playing a bit with the unity terrain.
The shot is edited in ps to stretch the colors to the whole range. (level)
I hope I can do this with screen effects in the pro version.. Otherwise the result would be poor
Looks cool, but what do you mean by stretching the colors? can you not get the effect you want by adjusting texture contrast and lighting?
I've been updating my portfolio and would love some feedback.
I'm working on this right now. She's not rigged but I'd like her to be.
Now that I look at the expression I shaped for her quickly, I see how bad it looks.
Gotta finish her hands.
commander_keen/felipefrango: man I really was going to write a big text about this but after testing a little bit around I was able to set the color levels of the textures (without damaging them) and it DOES now look ingame like the edited shot. :thumbup:
But nonetheless.. how big would be the performance hit of full screen color correction?
rollin, a brightness/contrast post effect should be pretty cheap. All you need is a texture sample, multiply by constant, and power() by constant. It would require SM2 (because thats the lowest shader model unity allows you to make programmable shaders afaik) so on very old hardware it wouldnt be rendered. I would imagine that on any graphics hardware that supports it you wouldnt see any performance hit for such a simple shader.
If your going for very low end specs like facebook games or something I would suggest not relying on any advanced shading/post effects for the game and dropping them out on low end hardware for performance, which is easy to do with a quality slider and the shader LOD system.
Replies
If you don't know what you're looking at, thats pretty much the idea, you play and fight microorganisms, and from all the references i've found, not much recognizable. So "organic abstract" is my design philosophy in this game.
Thoughts?
Well, probably in Mudbox. I've tried ZBrush a few times but don't enjoy it that much. I'll be learning it/Mudbox ANYWAYS since it's obviously good to know, but I honestly enjoy building lower poly-models more.
Yeah you have some great work here MsMarvel! Deff digging the light on the outside. I think the pipes are purple because they havent been unwrapped or textured.I am sure they will be textured soon. Trimsheets!
I like this a lot! I'd recommend putting some space between the pilot's face and the wing though. The scarf is a good indicator that he's there, but I think having the profile of his face strongly visible will help the first read of the image.
I guess this is sort of final
Thanks for your interest, these illustrations were required for a job application and had to follow a style. www.changepeople.co.uk
I really thought they were simple enough and the second one did convey a simple message. The first one could mean various things though and I was considering changing it but ran out of time due to the deadline for submission.
Ahh the baby, yes. Well, I'm not particularly fond of babies, that's perhaps why it looks like a little crying pig!
Pedro, that's awesome work
Ahh well something else to do ehh?
The first vid.
[ame]http://www.youtube.com/watch?v=DU-fneDGd_g[/ame]
Yea im not a professional modeler, itermediate at best, so dont expect a dazzeling performance, Though i only made four mistakes throughout so, pretty good ;D
Uploading as i sort them, The crusor is off track on some of them and i have no idea why.. Ohh well
Not sure how to create autoplay on the clips yet but heres the rest of them anyway;
http://www.youtube.com/user/lazerusreborn?feature=mhum#g/u
I shall do tiny details now, k.
And for the fun :
:explosion:
The wood boards look painted... are they supposed to be painted? If they are painted, the paint should be worn off in spots, especially around the edges, and if it's not painted, it looks too chocolately and there's not enough contrast and detail in the wood grain.
I took my old axe I made for Torchlight and "ported" it to match my wood sword. now with green Orc blood. I just started on a rickety wood shield made of fence posts. It won't stop an axe, but it might block a wood sword :P shield is just started so its super wip, just thought I'd post up the trio because they're fun.
no animate-able eyes? thats too bad.. but then again, this is PC, who the f thinks about the next step in character creation eh?
the couple of cartoon ducks or whatever that I've kinda modeled and animated, have all been kinda difficult to get the eyes done right on.. like, its not a round eye, so I didnt rly figure out how to set it up :P lazy and all..
looking good though!:poly136:
Edit: Goddamnit, how do I make this image smaller?
Whatever. Link removed. I'll finish it first.
Its good that you are practicing the whole workflow thing, but why make things harder on yourself
you could always model the form to look right and use animated UVs to move the iris around
you are right if i wanted to animate him the eyes would be a little bit tricky at the current state.
@ Neox
cool idea
haven´t thought about this yet - many thanks
update
EDIT;
@Ruz
I don´t know if it was worth it ;-)
what is TBH? (I only now silhouette,box and poly by poly modelling )
I like the freedom sculpting gives me.
Im thinking dual weild high cal smg/pistols so futurism look to match the armour.
sorry to have turned this page into kind of a tech talk thread :poly122:
youtube.com/watch?v=5XFcnKquyew
youtube.com/watch?v=gpavwiEtKX0
some quick stuff I did a couple of years ago where I had the kind of problem we got into. none of them are done using uv's or anything. marvin is just a plane with an alpha on it, animated using a joint. bugs eyes as well, and his eyesocket is rigged up with tons of joints (go game!) lol
problem here is also facial expressions. like brow movement and whatnot. blendshapes could work better than joints perhaps. together with a pupil on a uvanimation.
ooooh well!
keep working on that duck TNO. I'd wanna see him turn into a Darkwing Duck rather than a vanilla one, but whatever haha, next one eh!:poly136:
I just think if stuff needs sculpting then scuplt it, but the beak came out looking a bit melty so in my book it would be better to model that sub d, then for the body, you could a little hint of feathers for the sculpt.I did something similar here
I have no idea what that is, but it is awesome.
How about replacing your current eye pupils with alpha-transparent planes and have them animate-able instead? You could move them around instead of rotating a sphere like you would otherwise do.
Looks cool, but what do you mean by stretching the colors? can you not get the effect you want by adjusting texture contrast and lighting?
Very new and never posted any art.
Intimidating group here.
I've been updating my portfolio and would love some feedback.
I'm working on this right now. She's not rigged but I'd like her to be.
Now that I look at the expression I shaped for her quickly, I see how bad it looks.
Gotta finish her hands.
But nonetheless.. how big would be the performance hit of full screen color correction?
cheers
It does not scale down bc its not wider then allowed. the height is unimportant.
If your going for very low end specs like facebook games or something I would suggest not relying on any advanced shading/post effects for the game and dropping them out on low end hardware for performance, which is easy to do with a quality slider and the shader LOD system.
bit of progress