ged and d2king10 thanks guys ill take your advice with the rest of the set as best i can. i do struggle a bit with color theory and need to work on that area. o and d2king10, nice name o also ill check my settings on my monitor at home its contrast may be a bit off<- excuses are bad i take full responsability and will fix this.
lots of great stuff happening, really like that shotgun Kimono, and that sword kicks butt Xenobond, Duncan Fraser I love your lil wrestler dude, the spec on the bellys really nice Woogity you did a great job dude, looks like a beatrix potter warrior!!!!
Thanks for all the kind words towards my space marshal, Gonna try and revisit him when I get some time to try and correct a few things
Thought I would share my entry to the comp over at GA, been working on him in the background so was glad to get him done in time must of been the fastest full rigging I have ever done haha
Jason: I'd add a further level of faceting on the outer ring of that fountain. It always feels wrong to double the polycount on these things to keep the smoothness but its one of those things that are worth it as circular designs or arches are the no.1 thing that betrays what the asset is and with next gen specs, its something thats key in making things look more advanced.
first integration test for the sits, ill probably need some kind of fixations to make a better transition with the tiles, add some missing rivets and tweak that strong spec a bit.
Orb... so digging the colours man, beautiful work so far
Brad - Haha... nah man, I haven't even textured it, imma bring some love to it
Kevin - Thank you so much for the crit, huge fan of your work. I was wondering if you knew a "quick" and non destructive way of adding more sides to the base? I know exactly what you mean, and I have such a BAD tendency to go lower poly... which is weird because I try to make sure my silhouettes read nicely.
The only thing I have to say is that you've got some wasted texture space. You probably could have disconnected the dotted neck part and moved it to the right allowing you to align the head UV's with the body. That nice patch of empty space would let you scale the entire texture to the left until it filled up the whole space giving you moar pixels! Still, great job.
Replies
here is an afternoon sculpt. need to get my ass back into gear.
BradMeyers: Nice work man great texture work.
Tactmath: yes! haha such and aquard piece, have fun rigging that guy :poly122:
Nrek: very nasty sir! the dripping ear goo with the rat tryna eat it is delightfully gross.
srry to everyone for the ga plug here haha. anyways finished pawn for the ga mini comp.
crits are most welcome, so far what ive got in that category is whiter belly to break up the brown, i completely agree with this.
-Woog
turpedo/Kelvin: What kinda rendering is that? Any special shaders? Looks great, I like the blend of high poly and painterly textures!
the rest of you guys awesome work
I love the model and the character, but those colors are all over the place. I don't think those colors are doing your model any justice!
just to explain the kind of soft flat colours Im thinking of http://behance.vo.llnwd.net/profiles/56948/projects/168737/569481231884921.jpg
turpedo: Ace work.
woogity: awesome work I dig your entry. Great style and just a cool little character all around. Good luck.
Here is my entry for the same mini over at GA.
Thanks for all the kind words towards my space marshal, Gonna try and revisit him when I get some time to try and correct a few things
Thought I would share my entry to the comp over at GA, been working on him in the background so was glad to get him done in time must of been the fastest full rigging I have ever done haha
Thanks a bunch. I rendered this in UDK, it doesn't have any special shader on it, just a diffuse, normal, and spec map.
duncan: awesome stuff sir, perfect render too!
reference.
http://zacharyrussellphotography.com/__oneclick_uploads/2010/01/crossbow.jpg
!
love them too
Fixing normal issues, adding more detail to base mesh... haven't even started on the texture (its just a rock texture thing thrown on...)
I think I'm going to use Marm for the final shots when this is done.
Started this little guy...migh tmake my own thread for his progress
Jouste
oh, whoops... caps lock was on.... i wasn't yelling... i swear.
crazyfool, haha that's just craaazy! :P
Looking solid man_o_mule, keep it up.
Great stuff Gav. Will be exciting to see how it turns out.
So yeah, must've been an age since I posted something. Wellm just got done with my diffuse-only character. Yer like?
Moar pics: http://www.unlitart.com/Irnu.html
Also made can has gif thing.
Can I has quake 3?
Hey, I modeled one of those once!
C&C welcome
Orb: great work as always. I'm really digging how this is coming along.
Brad - Haha... nah man, I haven't even textured it, imma bring some love to it
Kevin - Thank you so much for the crit, huge fan of your work. I was wondering if you knew a "quick" and non destructive way of adding more sides to the base? I know exactly what you mean, and I have such a BAD tendency to go lower poly... which is weird because I try to make sure my silhouettes read nicely.
Hey real cool to see the breakdown here, would love to see even more shots like this!
needs grass, seagulls and fluffy clouds.
Sketchin.
That's Klesk right?
The only thing I have to say is that you've got some wasted texture space. You probably could have disconnected the dotted neck part and moved it to the right allowing you to align the head UV's with the body. That nice patch of empty space would let you scale the entire texture to the left until it filled up the whole space giving you moar pixels! Still, great job.