Here's my comicon. Started texture work today, and my first time working with Marmoset. I pretty much love it. Gonna give 3point a Try tomorrow hopefully.
shit...
posting after Jordan... i wont get noticed
looks great man!
wip texture.
Awesome texture man as someone else mentiond a litlle tutorial would be welcome, i atleast want to know how you did that weld seam, it looks amazing. Great work!!
Hey man great lighting, and material/color theme !
But the blade texture really looks off to me - not only is it too clean, the motion blur doesn't make sense ... try to add brighter color pass where the blades are and scratches to indicate sharpening etc ...
Then add dents here and there (just use heightmap->normalmap with dark spots)
Also you gave the rust specular/reflection which is weird, shouldn't it be the other way around ?
Awesome texture man as someone else mentiond a litlle tutorial would be welcome, i atleast want to know how you did that weld seam, it looks amazing. Great work!!
I second this! If you do decide to make a little tutorial, please include how you went about making a 2:1 UV map.
That's pretty hot Pedro!
Nitpick:
Only crit I can offer that hasn't been said yet is that you should move the text closer to the valve. At the moment the "23L" is so close to the edge that the illusion of height the Normal map provides is broken. If you move the text closer it would retain it's height like the "made in Italy" text, assuming that view is the final first person view that is :P if not, disregard everything I said :P
And you seem to have a slight seem at the pipe with the bend.
Also echoing a tut
Unleashed cool effect you have going on there man tops! This thread is really rocking in the past weeks!!
Ok, here's the 'final' sculpt of my Comicon entry. I'm sure things I missed will crop up here and there, and I still have to model his shotgun this week and possibly the grenade launcher as well. I'm moving unto retopo and tweaking as I go.
Thanks for clarifying, I had no idea what he meant by that... but i love the colors so that will be hard to get me to stray from!
The last shot i posted is actually without any textures.
By shade of gray do you mean with the lighting being gray too? Or just lighting only on gray models? I have one like that already, if you want to see it with gray lighting too just let me know and ill post it in the thread i made for it: http://www.polycount.com/forum/showthread.php?t=76896
Playing around with new fantasy anatomy on an old model. Ignore the hands; they're majorly fucked. And they'll be covered up anyway if I actually try to finish this up.
Replies
Texture is amazazing, I want your skills now please
Here's my comicon. Started texture work today, and my first time working with Marmoset. I pretty much love it. Gonna give 3point a Try tomorrow hopefully.
Uploaded with ImageShack.us
Scorched earth motherfuckers!
Tom Cruise in Tropic Thunder?
Texture really looks ace.
Eyes need more color.
Great texture work!
The texture size is 2048*1024 and the tri count is 4224 tris.
Here's a wireframe shot.
the texture is still wip, but here is a peak at the difuse. Of course, the spec and gloss are way important as well.
Spug: that tom cruise looks awesome! Very recognizable!
Hey man great lighting, and material/color theme !
But the blade texture really looks off to me - not only is it too clean, the motion blur doesn't make sense ... try to add brighter color pass where the blades are and scratches to indicate sharpening etc ...
Then add dents here and there (just use heightmap->normalmap with dark spots)
Also you gave the rust specular/reflection which is weird, shouldn't it be the other way around ?
Anyway keep it up mate
I second this! If you do decide to make a little tutorial, please include how you went about making a 2:1 UV map.
Nitpick:
Only crit I can offer that hasn't been said yet is that you should move the text closer to the valve. At the moment the "23L" is so close to the edge that the illusion of height the Normal map provides is broken. If you move the text closer it would retain it's height like the "made in Italy" text, assuming that view is the final first person view that is :P if not, disregard everything I said :P
And you seem to have a slight seem at the pipe with the bend.
Also echoing a tut
For reference: [ame]http://www.youtube.com/watch?v=YmbEwSdJg6c[/ame]
@Shotgun: Thanks! Yeah I am going to paint it up a lot, its really rough right now, needs lots of polish.
Are you making this out of geo? Or is that a tileable texture with bumpoffset. Just curious. Its looking great though! Much approved
(a game i've been working on, i call it crusader's quests at the moment)
comicon entry,gonna need to give more love to his feet, im finding it a wierd area to work
Ok, here's the 'final' sculpt of my Comicon entry. I'm sure things I missed will crop up here and there, and I still have to model his shotgun this week and possibly the grenade launcher as well. I'm moving unto retopo and tweaking as I go.
Color block-in test
'Finished' Sculpts
Cheers!
~t
Oh and I tried to visit www.splitpoly.com, which I assume is your portfolio, but I get a Malware warning everytime from Google. I don't know if this is a common problem but I figured I'd let you know. I am using the newest version of Chrome, and here's the diagnostic page it generated http://safebrowsing.clients.google.com/safebrowsing/diagnostic?site=http://www.splitpoly.com/&client=googlechrome&hl=en-US
It's like the most basic site ever.. I've no idea why its flagging that.
No textures and further back:
Still needs a lot of work
That has a lot of potential, but as it's been said, the colors are not doing any favors. Perhaps we could see it with just a shade of gray?
The last shot i posted is actually without any textures.
By shade of gray do you mean with the lighting being gray too? Or just lighting only on gray models? I have one like that already, if you want to see it with gray lighting too just let me know and ill post it in the thread i made for it: http://www.polycount.com/forum/showthread.php?t=76896
little con update: