working on a sortof logo design for my rowing crew . It says Dino's (short for dinosaurs), unextinguishable (in dutch it's a reference to never finished rowing).
I could definitely use some crits on this! don't really like the colors yet.
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.
Thanks and the reason behind the wasted space is since I romeved the huge old wings it had and made new ones, which didn't need as much uv-space so I put them and the weapons on a new map and cropped the old one, and by that time The bodytexture was almost finished.
So basically a designflaw from my part. Will plan better next time.
working on a sortof logo design for my rowing crew . It says Dino's (short for dinosaurs), unextinguishable (in dutch it's a reference to never finished rowing).
I could definitely use some crits on this! don't really like the colors yet.
Looking good so far, only thing I would say is the oars kind of seem to be sticking out of his head... or are just too distracting not sure. Maybe making the dino more saturated would help?
Orb and Hawken, really cool! Nice style Slum
Added a few more details, and fixed up a few things. Going to start baking down onto the base soon! Looking forward to doing some textures. Think i'll start a thread once i've done a bit more.
haha thanks guys. I'm actually making a storybook for my kids. it's about a seagull who travels across the ocean in search of a lost trinket - and he meets a ton of fun sea creatures and such.
Doing the texture for this right now. I'm really hoping its current ugliness is just from the texture being in its ugly phase rather than the model itself being fundamentally screwed up. I'll see how it goes.
I think the ugliness is due to the model, sadly. She's got a very strongly masculine jawline and a severe looking face. The head proportions look odd, too (thinner at the top than the bottom, too narrow at the back and ears that stick out no wider than her cheekbones/jaw).
decided to take part in the CGHub: Bust a Move 3D Jam
doing Don Cheadle as War Machine
just started the base... gotta fix that nasty ass pole at the neck and form that area out better... could've sculpted this, but zbrush has spoiled me too much for heads, so i wanted to refresh on good old fashioned poly modeling
after the feedback on my last scene, I decided to go back to another Uni project and redo the lighting. (some props are place holders. Pillars need new UVs and rebaking)
Szark, looks great, I almost want to see that background haze transfer to the top of the scene also. Right now it looks like dust flying by which is cool, but I guess my mind wants to see it as atmospheric perspective
Figure i'l post this here too to get some more feedback since not everyone checks the low poly thread
This is going in the folio so c&c greatly appreciated
well, the low poly thread is at the top of this forum.
If you're looking for c&c, why not start a dedicated thread? WAYWO isn't really conducive to c&c
Orb and Hawken, really cool! Nice style Slum
Added a few more details, and fixed up a few things. Going to start baking down onto the base soon! Looking forward to doing some textures. Think i'll start a thread once i've done a bit more.
@massbot
wow thats fricken neat proportion and detail man!
Replies
I could definitely use some crits on this! don't really like the colors yet.
Slum Hawken Orb stellar stuff
Thanks and the reason behind the wasted space is since I romeved the huge old wings it had and made new ones, which didn't need as much uv-space so I put them and the weapons on a new map and cropped the old one, and by that time The bodytexture was almost finished.
So basically a designflaw from my part. Will plan better next time.
Here's the head sketch of my friend with perspective
and his face
Looking good so far, only thing I would say is the oars kind of seem to be sticking out of his head... or are just too distracting not sure. Maybe making the dino more saturated would help?
Cool Racer445!
Added a few more details, and fixed up a few things. Going to start baking down onto the base soon! Looking forward to doing some textures. Think i'll start a thread once i've done a bit more.
Excellent!
gameartisans post-apoc mutie challenge
Doing the texture for this right now. I'm really hoping its current ugliness is just from the texture being in its ugly phase rather than the model itself being fundamentally screwed up. I'll see how it goes.
doing Don Cheadle as War Machine
just started the base... gotta fix that nasty ass pole at the neck and form that area out better... could've sculpted this, but zbrush has spoiled me too much for heads, so i wanted to refresh on good old fashioned poly modeling
after the feedback on my last scene, I decided to go back to another Uni project and redo the lighting. (some props are place holders. Pillars need new UVs and rebaking)
I was told to fix the outline, eyes should be more inside. What do you see?
Based off of:
This is going in the folio so c&c greatly appreciated
Anyway I did a texture for the toof, rendered in the polycount engine of choice of course:
still rough, im broadcasting this one now, join the chat
here
http://www.ustream.tv/channel/arif2dchan
Been playing around with re-lighting an old UE3 scene in UDK:
Szark, looks great, I almost want to see that background haze transfer to the top of the scene also. Right now it looks like dust flying by which is cool, but I guess my mind wants to see it as atmospheric perspective
Doesn't get more original than an alley scene!!!!
well, the low poly thread is at the top of this forum.
If you're looking for c&c, why not start a dedicated thread? WAYWO isn't really conducive to c&c
Frederic Edwin Church - El Khasne, Petra
Take a look, worth it. Picture property of artrenewal.org.
Sogun, head looks pretty cool, but it's a bit blobby. Maybe add some sharp areas where bone sits close to skin and define skull planes more.
wow thats fricken neat proportion and detail man!
i love the subtleness
Gonna do some mesh cleanup and give oldschool handpainted texturing a shot
Yeah who needs normal maps anyway.
Looks like "next-gen" WoW.
Only crit is I would push the depth in the cloth wrinkles a little bit deeper.
Zug Zug...