@ORB:
Thats pretty hot, only crit I can offer is that the danger and biohazard stickers will repeat, which might look a bit odd. Maybe you can pull it off by adding a plane to the mesh and unwrapping and texturing it so the stickers appear only on that plane, would only be two more tris and it shouldn't ruin your unwrap
Neox: what you using to lay those uvs out? Very clean, I like it.
Jordan: nice asymmetry ;]
I kept thinking I was done, then kept adding more/refining more. I think I'm just gonna put it down for now, and move on to the next char; get back and do any final things, then the lp next week or something. Could work on these things forever...
Ao and normal bakes of my wolverine for comicon 2010, got a few errors like on the claws to fix and I also got loads of tris left to add as alpha cards. going for the comic book short and stumpy version over the 'HUGE jackman' version
Neox: what you using to lay those uvs out? Very clean, I like it.
just max, nothing fancy - lately i've been messing around with uv master and its awesome for complex stuff, but so far this is just a simple character and the unwrap doesn't take that long these days, with all the peltmapping and relaxing and stuff
@ORB:
Thats pretty hot, only crit I can offer is that the danger and biohazard stickers will repeat, which might look a bit odd. Maybe you can pull it off by adding a plane to the mesh and unwrapping and texturing it so the stickers appear only on that plane, would only be two more tris and it shouldn't ruin your unwrap
keep it up
yeah you're right i'll make some decals, to make it less odd and repetitive, ty
I know but i wasn't able to manage that looked pretty awful so i changed^^
But to my very important question
Whats the average polynumber of a meleeweapon?
@ Endzeit : the polycount of a weapon depend the way you can see it.
If the weapon is for a first perso game, it must have the same polycount as a main character (including the hands)
If it is for a third person view or if it is only a props the polycont must be decrease, it must have the same polycount as a an other object how have the same size in the world.
retleks, i love the lighting setup for him, I think the light is casting a bit too purple on his face though, it feels a bit unnatural.
I'm not sure what part of the process you are but as far as the mesh goes his feet look a little large, kinda clownish (could be camera angle) and if you could make some of the tighter lines even sharper (like the top of his abdomen) it'd push the stylization more. Still its looking nice.
Been working on a game engine for my school practicum (final project). Just getting phsyx integration completed. Still have lots of work to do: Shadows, Audio, Particles, GUI, among other things.
Decided to play around with metal objects and a greentooth helmet mesh that was passed along to me.
Dado Almeida: Awesome flying kick! I like I like.
Razorb,: I like your use of color beautiful
My take on "Willy the Chicken", still a WIP
at 3622 tris
I took Concept from an old comic in Thailand by Suphon Menakom
Rendered in Marmoset, The feather display fine in the viewport, but in the screen shot the alpha doesn't work, I will look into the Marmoset thread to find the answer to this.
thanks guys! and ya PolyHertz i really dont care about most stuff like that as most of it is unfinished anyways! heh the waterfall things where just temporary additions and the blue light imo fights too much with the other bright ass light from outside.. and well i could go on :P! but ya nice spotting that i didnt even realise.
i may do a vid at some point but really i am just using a method that i learned from whit bracna's massive black dvds so if you really want to see someone who is actually good at concepting :P www.brushbook.com check out his tutorial section! but ya if i were to make a video it would just be a shit version of his! so there aint that much point ;x
working on improving my (so far non-existent) modeling skills in MAX
around 9000 tris right now, i guess will be ok for such a big thing right?
really not sure how to texture it cleverly tho, UDK limits to 2048² maps for vehicles, i could use tiling and/or maybe even 2 of those but i´d rather just use a single 8192² lol and make everything have unique uv´s for crazy nextgen and easy baking/normalmapping and re-using the same channel for the lightmaps but i guess thats just a dream..
Replies
Thats pretty hot, only crit I can offer is that the danger and biohazard stickers will repeat, which might look a bit odd. Maybe you can pull it off by adding a plane to the mesh and unwrapping and texturing it so the stickers appear only on that plane, would only be two more tris and it shouldn't ruin your unwrap
keep it up
Props to Crazyeyes for an insight into his workflow over in his Pimpin thread.
Jordan: nice asymmetry ;]
I kept thinking I was done, then kept adding more/refining more. I think I'm just gonna put it down for now, and move on to the next char; get back and do any final things, then the lp next week or something. Could work on these things forever...
just max, nothing fancy - lately i've been messing around with uv master and its awesome for complex stuff, but so far this is just a simple character and the unwrap doesn't take that long these days, with all the peltmapping and relaxing and stuff
great, but more octopus lips!
That's no ocotpus limb :
[edit]Oh, ok piflik, didn't read much of the manga, thanks for the info, and so I Agree to eld post it's definetely lacking
yeah you're right i'll make some decals, to make it less odd and repetitive, ty
trying something you see everyday...
hacing alot of fun with smoothing groups...
That means nice :P
So my highpoly is finished
So now im gonna make the lowpoly.
Little question, whats the average polynumber of a meleeweapon?
But to my very important question
Whats the average polynumber of a meleeweapon?
Yeah...it is bigger in the manga...I might scale it up and rest it on the floor instead of the stone...as long as she can still put her feet on top
looks reaallly lumpy
If the weapon is for a first perso game, it must have the same polycount as a main character (including the hands)
If it is for a third person view or if it is only a props the polycont must be decrease, it must have the same polycount as a an other object how have the same size in the world.
(sorry for my bad english, hope it can help)
what's the average length of string?
hard to answer out of context.
what kind of game? what's the budget on other on-screen assets?
the last update for today for this project.
managed to motivate myself to do some more.
detail pass for entire char remaining now...then to decide about lowres or highres and sculpt or generated hair...whop, fun times!
ENODMI shes is mighty fine!
More softbrush remixing
Cheers!
~t
retleks, i love the lighting setup for him, I think the light is casting a bit too purple on his face though, it feels a bit unnatural.
I'm not sure what part of the process you are but as far as the mesh goes his feet look a little large, kinda clownish (could be camera angle) and if you could make some of the tighter lines even sharper (like the top of his abdomen) it'd push the stylization more. Still its looking nice.
ENODMI: lookin sexy :>
May aswell throw these 2 in here! the robot thing is heavily unfinished! but yea im too busy with other things ;(
Decided to play around with metal objects and a greentooth helmet mesh that was passed along to me.
[ame]http://www.youtube.com/watch?v=fet8lI2IVl0[/ame]
Razorb,: I like your use of color beautiful
My take on "Willy the Chicken", still a WIP
at 3622 tris
I took Concept from an old comic in Thailand by Suphon Menakom
Rendered in Marmoset, The feather display fine in the viewport, but in the screen shot the alpha doesn't work, I will look into the Marmoset thread to find the answer to this.
just fyi though, viewport options are still showing threw on the top left of your first pic
i may do a vid at some point but really i am just using a method that i learned from whit bracna's massive black dvds so if you really want to see someone who is actually good at concepting :P www.brushbook.com check out his tutorial section! but ya if i were to make a video it would just be a shit version of his! so there aint that much point ;x
around 9000 tris right now, i guess will be ok for such a big thing right?
really not sure how to texture it cleverly tho, UDK limits to 2048² maps for vehicles, i could use tiling and/or maybe even 2 of those but i´d rather just use a single 8192² lol and make everything have unique uv´s for crazy nextgen and easy baking/normalmapping and re-using the same channel for the lightmaps but i guess thats just a dream..
any best practice tips for such big assets?
don't be shy with the lube... oh, and try to relax, it'll hurt less.
Mod: Maya Tex: Photoshop
Texture: 1024*512
Voil
got my pc hooked up at our new place, back to modeling. got a base to bring into zb.
That's really creepy Ted, it kind of looks like you