Here's the high poly fireplace I'm working on for my Animation Studio (pre-portfolio prep) class. Still need to texture it (right now it's all default textures), and build the low poly.
Still very much in an early process.. Needed to get a hang of UDK before I could move back to texturing and fixing models thats missing..
Sooo... Most of the textures are just plain diffuse and normalmap so far. Hopefully I'll be able to fix some nicer materials for elevator doors and such. Perhaps some subtle reflections in the walls and whatnot..
I'm gonna try and post this agian.....
If this works, this is the WIP high poly fireplace I'm building for Animation Studio class. All it needs now is a good texturing.
AV7xrocker: Tnx and nooooooooo i don't look like him
Firebert: tnx ^^ and you are right should have put more
Mladen: love the silhouet
crazyfool: i like the concept, i think those straps will add a lot to the look of the character in 3D
razorb: haha great style
karera: DUDE SPOILERSSSS... nah good likeness so far
jmiles: that could use some hardness and contrast i think
So i'm working on some characters for a studentproject game we are doing in UDK called sky soldiers (fictional post WW2 jetpack fps) , some of the detailing will be done in the normals themselves like those backflaps
Karera - you'll want to have a look at the carpet. Not just because it's different from the movie - moreso because your current will give some pretty annoying moire patterns.
Hopin to snatch some crits, hate mail, etc, on the High poly and the design of this armor vest. The idea is that this is a magnetic armor that provides life sustaining environment to the wearer to avoid NASA poofy suit. The armor will protect against energy based munitions only, not projectile. The player would be playing the character wearing this armor from the 3/4 over the shoulder, so the floaty thing would be a projected screen image the player can read (or a floaty Ipad-type device). I would mucho appreciato feedback on ways to make the screen read better.
This piece is for a class so please attempt to hurt my feelings with constructive crits and detail suggestions. Thank you all.
Still very much in an early process.. Needed to get a hang of UDK before I could move back to texturing and fixing models thats missing..
Sooo... Most of the textures are just plain diffuse and normalmap so far. Hopefully I'll be able to fix some nicer materials for elevator doors and such. Perhaps some subtle reflections in the walls and whatnot..
edit: and yeah I'll fix the carpet
That looks very nice so far. Once you get some better textures in, you should work on the reclection on the picture. Also, did you intentionally switch 492 to 491?
The DOF might be the last thing I see that's kinda throwing this image off.
Hi everyone,
Not sure if this is allowed, so just let me know. Sorry in advance. :poly136:
I've been working on a 3D modelling app. It's been a spare-time, quality-time, sleep-time, etc. project for about eight years now.
I've got it in pretty decent shape and have been getting good feedback during the Alpha.
Now I'm looking for Beta volunteers to try it out. Nothing major, just download it, run it, and send me comments, questions, abuse, whatever. :P
A friend of mine suggested I post it in the Pimping and Previews section, so here I am.
Here's a screenshot of a model I've been working on during testing. Beware, it is programmer art. :P
Well basically, like I said. I got stuck dealing with UDK a bit... With lightmaps and all that stuff I didn't know already. I wanted to try and see if I could match the light at first before moving back to texturing again. So all the textures in the scene are basically just plain colors with some AO on them. I'm also trying to work on some subtle chrome and reflection-materials for some of the stuff in there.
So, I'm hoping to match the original with as much as I can. So until it looks more similar it's not done
Ravenslayer: Dude! Watch the film already... However, thanks. Nice model btw. reminds me of Mortal Combat
Snader: Carpet is placeholder like alot in the scene, but thanks for your tip
Bishop: Haven't made all the numbers for the doors yet. So 4, 9, and 2 is the only ones so far What do you mean with reclection? Don't know that word And there is no DOF in the scene as of now, or.. besides whatever is in there by default. (Which is none, I think?)
Prolow: Thanks man!
Btw. Anyone has some ideas on how to change the lense or focal lenght in UDK? To match whatever they have in the scene from the film?
Finished this in time for Halloween. Didn't spend much more than a couple hours on it while watching DVDs. Trying to do more traditional media stuff and get away from the screen.
need to pull my finger out an finish the sleeves/arms, gettn sick of staring at his face...
downsized from a 512, might keep it hi-res (ear is photosourced @ the moment)
Tied to get a really unique silohette. Failed on keeping all quads but most modelers did, only have a few tris mostly well hidden. Learned a few things, started monday night and wrapped it up last night. Haven't put this many polys into a mesh for quite awhile.
Still unwrapping by hand so the uv's aren't the best.
I have been practicing my photo texturing of late, something which I always struggled with. sized this up from 256x256 to 2048x2048.
he looks a bit funky but as a test it works ok
Ruz, the second one looks alot better I must say, even though the mirroring is obvious in both cases (I hope you notice this aswell, but as it's a wip I hope to see it adressed)
Bishop: Haven't made all the numbers for the doors yet. So 4, 9, and 2 is the only ones so far What do you mean with reclection? Don't know that word And there is no DOF in the scene as of now, or.. besides whatever is in there by default. (Which is none, I think?)
Sorry, typo :P It's hard typing in the dark.
I meant reflection. I see what you mean though by the DOF. And I'm wondering if you can see the vingette as clearly as I can.
Charlie, RAWTalent, LoTekK - thanks for the kind words.
Calling it finished for now, I'll add some taillights and maybe a back bumper later. I'll make a pimp thread with this and more somewhere next year when I finish my folio. :]
UV layout isn't final, but I reckon It's okay for a nub like myself. ;o
~ Nice stuff man. Maybe think about adding some red to the ears and nose where all the blood vessels are nearest to the surface.
Look forward to seeing more buddy.
VERY Placeholder pose... Won't bother with a game res version of I don't think. Please ignore the terrible expression, her ass has had more attention than the face. lulz
cheers for the feedback limesimme, Dreamer. Should have mentioned that the ears in the second one are not done yet though I agree with the comments made.
looking great dreamer though perhaps a few more wrinkles on the pants would help
So I got my muse back and decided to pick this back up. It's really behind schedule.
Anyways, I've been on the fence about this. On this guy's helmet, there is suppose to be a thin line going from his chin and around his ears.
I've been testing out different brushes and settings along with with lazy mouse; it's just not working. It's not in the right stroke and it's not consistent - there are breaks in some areas.
The top picture is my failing attempt with the clay brush, the bottom is a quick paintover on how it should look. Any ideas on how I should go about this? A different brush setting? I'm on the fence with normal maps at this stage because this is the high res of what I'm working on; I have a shit ton to do.
So I got my muse back and decided to pick this back up. It's really behind schedule.
Anyways, I've been on the fence about this. On this guy's helmet, there is suppose to be a thin line going from his chin and around his ears.
I've been testing out different brushes and settings along with with lazy mouse; it's just not working. It's not in the right stroke and it's not consistent - there are breaks in some areas.
The top picture is my failing attempt with the clay brush, the bottom is a quick paintover on how it should look. Any ideas on how I should go about this? A different brush setting? I'm on the fence with normal maps at this stage because this is the high res of what I'm working on; I have a shit ton to do.
Could you use projection master, take a screenshot into photoshop and create a new layer with a bezier curve of the shape you want, and save that layer to use back in zbrush? I would give you a more detailed rundown, but I'm not as familiar with zbrush as I am mudbox, so it would be a bit rough. Hopefully I've pointed you in the right direction though.
Finally "finished" this after a long time of futzing around with it. Was about 1/2 done with an alternate engraved texture, but I lost the mesh and .psd files somehow during my last windows reinstall QQ. Oh well, was time to move on to something else anyway.
EDIT: also can somebody lmk how to display the image in the post? Do I have to host it somewhere first?
It's a long time since I posted anything. I've been working on a personal project in my spare time for the past few months. It's an idea for a story/world that I've been developing for fun, trying to work on it like story dev/pre-production on a movie. I've got quite a lot of work to show, but for now here's just a couple of illustrations I did this past week:
And a simple sculpt of the main character's head:
I've got sculpts, character + vehicle designs, story thumbnails etc. that I'll post soon.
Man I wrote a bunch of people responses, then I clicked an image and lost all the repsonses :P
Dreamer: rockin, but folds looks weird/unrealistic.
Harry: Booyah
bishop: mask then extrude I think
gir: don't need so many edge lops on quads! not a lot of deformation there :X
crackrock: specular needs more work, break up things a bit more. Looks good otherwise.
Nick: looks fuckin sweet to me
nice paints
Commiting evil by posting viewport grabs but... meh. Setup an actual render of this stuff when I'm further along in the modeling. :
Replies
and heres the concept sheet I drew up so you can see what its gonna look like in the end
aaaaand just a quick fun speedy ;o i was bored!
and lol zenarion ;p
Still very much in an early process.. Needed to get a hang of UDK before I could move back to texturing and fixing models thats missing..
Sooo... Most of the textures are just plain diffuse and normalmap so far. Hopefully I'll be able to fix some nicer materials for elevator doors and such. Perhaps some subtle reflections in the walls and whatnot..
edit: and yeah I'll fix the carpet
If this works, this is the WIP high poly fireplace I'm building for Animation Studio class. All it needs now is a good texturing.
Firebert: tnx ^^ and you are right should have put more
Mladen: love the silhouet
crazyfool: i like the concept, i think those straps will add a lot to the look of the character in 3D
razorb: haha great style
karera: DUDE SPOILERSSSS... nah good likeness so far
jmiles: that could use some hardness and contrast i think
So i'm working on some characters for a studentproject game we are doing in UDK called sky soldiers (fictional post WW2 jetpack fps) , some of the detailing will be done in the normals themselves like those backflaps
Hopin to snatch some crits, hate mail, etc, on the High poly and the design of this armor vest. The idea is that this is a magnetic armor that provides life sustaining environment to the wearer to avoid NASA poofy suit. The armor will protect against energy based munitions only, not projectile. The player would be playing the character wearing this armor from the 3/4 over the shoulder, so the floaty thing would be a projected screen image the player can read (or a floaty Ipad-type device). I would mucho appreciato feedback on ways to make the screen read better.
This piece is for a class so please attempt to hurt my feelings with constructive crits and detail suggestions. Thank you all.
Approx. in-game view (3DS Max, Hammers. render)
That looks very nice so far. Once you get some better textures in, you should work on the reclection on the picture. Also, did you intentionally switch 492 to 491?
The DOF might be the last thing I see that's kinda throwing this image off.
Edit: I think there also may be a vingette.
Not sure if this is allowed, so just let me know. Sorry in advance. :poly136:
I've been working on a 3D modelling app. It's been a spare-time, quality-time, sleep-time, etc. project for about eight years now.
I've got it in pretty decent shape and have been getting good feedback during the Alpha.
Now I'm looking for Beta volunteers to try it out. Nothing major, just download it, run it, and send me comments, questions, abuse, whatever. :P
A friend of mine suggested I post it in the Pimping and Previews section, so here I am.
Here's a screenshot of a model I've been working on during testing. Beware, it is programmer art. :P
So, I'm hoping to match the original with as much as I can. So until it looks more similar it's not done
Ravenslayer: Dude! Watch the film already... However, thanks. Nice model btw. reminds me of Mortal Combat
Snader: Carpet is placeholder like alot in the scene, but thanks for your tip
Bishop: Haven't made all the numbers for the doors yet. So 4, 9, and 2 is the only ones so far What do you mean with reclection? Don't know that word And there is no DOF in the scene as of now, or.. besides whatever is in there by default. (Which is none, I think?)
Prolow: Thanks man!
Btw. Anyone has some ideas on how to change the lense or focal lenght in UDK? To match whatever they have in the scene from the film?
downsized from a 512, might keep it hi-res (ear is photosourced @ the moment)
oh and go MOVEMBER!
I am using this conceptL http://cghub.com/images/view/17201/
Jacket's not reading as leather for me, though. Looks more like one of those synthetic polymer ski-style jackets.
Tied to get a really unique silohette. Failed on keeping all quads but most modelers did, only have a few tris mostly well hidden. Learned a few things, started monday night and wrapped it up last night. Haven't put this many polys into a mesh for quite awhile.
Still unwrapping by hand so the uv's aren't the best.
Any and all critiques welcome.
also made some overpainting in PS to get the point how this guy might look like:D
thanks firebert
simply delicious.
i want the next batch with chocolate chips, make it even sweeter
he looks a bit funky but as a test it works ok
another WIP
Sorry, typo :P It's hard typing in the dark.
I meant reflection. I see what you mean though by the DOF. And I'm wondering if you can see the vingette as clearly as I can.
Calling it finished for now, I'll add some taillights and maybe a back bumper later. I'll make a pimp thread with this and more somewhere next year when I finish my folio. :]
UV layout isn't final, but I reckon It's okay for a nub like myself. ;o
Also, Haiasi- awesome.
amazing! How long does it take to paint one of those faces?
~ Nice stuff man. Maybe think about adding some red to the ears and nose where all the blood vessels are nearest to the surface.
Look forward to seeing more buddy.
VERY Placeholder pose... Won't bother with a game res version of I don't think. Please ignore the terrible expression, her ass has had more attention than the face. lulz
looking great dreamer though perhaps a few more wrinkles on the pants would help
Anyways, I've been on the fence about this. On this guy's helmet, there is suppose to be a thin line going from his chin and around his ears.
I've been testing out different brushes and settings along with with lazy mouse; it's just not working. It's not in the right stroke and it's not consistent - there are breaks in some areas.
The top picture is my failing attempt with the clay brush, the bottom is a quick paintover on how it should look. Any ideas on how I should go about this? A different brush setting? I'm on the fence with normal maps at this stage because this is the high res of what I'm working on; I have a shit ton to do.
Could you use projection master, take a screenshot into photoshop and create a new layer with a bezier curve of the shape you want, and save that layer to use back in zbrush? I would give you a more detailed rundown, but I'm not as familiar with zbrush as I am mudbox, so it would be a bit rough. Hopefully I've pointed you in the right direction though.
EDIT: also can somebody lmk how to display the image in the post? Do I have to host it somewhere first?
It's a long time since I posted anything. I've been working on a personal project in my spare time for the past few months. It's an idea for a story/world that I've been developing for fun, trying to work on it like story dev/pre-production on a movie. I've got quite a lot of work to show, but for now here's just a couple of illustrations I did this past week:
And a simple sculpt of the main character's head:
I've got sculpts, character + vehicle designs, story thumbnails etc. that I'll post soon.
Cheers,
Nick.
Dreamer: rockin, but folds looks weird/unrealistic.
Harry: Booyah
bishop: mask then extrude I think
gir: don't need so many edge lops on quads! not a lot of deformation there :X
crackrock: specular needs more work, break up things a bit more. Looks good otherwise.
Nick: looks fuckin sweet to me
nice paints
Commiting evil by posting viewport grabs but... meh. Setup an actual render of this stuff when I'm further along in the modeling. :
Note her shiny butt.