Haha, you guys start to make me feel a strange mixture between feeling really proud and slightly uncomfortable.
You DO realise that I did not come up with that character but Gruetzner did, right? There is a link to the original picture in my initial post and I used that as a start for the texture, too.
But thanks a lot anyways!
@ doc rob: I have definitely further plans for him. Unfortunately none of those involve possibly (most likely, in my case ) messy things like glue. :poly121:
dkk: looks cool and love the design, but I cant quite put my finger on why it looks odd to me: sort of looks like the helmet is in a different room or lighting condition to the pyro, like it was pasted ontop of a tf2 screenshot
dkk: looks cool and love the design, but I cant quite put my finger on why it looks odd to me: sort of looks like the helmet is in a different room or lighting condition to the pyro, like it was pasted ontop of a tf2 screenshot
its the saturation, mostly, check the photoshop I did right below his post.
I dont know why, but that weapon makes me laugh. I like how jankity it is.
I know this isnt the forum for crits, but I hope you have time to tweak the fabric grain on the handle wrapping so it follows the bands.
Nice marq, hubcaps are a bit distracting though, seem a bit too bright.
Threw this building together today, was putting it off for 3 weeks but glad i bit the bullet, was a lot easier than i thought it'd be. Not perfect but good enough for a school midterm assignment, had to be "art deco":
2nd day on this. Most of the big details are in other than the trigger, magazine, and hammer. I'm gonna try to finish those bits and detail it tomorrow.
spacey: splendid little girls; the parasol one makes me go 'hell yes'
chaosquack: but the outer ring is fine; not sure about the yellow; recommend less smudge xvamp: that is a fun illustration - do carry on! devin: ... yes pls.
keep at it dudes, etc. /salute
this should be in a sketchbook thread, but I'll feed the beast.
Decided to have ago at the cghub bust competition. Mainly working on realism pieces for my portfolio at the moment, so thought this would be a nice break.
Here's blockout stage 1 and 2, decided to go with Bernard from Day of the Tentacle after some quick low poly blockouts. I actually made Bernard a long time ago in real low poly but lost the model.
For the final render later on think i'm going to pose him with a scared expression and in his glasses reflection put a tentacle with a gun
Anyway, early days most of it's still blockout. Currently working on the eye area.
Hello, I'm a long time lurker but only got round to registering recently. Heres a 1986 Hi-ace I've been doing this week. Just starting on the lo-poly now....
Japhir, I've got a bamboo, I love it too!
PS. Anyone got any tips for putting dents in high poly meshes? I want it to be much more beaten up eventually!
Racer, nice! How did you go about the grip? Zbrush noise?
Drav, that looks great. You should use a sculpting app like mudbox or Zbrush to beat it up. Also, I would do that before you build a low poly so you know where to model major dents and damage.
Hello, I'm a long time lurker but only got round to registering recently. Heres a 1986 Hi-ace I've been doing this week. Just starting on the lo-poly now....
Japhir, I've got a bamboo, I love it too!
PS. Anyone got any tips for putting dents in high poly meshes? I want it to be much more beaten up eventually!
You could isolate the part you want to beatup, then apply a fairly rigid cloth type simulation and push collider meshes into it then freeze the cloth engine for your result
Replies
You DO realise that I did not come up with that character but Gruetzner did, right? There is a link to the original picture in my initial post and I used that as a start for the texture, too.
But thanks a lot anyways!
@ doc rob: I have definitely further plans for him. Unfortunately none of those involve possibly (most likely, in my case ) messy things like glue. :poly121:
Had to do a rebake, dont know what the hell i was thinking having a break in the uv's there.....
its the saturation, mostly, check the photoshop I did right below his post.
And the spec and the rim light are missing?
Sorry if its too dark, going back and forth on different computers = bawls.
This is the second piece to the little scene I'll be working on, I'm probably going to bust most of it up though in the end.
Again, just stone texture thrown on, texturing will be next once I finish up blocking out / modeling the mini scene.
I really like the detail.
Working on a Russian "Jeep" named UAZ. Think that I´m nearly done with the normal map stuff. Polycount is 8245. What do you think so far?
Scrolled down to this and exclaimed out loud, "Awesome!"
I know this isnt the forum for crits, but I hope you have time to tweak the fabric grain on the handle wrapping so it follows the bands.
(which is just me copying another girl I never finished...)
And a peek at something I'm trying to get off the ground (dohoho).
I'll post a thread when it actually has some substance...
[size=-7][inb4lock][/size]
kontinu my tribal warrior concept
mi also streaming this stuff now showing mi paint here
http://www.ustream.tv/channel/arif2dchan
Quick 5 minute study.
Spacey - Great style on both of those characters.
Xvamp - I like where that is going.
I saw that !!
Threw this building together today, was putting it off for 3 weeks but glad i bit the bullet, was a lot easier than i thought it'd be. Not perfect but good enough for a school midterm assignment, had to be "art deco":
I was already yelled at to make thumbnails and try again
hauhauhau...sorry...I mean Noren, great job!
konstruct - I most definitely will be tweaking the texture.
I meant to say in my original WIP post that the weapon isn't my concept. It's a concept from Warhammer online .
I love it so far!
smedjeback: these are some good normals there.. but why not give the car more dulls ? so it looks like you only worked on the front
*******
Spacecraft art created by me for the awesome indie game "Nebulas and Cannons" soon to be released from Crispy Bacon Games
*******
chaosquack: but the outer ring is fine; not sure about the yellow; recommend less smudge
xvamp: that is a fun illustration - do carry on!
devin: ... yes pls.
keep at it dudes, etc. /salute
this should be in a sketchbook thread, but I'll feed the beast.
build on my sketch for a little while, tons left, no worries.
Here's blockout stage 1 and 2, decided to go with Bernard from Day of the Tentacle after some quick low poly blockouts. I actually made Bernard a long time ago in real low poly but lost the model.
For the final render later on think i'm going to pose him with a scared expression and in his glasses reflection put a tentacle with a gun
Anyway, early days most of it's still blockout. Currently working on the eye area.
p.s Rens thats ace.
Jason..
jason... jason..?
Japhir, I've got a bamboo, I love it too!
PS. Anyone got any tips for putting dents in high poly meshes? I want it to be much more beaten up eventually!
Drav, that looks great. You should use a sculpting app like mudbox or Zbrush to beat it up. Also, I would do that before you build a low poly so you know where to model major dents and damage.
How do they look?
I've added in the hammer, trigger, and text.
You could isolate the part you want to beatup, then apply a fairly rigid cloth type simulation and push collider meshes into it then freeze the cloth engine for your result
or grab a free trial of mudbox
Heres what Im working on. I think i might be getting better well at least i know im not getting worse.