I couldn't disagree more. Live trace is going to result in a hugely different result. The picture posted is incredibly clean. And I don't mean to be rude but you really don't have to substantiate your comment with how long you've been using the program. It's unnecessary and comes off a little condescending in my opinion.
Yeah, I've done similar without live-trace. Though that one looks a lot better.
I couldn't disagree more. Live trace is going to result in a hugely different result. The picture posted is incredibly clean. And I don't mean to be rude but you really don't have to substantiate your comment with how long you've been using the program. It's unnecessary and comes off a little condescending in my opinion.
You do know you can adjust live-trace settings to clean up an image, don't you? I guarantee you I could get that same look almost exactly with live-trace. No sense in being ignorant to the fact that Hawken is correct, it looks terribly live-traced. If it wasn't, then fine, but it does look awfully similar to a live-traced image.
Doubt it Xeno, those spokes look very flimsy and would not support the load of the vehicle, also remember, you can't have spokes on both the front and back. The wheel hub goes inside the wheel - the brake disks / drums etc.
The spokes are on the left in this image, and the hub is visible in the cross section. A wheels spokes are also often curves, of a higher number, and no where near as thin as in your design - and are designed to bear the load with out buckling. -Often determined by thickness, shape and number of spokes. - less spokes, wider, more spokes - thinner.
Hey kaptainkernals, thank you for the advice, I learned many things and this is what I came up with.
I beefed it up and made it thick, I also added more support.
My name is Jeff and I'm on a constant journey to improve myself artistically and having browsed around Polycount I know this is one of the best places for me to do that. Looking forward to my experiences here in Polycount.
The textures are still pretty basic right now as well as the model so I still have lots to do. I plan on giving myself a max cap of 10,000 polys and right now I'm a little close to 4000 so I have lots of room for improvement.
I found out my lectures for today were cancelled, so I browsed through some old folders and found the very start of a head (made in 2008 ). Got inspired so worked on it a bit more. Here is what I've got so far:
EDIT: damn, already noted the weird loops between eyebrows.
i understand its a wip. I think the folds of the pants could be placed more thoughtfully. right now it looks like they are mostly some quick brush strokes all more or less in the same directions. There should be more variety i think.
Someone used this world of warcraft concept in a mail going around the office. I haven't done much low poly work lately, so decided this was a nice think to model during a couple of breaks at work.
You do know you can adjust live-trace settings to clean up an image, don't you? I guarantee you I could get that same look almost exactly with live-trace. No sense in being ignorant to the fact that Hawken is correct, it looks terribly live-traced. If it wasn't, then fine, but it does look awfully similar to a live-traced image.
@Xeno, i reckon thats alot more believable. Much better.
Thanks again for your help . Quick question, whats the polycount on cars for games? Something like GTA4 or a sandbox rpg? I know GT5 is like 80k to 120k which is MASSIVE...
i agree with cap, and i think a little less "nebula" in your background will help ease the business of it. other than that i love how its come together!
Thanks again for your help . Quick question, whats the polycount on cars for games? Something like GTA4 or a sandbox rpg? I know GT5 is like 80k to 120k which is MASSIVE...
After some searching around I'm getting numbers between 25k and 80k. Granted the dude saying he had 80k tris was talking about everything including the interior, inside of the trunk, detachable bumpers etc. Maybe split the difference and go for something around 53k?
cant seem to get the 'chrome' material working on the stand after the gold material i used had the same issue with the black spots on the stand.
also. shadows dont seem to want to cast in any of my renders.
using 3ds max and vray btw. suggestions?
It can be a couple things. 1 you've got nothing to reflect, 2. your number of reflections isn't set high enough, try those two first. I'm not completely familiar with max' render settings to tell you exactly what to adjust..
It can be a couple things. 1 you've got nothing to reflect, 2. your number of reflections isn't set high enough, try those two first. I'm not completely familiar with max' render settings to tell you exactly what to adjust..
beautiful, that fixed it post more renders later, tweaking things atm
Replies
Yeah, I've done similar without live-trace. Though that one looks a lot better.
wip:
You do know you can adjust live-trace settings to clean up an image, don't you? I guarantee you I could get that same look almost exactly with live-trace. No sense in being ignorant to the fact that Hawken is correct, it looks terribly live-traced. If it wasn't, then fine, but it does look awfully similar to a live-traced image.
Hey kaptainkernals, thank you for the advice, I learned many things and this is what I came up with.
I beefed it up and made it thick, I also added more support.
it looks like his abdominals themselves are sagging, rather than the skin on top of them.
@ crazyfool: Thanks man, he is no Psymon Stark but he will do.
@ daphz: I dig the Crab thing.
@ ultra: Rad vamp.
@ Gav: Awesome. I agree with almighty_gir The abs and pecks do look a little melty but I still love it.
I have decided to call it quits on this guy before I get too sick of looking at him.
My name is Jeff and I'm on a constant journey to improve myself artistically and having browsed around Polycount I know this is one of the best places for me to do that. Looking forward to my experiences here in Polycount.
I'm currently working on a small environment piece based off of images of tabletop dioramas I found from the game Warmachine.
http://www.gamehole.com/images/PAX/diorama1_LG.jpg
http://www.gamehole.com/images/PAX/diorama2_LG.jpg
The textures are still pretty basic right now as well as the model so I still have lots to do. I plan on giving myself a max cap of 10,000 polys and right now I'm a little close to 4000 so I have lots of room for improvement.
EDIT: damn, already noted the weird loops between eyebrows.
looks nice, very dynamic and full of emotion.
i understand its a wip. I think the folds of the pants could be placed more thoughtfully. right now it looks like they are mostly some quick brush strokes all more or less in the same directions. There should be more variety i think.
random cute little monster ( 3)
EDIT - and a face
~ lol at you trying to convince a community full of artists that this isn't a filter.
when making a level, do you make the environment texture as one big texture or do you separate it into parts?
Seperate it, make use of tiling textures at 256 and 512 then go in with the 0-1 UVW textures for props with specific details and all that jazz.
Thanks again for your help . Quick question, whats the polycount on cars for games? Something like GTA4 or a sandbox rpg? I know GT5 is like 80k to 120k which is MASSIVE...
(Yes I will do something about the tiling on the grass:)
I like a plain gray background, what do you guys think?
Working on a Presentation shot for my website.
cant seem to get the 'chrome' material working on the stand after the gold material i used had the same issue with the black spots on the stand.
also. shadows dont seem to want to cast in any of my renders.
using 3ds max and vray btw. suggestions?
After some searching around I'm getting numbers between 25k and 80k. Granted the dude saying he had 80k tris was talking about everything including the interior, inside of the trunk, detachable bumpers etc. Maybe split the difference and go for something around 53k?
Nice and clean edgeloops!
Ear looks pretty big.
Chugging away at this.
I did a little paintover for you. I would also suggest dropping the opacity of the background figure or getting rid of it completely.
Aside from the vignetting I got rid of the rock in front of his leg and dropped the saturation of the wrench.
It can be a couple things. 1 you've got nothing to reflect, 2. your number of reflections isn't set high enough, try those two first. I'm not completely familiar with max' render settings to tell you exactly what to adjust..
beautiful, that fixed it post more renders later, tweaking things atm
http://snd.sc/f0QUb1
Making the Missile Launcher turret from Halo:Reach
daft punk for life, the movie rocked my socks
fixed some stuff, thanks for the help dudes!
also brought my crab to near completion, tossed him in one of the UDK demos.