I've been using Illustrator nearly every day for about 8 years. This looks like Live Trace, an Illustrator filter that takes a few seconds to compute from any photo.
I understand where you're both coming from, but that's not a filter. Live Trace in Illustrator makes a compeltely different effect. Don't be so ignorant before you offend someone
As some have stated, I did trace over an image. I don't see how that should matter when it still takes a huge chunk of time and effort to make it
If you're accustomed to Illustrator, you'll know that Live Trace does not create overlapping vectors (at least from what I've seen)
daphz, Like the outfit of this, good job.
Hope you dont mind, but I threw together a paintover (If u want me too just tell me and Ill take it down).
In my opinion the face is a bit too saturated, and does not reflect the surrounding bouncelight enough, also expression looks a bit stiff atm.
I also gave the bg a more colorful look, just adding some gradients in photoshop, lensflare and such.
It looks fine, you just need a good lighting set up and to work it into a scene. We often over evaluate assets on their own but forget that they go into a scene full of assets of the same quality alongside nice lighting and post FX.
And so it begins, sooo happy right now, finally figured all this out. Need a specular and normal map but I just wanted to see if I could get it in the game engine with some collision detection. I have a bunch more pieces modeled so I just have to place them.
I think I got the light map correct, but it was easy for a cube...
Did a little more work on that bust from the last page. It's based on the concept art for the ArenaNet internship that was advertised on CGHub a while ago.
Finally something truly realistic from you ! I hope you make a lowpoly and textured version out of this. Your portfolio needs this - enough of this comical nonsense
Im having trouble making him look more dumb and sad. I think it has to do with the arms/shoulders. Im new to 3d, so i sorta have no idea where to go from here. I dont know how to make a normal map/if it would even be useful here. Do i just skip that and texture him?
now THAT's a nice M1. A few crits: the seam at the back of the receiver looks pretty visible, both texture and normal-wise. Also some of the scrapes around the sights and stuff seem a tad too uniform. The wood looks really rough too; I think the chippy roughness is a bit too strong in the normal. Also I'm not feeling that dirt on the stock near the butt. It kinda looks like some paint got sprayed on it.
pic is with skylight off. looking better than the render with it on tbh
more pics coming soon when i have made diff versions with glass materials / diff materials, and then put all the different 'pokeballs' on a shelf then render
thoughts?
finally starting to get hang of materials and rendering. and you know you are progressing when you look at renders taken 1mth ago and you go 'wtf is that shit'
Awesome character Daphz! Feels really surreal, which I love, love love:D
Spent a bit more time on this, liking it a lot better:
Crits/Suggestions?
I'm having a problem where some of the polygons are oriented in such a fasion that they're hard to sculpt and give a sort of saw tooth pattern on my mesh, instead of having it be real smooth and stuff. Could anyone help me in understanding why that happens and how I can fix/avoid it? I highlighted a couple example areas in red.
hello everyone - i am new to this forum, I think I post something here for feedback, i'm new and learning, below is a image of a old record player I modelled, sorri for my bad english
I love the surface work, but there's some sort of cloudy pattern going through the entire model. At least very prominent on the metal parts, maybe tone that down a bit and make the surface more straight/clean/readable ?
Looks great, anyways
Guess I should have looked abit closer...so what was the workflow on this Zwebbie?
Nothing special at all, I'm afraid to say. I baked an AO map, then overlayed a skin colour-ish layer on Linear Burn*, then merged to have one skin layer. Then a same process, with a Multiply overlay to create layers for gold, clothing and fur. After I painted in some basic shapes, I made a Colour layer for the skin, making the lips pink, the cheeks, nose and ears a bit reddish, and a hint of blue/green around the eyes, and merged that. I only use texture paint in 3D to lay out some guides, for the cloth, but it's all Photoshop otherwise. Wouldn't know what else to say, it's all extremely basic, I think.
Oh, and if there's one thing I always find immensely helpful, it's changing the model and UVs during texturing. It's hard to get a likeness in just a couple of polygons, so going back and adjusting when you've got a basic texture is a necessity.
*I think it's Linear Burn, I use a Dutch version of Photoshop, so the names can be confusing sometimes.
almost entirely redid this texture. displayed using the 3 point shader.
Nice work Racer, though I don't think the wood looks good with that normal map or diffuse. It looks like if it was made out of a raw root. the normal map probably has too much small noise applied to it, the wood in that kind of rifles are often polished and oiled, so they are smooth when you touch them, they don't have pores like that.
And make the metal borders more soft, right now it looks like if it had the paint peeled, while most guns are not painted, so the effect should be more like a polish that makes the Darkening wear out a bit and exposes the white metal under it in the zones were there's more contact with hands and surfaces.
I'm having a problem where some of the polygons are oriented in such a fasion that they're hard to sculpt and give a sort of saw tooth pattern on my mesh, instead of having it be real smooth and stuff. Could anyone help me in understanding why that happens and how I can fix/avoid it? I highlighted a couple example areas in red.
without being able to see exactly what is going on with your mesh, i would bet that it is your topology that is working against your sculpting. a quick fix would be to retopo the high poly mesh you have now (working from a lower sub-d level) then reproject the details onto the new topology, which would get rid of the "saw tooth" effect you are seeing.
just a guess though, and regarding the retopo, i am not sure how to go about this in mudbox because i am a zbrush user. im sure someone will chime in though with a mini tut or something. good luck
I half disagree and half agree with Cap Hotkill, they were polished, but with wear the wood would receive pits in it's natural grain after a while. But 1 thing I would maybe say is that the pitting in the wood is a bit too large.
Pitting is present in the following image, but not to such an extreme. (The 357 Magnum logo is from the forum)
Replies
also you'd never get near-full black shadows like that irl
You so crazy, crab.
Attack its weak spot for massive damage!
Agree with sampson, some nice spec on that would be killer.
good looking stuff.
had to be done...
I understand where you're both coming from, but that's not a filter. Live Trace in Illustrator makes a compeltely different effect. Don't be so ignorant before you offend someone
As some have stated, I did trace over an image. I don't see how that should matter when it still takes a huge chunk of time and effort to make it
If you're accustomed to Illustrator, you'll know that Live Trace does not create overlapping vectors (at least from what I've seen)
Does anyone else wonder if they shared the same fate as zeus and siren girl?
huh....
thumb worked from
Gonna get my bakin and texturin boots on now.
Hope you dont mind, but I threw together a paintover (If u want me too just tell me and Ill take it down).
In my opinion the face is a bit too saturated, and does not reflect the surrounding bouncelight enough, also expression looks a bit stiff atm.
I also gave the bg a more colorful look, just adding some gradients in photoshop, lensflare and such.
Wire of Santa:
It looks fine, you just need a good lighting set up and to work it into a scene. We often over evaluate assets on their own but forget that they go into a scene full of assets of the same quality alongside nice lighting and post FX.
Goodwork.
who? who cares, this is very cool diffuse map work ! need ur skillz
Merry Christmas And A happy new year!!!!!!111!11!11oneo1exclamation_markneone!!1one!1
I think I got the light map correct, but it was easy for a cube...
Im having trouble making him look more dumb and sad. I think it has to do with the arms/shoulders. Im new to 3d, so i sorta have no idea where to go from here. I dont know how to make a normal map/if it would even be useful here. Do i just skip that and texture him?
Feeling kinda meh about it, any suggestions to tighten it up?
Guess I should have looked abit closer...so what was the workflow on this Zwebbie?
What do you mean by 0-1 UVW textures
Tiling textures for stuff like terrain and unique textures for individual objects like windows or garbage cans.
pic is with skylight off. looking better than the render with it on tbh
more pics coming soon when i have made diff versions with glass materials / diff materials, and then put all the different 'pokeballs' on a shelf then render
thoughts?
finally starting to get hang of materials and rendering. and you know you are progressing when you look at renders taken 1mth ago and you go 'wtf is that shit'
Spent a bit more time on this, liking it a lot better:
Crits/Suggestions?
I'm having a problem where some of the polygons are oriented in such a fasion that they're hard to sculpt and give a sort of saw tooth pattern on my mesh, instead of having it be real smooth and stuff. Could anyone help me in understanding why that happens and how I can fix/avoid it? I highlighted a couple example areas in red.
Looks great, anyways
Nothing special at all, I'm afraid to say. I baked an AO map, then overlayed a skin colour-ish layer on Linear Burn*, then merged to have one skin layer. Then a same process, with a Multiply overlay to create layers for gold, clothing and fur. After I painted in some basic shapes, I made a Colour layer for the skin, making the lips pink, the cheeks, nose and ears a bit reddish, and a hint of blue/green around the eyes, and merged that. I only use texture paint in 3D to lay out some guides, for the cloth, but it's all Photoshop otherwise. Wouldn't know what else to say, it's all extremely basic, I think.
Oh, and if there's one thing I always find immensely helpful, it's changing the model and UVs during texturing. It's hard to get a likeness in just a couple of polygons, so going back and adjusting when you've got a basic texture is a necessity.
*I think it's Linear Burn, I use a Dutch version of Photoshop, so the names can be confusing sometimes.
Nice work Racer, though I don't think the wood looks good with that normal map or diffuse. It looks like if it was made out of a raw root. the normal map probably has too much small noise applied to it, the wood in that kind of rifles are often polished and oiled, so they are smooth when you touch them, they don't have pores like that.
And make the metal borders more soft, right now it looks like if it had the paint peeled, while most guns are not painted, so the effect should be more like a polish that makes the Darkening wear out a bit and exposes the white metal under it in the zones were there's more contact with hands and surfaces.
without being able to see exactly what is going on with your mesh, i would bet that it is your topology that is working against your sculpting. a quick fix would be to retopo the high poly mesh you have now (working from a lower sub-d level) then reproject the details onto the new topology, which would get rid of the "saw tooth" effect you are seeing.
just a guess though, and regarding the retopo, i am not sure how to go about this in mudbox because i am a zbrush user. im sure someone will chime in though with a mini tut or something. good luck
Pitting is present in the following image, but not to such an extreme. (The 357 Magnum logo is from the forum)