The teeth on those random gears are like, so small it'd render a weapon totally prone to failure and ridiculously difficult to make... Plus, they'll just turn to noise at any reasonable distance from the camera. I suggest upping the scale of the teeth.
Why, yes that is true. I had doubted about the purpose of their existence in that place, but couldn't think of any possible reason, so just went with the concept for the meantime I figure something else out.
What kind of mechanism could actually be put to work their?
Why, yes that is true. I had doubted about the purpose of their existence in that place, but couldn't think of any possible reason, so just went with the concept for the meantime I figure something else out.
What kind of mechanism could actually be put to work their?!
Uh, if you show me a concept i could take a stab at whether its meant to have a function or is just aesthetic. Aesthetics are fine, but detail that tiny will just get lost in a hazy Moir
Uh, if you show me a concept i could take a stab at whether its meant to have a function or is just aesthetic. Aesthetics are fine, but detail that tiny will just get lost in a hazy Moir
Uh, if you show me a concept i could take a stab at whether its meant to have a function or is just aesthetic. Aesthetics are fine, but detail that tiny will just get lost in a hazy Moir
ik weet niet of de " oe " teveel aan elkaar plakt en net als het flesje, kleine details niet goed geprint worden. Iets om even rekening mee te houden, net alsdat ik nu nederlands aan het gebruiken ben..
/ random dutch
Honestly, the contrast of the text is a bitch on my eyes. And i don't know how bigg you're gonna print this but i bet on 5x5cm it's gonna be hard to read. Geinig though :P
Here is an update on my UAZ "Jeep". I did some AO this weekend and next up is the diffuse and spec map. I was thinking about which game engine I should put it in when I'm done. I have seen that a lot of you guys use the Marmoset engine and it seems to be pretty nice. But how well dose it handle alpha and cube map? Has anyone made some nice windows in Marmoset? I'm also thinking about Unreal 3 engine. Which engine is best for my needs? I'm new to both of them.
Started without a concept to poke around at the new bits of Zbrush 3.5, and I'm now undertaking a valiant attempt to save the bland design. Bit late for this one, I'm afraid, but oh well...
Ruz: Judging by, what appears to be a lowres mesh visible through the shirt, I would venture to say you've used some cloth simulation to generate a basemesh, then sculpted on that.....
Thats right ivars. it's s bit awkward to set up, but for a good base to work on its worth it.
works better on trousers. There was no sculpting though( tiny bit of smoothing). I used a really high res mesh in max to do the simulation, hence the artefacts from the lower res collision. You can subdivide both, but you need a beefy computer.
damn I already ate the jaffa cake:)
To clarify I used a quad based mesh for the sim, didn't use the garment maker, though it may work better, then you could just project your quad based mesh
nice one ruz! yea they look nice, sometimes at least in maya getting the settings correct for cloth simulation can be a ton of work, certainly cant argue with the results tho... those are some nice folds, good fabric weight and thickness too. damn missed out on cake :poly127:
@sando: haha! glad that sculpt didnt die in the speedsculpts thread, really dig the personality, glad to see it getting some use!
cool work guys, thought i'd dig out and finish some old stuff
creep - not quite sure where he is heading, but had these old hands and wanted to use them for something. once i'm done he'll be a nice monstery base to drape techy subd stuff over.
creating detailed shells for more zbrushing for a post apoc nurse from last year
little bit more i did on her sculpt
also a rough sketch for a new character with some detailed bits filled in, sort of a forest king or something? need to do a paintover for him
damn great sculpts kite. they have good poise and weight too
FAT_CAP, woogity yeah re the cloth stuff will post something really soon,probably just max file.
I am sure some clever person could make a zbrush cloth sim tool though. that would be ace
@ Kite - exquisite work on the woman's cloth creases and amazing stuff overall.
@ Turpedo - also very nice work. Only thing I might suggest is to add a bit more detail on the column itself. Right now the eyes are drawn to the top/bottom, where the detail is.
adam - that's such great modeling! gorgeous render too
Sandro - i usually start pretty simple, if i have a concept then model everything out in max and work from there. In the case of these characters there's no real plan, the nurse is an old female basemesh stretched out of shape. It's gotten very distorted though, particularly in the tabard. I've kind of reached the end of what i can comfortably work with so subd-ing to get more control, clean and finalise prior to game res retopo.
The forest guy is again pretty simple, one block for the body and legs, head separate, some high poly details. Should also mention i'm aping tacit math on the knuckles of the hand, a little tri and line of polys separating each finger looks great. The tabard is a cloth placeholder from max but i'll do the same - subd and reproject everything once i know what i'm doing
s_ource
maybe decrease the depth of the stone so that the bump on them does not go as deep as the crevices?
yeah he does look really of enty, the heads actually from a low poly contract model i did ages ago that had a nice shape in the nose, kind of reminds me of getafix the druid
Replies
Apart from that good model
What kind of mechanism could actually be put to work their?
Badass revolver by the way!
Uh, if you show me a concept i could take a stab at whether its meant to have a function or is just aesthetic. Aesthetics are fine, but detail that tiny will just get lost in a hazy Moir
Really nice work from everyone
Nose plane study
This was done at The Sinister Circle challenges
As always, impeccable stuff.
pipes.
ik weet niet of de " oe " teveel aan elkaar plakt en net als het flesje, kleine details niet goed geprint worden. Iets om even rekening mee te houden, net alsdat ik nu nederlands aan het gebruiken ben..
/ random dutch
nice bake ivars!
here is my 5 minute zbrush tshirt. A jaffa cake if you can guess how
another 5 minute job
might be a longshot, but i want a jaffa cake
scan > mesh projection?
I'm gonna say it, My favorite piece of game art this year so far. It's beautiful.
Here's a head I started a couple of hours ago:
Ignore the hair if you can.
Started without a concept to poke around at the new bits of Zbrush 3.5, and I'm now undertaking a valiant attempt to save the bland design. Bit late for this one, I'm afraid, but oh well...
Just joined polycount, anyway, here's what I'm working on (most recent models):
Here's the concept art (Still working on that as well):
http://2.bp.blogspot.com/_4y-i_FVaTKE/Sr27C-ab6JI/AAAAAAAAAGg/xd4IUcQXXSw/s1600-h/inkalarvillage.bmp
Learned about this website from Games Industry Mentor podcast. Looking forward to learning from this site and meeting you guys.
Thanks!
+1 Smexy Colors
Nice looking truck per!
works better on trousers. There was no sculpting though( tiny bit of smoothing). I used a really high res mesh in max to do the simulation, hence the artefacts from the lower res collision. You can subdivide both, but you need a beefy computer.
damn I already ate the jaffa cake:)
To clarify I used a quad based mesh for the sim, didn't use the garment maker, though it may work better, then you could just project your quad based mesh
@sando: haha! glad that sculpt didnt die in the speedsculpts thread, really dig the personality, glad to see it getting some use!
-Woog
creep - not quite sure where he is heading, but had these old hands and wanted to use them for something. once i'm done he'll be a nice monstery base to drape techy subd stuff over.
creating detailed shells for more zbrushing for a post apoc nurse from last year
little bit more i did on her sculpt
also a rough sketch for a new character with some detailed bits filled in, sort of a forest king or something? need to do a paintover for him
FAT_CAP, woogity yeah re the cloth stuff will post something really soon,probably just max file.
I am sure some clever person could make a zbrush cloth sim tool though. that would be ace
Here is a texture i have worked on.
@ Turpedo - also very nice work. Only thing I might suggest is to add a bit more detail on the column itself. Right now the eyes are drawn to the top/bottom, where the detail is.
Been spending some time lately learning the render engine in Modo. Sculpt and textures done in Mudbox.
adam - that's such great modeling! gorgeous render too
Sandro - i usually start pretty simple, if i have a concept then model everything out in max and work from there. In the case of these characters there's no real plan, the nurse is an old female basemesh stretched out of shape. It's gotten very distorted though, particularly in the tabard. I've kind of reached the end of what i can comfortably work with so subd-ing to get more control, clean and finalise prior to game res retopo.
The forest guy is again pretty simple, one block for the body and legs, head separate, some high poly details. Should also mention i'm aping tacit math on the knuckles of the hand, a little tri and line of polys separating each finger looks great. The tabard is a cloth placeholder from max but i'll do the same - subd and reproject everything once i know what i'm doing
http://www.adventuresincommuting.com/bases.jpg
s_ource
maybe decrease the depth of the stone so that the bump on them does not go as deep as the crevices?
yeah he does look really of enty, the heads actually from a low poly contract model i did ages ago that had a nice shape in the nose, kind of reminds me of getafix the druid
Really awesomely cool, stylized sculpt!
Also, I know it's not really adding anything constructive, but goddamn Kite, that's some solid sculpting.