A wip i've been working on the last two days.. Maybe spent 10 hours on it in total.. I wanted it to look like it's been used kind a lot.. Comments/feedback appreciated!
That is beautiful, Needles. I really dig seeing low end 3d renditions of old games. At some point I want to do up some Seiken Densetsu 3, which IMO is probably one of square's best games for super nintendo.
thats a nice looking scene Glode I like the atmosphere and lighting. I also started work on one of these massively epic bank vaults tonight. here is what I got done so far....
Needles - This makes me really happy. Thank you for making it. I wonder what items I can buy in that town... would it be an upgrade on my equipment I already own...? And I bet there's a secret cave in that circular mountain surrounding by a circluar mote, and bigger circular mountain ranges...
You're attempting to link to a file on your local computer, try uploading it to a site like photobucket, imageshack, or using a program like dropbox(= win).
Gotta agree with sampson miche, the normal map is really strong, it's almost like some got some hardcore steel wool and just went to town on that thing (not something that usually happens with rifles)
Some sort of a stylized anatomy study ... 1/6th=30cm, started in sculpey trying different mixes (left) but the buildup is just waaaay slow with that thing. So I switched to castilene (right) = some sort of wax. It's a hundred times faster to work with but gives less of a fleshy feel to things. So I might end up layering some sculpey back on top of everything to get that one final realistic touch ...
Also need to beef up the leg on the right, I want more of a spaceboot feel.
And the head is temp, bit too small really... oh and yeah I cheated - this part is a cheap low quality 3D print, good enough as a placeholder :P
Hey folks, I've been working on this guy in school for a while now, any tips on making the cloth not suck? I cant seem to anchor it into the waistpiece without the cloth clipping in the simulation!
Pior: I've always wanted to get into traditional sculpting, but i dont know where to start, got any good websites where you can buy the tools/materials? Or just general info? Thanks.
pior: i love your style man, the proportions and poses are just out of control, so fun and expressive. great stuff.
Calix: everything is looking good at the stage you have it, one thing that throws me a bit is the torso looks like that of an athletic adult, but with the thin limbs the overall looks adolescent like a 15-17 year old, interesting effect dunno if it was intentional but eh, might work itself out as you get to work on the legs and arms more, great work on the shoulders.
Calix: everything is looking good at the stage you have it, one thing that throws me a bit is the torso looks like that of an athletic adult, but with the thin limbs the overall looks adolescent like a 15-17 year old, interesting effect dunno if it was intentional but eh, might work itself out as you get to work on the legs and arms more, great work on the shoulders.
Thanks, should've said, haven't touched the legs and arms, just really concentrated on the torso, moving onto the limbs now.
I played with lighting capabilities in the Leadwerks Engine.
First of all I rendered one of my basic assets with Maxwell renderer (unbiased offline renderer) to get a realistic image. Then I set up a scene with this asset and ground texture to match the look of the Maxwell render image.
After I matched them I added other assets to my scene. I think it tunred out nice. Had no time or pleasure to use additional color cards to match it more.
I've never seen a grip on a grenade launcher but it looks nice. mags look a slight bit skinny and I can't see but you have the charging handle up there? looks nice overall.
I've never seen a grip on a grenade launcher but it looks nice. mags look a slight bit skinny and I can't see but you have the charging handle up there? looks nice overall.
heh, I just didnt want to leave it out. It swaps with the g-launcher in reality. I'll go back to reference and take a look at the mags. I never thought about it until it was pointed out.
By the looks of your work you would know fire arm accessories better then me, what do you mean by charging handle. I can only assume it means something about close quarters combat situations. Thanks for the comments
Small WIP from me. Still have a lot of texturing to do. (haven't touched the metal) Based on the concept my brother did (keen) http://lorenbroach.com/images/concept6.jpg
pior that is all kinds of awesome, i love your chicks!
i noticed a bit of a weight/ balance problem. it seems her center of gravity is a bit to right, this would put the weight on her right foot, tilting the pelvis slightly, did a shitty paintover to show you what i mean
testing out hand painted normals for macro-detail. Upper left is a normal map generated in crazybump, with how it looks below it. On the right is the hand painted normal that I blended with crazybump's mixer, with the result below it.
little door action while I wait to mess with the gun at work. Door normal map on and base color applied. Still need to add the normal map detail on the large brass designs on the door.
Replies
Makes learning udk a lot more fun lol
Now i just need to figure out the sky, lighting, seawater, trees, grass...
Dont know any programing or i would change the camera and add a new
vehicle type :poly142:
qft
Pretty Much What I'm exactly working on right now! Very cool.
[IMG]http://D:\galvan\Adv Material Lighting\Wk4\screenshots[/IMG]
You're attempting to link to a file on your local computer, try uploading it to a site like photobucket, imageshack, or using a program like dropbox(= win).
thanks
@ScoobyDoofus
Thx, yeah its Mudbox
Somehow this reminds me of Secret of Evermore.
Made some changes.. Just using a diffuse and spec map here..
turpedo: Beautiful scenery, gotta love the color scheme!
Some sort of a stylized anatomy study ... 1/6th=30cm, started in sculpey trying different mixes (left) but the buildup is just waaaay slow with that thing. So I switched to castilene (right) = some sort of wax. It's a hundred times faster to work with but gives less of a fleshy feel to things. So I might end up layering some sculpey back on top of everything to get that one final realistic touch ...
Also need to beef up the leg on the right, I want more of a spaceboot feel.
And the head is temp, bit too small really... oh and yeah I cheated - this part is a cheap low quality 3D print, good enough as a placeholder :P
Fun stuff
pior: Cool! A series of pictures on your progress would be interesting to follow along
Fixed a couple of more things in the texture, specular and also added some more text + logo.. Hope it looks better now :P
Just a small sculpt:
Calix: everything is looking good at the stage you have it, one thing that throws me a bit is the torso looks like that of an athletic adult, but with the thin limbs the overall looks adolescent like a 15-17 year old, interesting effect dunno if it was intentional but eh, might work itself out as you get to work on the legs and arms more, great work on the shoulders.
Thanks, should've said, haven't touched the legs and arms, just really concentrated on the torso, moving onto the limbs now.
I found out one semester that the one thing I'm allergic to in this world is sculpey =(
First of all I rendered one of my basic assets with Maxwell renderer (unbiased offline renderer) to get a realistic image. Then I set up a scene with this asset and ground texture to match the look of the Maxwell render image.
After I matched them I added other assets to my scene. I think it tunred out nice. Had no time or pleasure to use additional color cards to match it more.
Maxwell:
Leadwerks:
heh, I just didnt want to leave it out. It swaps with the g-launcher in reality. I'll go back to reference and take a look at the mags. I never thought about it until it was pointed out.
By the looks of your work you would know fire arm accessories better then me, what do you mean by charging handle. I can only assume it means something about close quarters combat situations. Thanks for the comments
Small WIP from me. Still have a lot of texturing to do. (haven't touched the metal) Based on the concept my brother did (keen) http://lorenbroach.com/images/concept6.jpg
Just that we need some stuff due for class for marks and what not, so I needed to get some of that crap done as well.
i noticed a bit of a weight/ balance problem. it seems her center of gravity is a bit to right, this would put the weight on her right foot, tilting the pelvis slightly, did a shitty paintover to show you what i mean
Does it look as good in marmo or udk for example?
first model in years... I can't model ears
The use of tris is a bit silly, you need less tris the smaller the curve, you have it set up the opposite way.
Makkon: Nice work, I like how you terminate the cheek loops into the side of the nose instead of over the bridge, looks good from the side.
Working on Doom (QIII style):
Ironbearxl: sweet HP, that's looking really solid so far
ugh, having a maya party at school.... and I'm very tired. Not my hair texture, just a test