Thanks for the tip , but based this model on Jim Lee's Batman, and he doesnt really have big ears
Here is a viewport grab straight from max, using Xoliul's 3DS Max Viewport Shader.
Think it shows my model abit better, added the spec map aswell
My texture maps (so far )combined :
Was looking into the cape they used in the Arkham Asylum game, now that was an awesome cape, anyone got a clue how I could make it work like that?
And also got inspired by the cave they build in that game, so I decide I want to build my own Batcave, in order to learn how to build and enviroment and learn UDK at the same time
Bit more work... should probably have a thread for him but he's almost done now
Put some more work into the textures and also modelled and textured his gun. Put in highlights to the shader and worked up a sort of shading booster texture, that lets me force shadows or highlights to appear more easily in certain places.
Gotta make his tail and the rags of the bandages on his legs. Try and fix up the outline colour/strength and it should be fairly close to being finished
i love this guy ... have you a wip thread for him?
felipefrango - It's just some ps action. I made the lazerz a solid flat white in marm then did some blur action in photoshop. Been watching that cowboy of yours, can't wait to see it finished so awesome man!
tweaked the sss a bit and the overall shading, not sure if i stay with unreal on this one, might try the cryengine, not decided yet, will see what stephan does with the texture over the holidays ^^
testing out an asset in the UDK.. just practicing hand painted textures for a few assets which I will be placing into a scene loads left to do - fix UV errors, finish textures, need to weld some verts :P
Hi everyone, I've been skulking around here for a bit, so I thought it was time I posted some stuff. I'm kinda new to most things 3D, but I'm really happy to have joined up here. Guess I'll post some stuff I've been practicing on.
This was mainly a normal map test on some fairly lowpoly geometry. Before this, I didn't even know what one was. It took a while to figure out how to get them working properly, but they came out ok I think for a first attempt. I used mudbox/maya for them, and photoshop for the textures.
Check em out!
....Or... not?
I guess I'm not allowed to yet? the FAQ seemed pretty clear, but my posting rules say otherwise "You may not post attachments". I guess I just wait then?
woh dude badass. only crit would be maybe have him have like a loincloth on or something, the crotch piece looks like it might be revealing a little alien man-parts down there.
Yeah, I'm aiming for photorealism in the end. No textures yet though, just 2 basic Blinn materials in that render, so it should look a lot better when I have some procedural stuff and texture variation, dust, light rust, dirt etc. going on.
Thank you MoP, I wasn't sure if that post was even going to be displayed. But yeah, thank you very much again.
Wolfreim, that guy's armor is insane! I love the separation of the metallic/leathery parts of the armor. Looks really well thought-out. But as Woogity said, the junk needs more covering (unless he's got none! Then no problemo!). Awesome work.
ghostscape: looks sweet! nice work man, i wonder tho if you could do the exhaust holes without the slight pinching/warping. Its not a huge deal but I think there might be an example in the how you model dem shapes thread which gets a smoother cylinder shape
I'm a noob in texturbaking and texturing in general...here is a test in max with Xoliuls Viewport shader... any suggestions or critique are welcome..:):poly124:
ghostscape: looks sweet! nice work man, i wonder tho if you could do the exhaust holes without the slight pinching/warping. Its not a huge deal but I think there might be an example in the how you model dem shapes thread which gets a smoother cylinder shape
There is but it doesn't work for the offset holes, I need to mess with them, they're temporary.
I helped a guy in my devteam to clean up his uvmap for this pillar
I don't think you will make that much out of it but, yeah, I want to post stuff and this is what I'm working on...
I'm nervous for some unknown reason, maybe I need some sleep... :poly142:
Replies
Thanks for the tip , but based this model on Jim Lee's Batman, and he doesnt really have big ears
Here is a viewport grab straight from max, using Xoliul's 3DS Max Viewport Shader.
Think it shows my model abit better, added the spec map aswell
My texture maps (so far )combined :
Was looking into the cape they used in the Arkham Asylum game, now that was an awesome cape, anyone got a clue how I could make it work like that?
And also got inspired by the cave they build in that game, so I decide I want to build my own Batcave, in order to learn how to build and enviroment and learn UDK at the same time
i love this guy ... have you a wip thread for him?
I'd tap that.
felipefrango - It's just some ps action. I made the lazerz a solid flat white in marm then did some blur action in photoshop. Been watching that cowboy of yours, can't wait to see it finished so awesome man!
some WIP's. some are a bit older
this is a high poly sprite for a shmup
http://vimeo.com/10629905
Hope you like it!
I'm looking for a Zbrush sculpting video tut, it's not the pixologic one, it's another one, and it comes with a special brush as well. Anyone know it?
testing out an asset in the UDK.. just practicing hand painted textures for a few assets which I will be placing into a scene loads left to do - fix UV errors, finish textures, need to weld some verts :P
This was mainly a normal map test on some fairly lowpoly geometry. Before this, I didn't even know what one was. It took a while to figure out how to get them working properly, but they came out ok I think for a first attempt. I used mudbox/maya for them, and photoshop for the textures.
Check em out!
....Or... not?
I guess I'm not allowed to yet? the FAQ seemed pretty clear, but my posting rules say otherwise "You may not post attachments". I guess I just wait then?
Pine Trees.
PDF: http://pure3d.de/english-version/pure3d-gameart-division/pdf/Pine_Trees_v1.pdf
Photoreal work mop very impressing
Thought that was a photo at first :thumbup:
Also, cus the Warehouse scene was so Kick-ass.
It's a Floyd Rose bridge, basically the part where the strings go into the body of the guitar. Looks dead accurate. :thumbup:
http://www.electrical-res.com/EX/10-19-05/ibanez%2520s2170fb%2520zr%2520trem.jpg
http://farm1.static.flickr.com/24/38497489_9d87e21eb7.jpg?v=0
thread here:
http://boards.polycount.net/showthread.php?p=1108211#post1108211
Wolfreim, that guy's armor is insane! I love the separation of the metallic/leathery parts of the armor. Looks really well thought-out. But as Woogity said, the junk needs more covering (unless he's got none! Then no problemo!). Awesome work.
There is but it doesn't work for the offset holes, I need to mess with them, they're temporary.
im trying to make some anime statue 3d print
I don't think you will make that much out of it but, yeah, I want to post stuff and this is what I'm working on...
I'm nervous for some unknown reason, maybe I need some sleep... :poly142: