Ive been coming to polycount for years now and I have never posted. not sure why but I'm here now :poly121:
I didnt think this deserved its own thread yet.
Magpul UBR stock, kind of in between low and highpoly. I havent been able to decide if i just want to do a low poly model or if I plan on doing a high poly as well. anyways its not finished yet.
Ive been coming to polycount for years now and I have never posted. not sure why but I'm here now :poly121:
I didnt think this deserved its own thread yet.
Magpul UBR stock, kind of in between low and highpoly. I havent been able to decide if i just want to do a low poly model or if I plan on doing a high poly as well. anyways its not finished yet.
...You're THE Sisqo (as in, the oldskool CS guy, not the negro)?
The whole death of turnbased in xcom pushed me into a turnbased mood again, back to my colony project, brained through an algorithm to autotransition a land/water grid map, so everything becomes easier to handle:
for the unreal 3 engine, is 3 1024 maps too many for one building? I have a 1024 map covering the entire building atm, but I need a interesting base the player can walk up to...
also: sitting at ~700 tris
As in a 1024x diffuse, normal, and spec? Either the building should be higher poly if you get close to it, or lower poly if this is as close as you get to it. I'm very confused by what you have there.
So I knew little to nothing about "properly" mapping UV's, normal maps, high poly sculpting, spec maps, and all that fun stuff before starting this guy (I dunno, let's assume it's a guy). I learned a lot making this "guy", he was basically a model I used to learn all the stuff I mentioned.
One thing I reeeeaalllly need help with is lighting/rendering my scenes. What I have here is pretty bad so.... Yeah.. Any tips on presentation? I feel like I'm lacking the most in that area. Anything from people more experienced than me (which is probably 99% of the site's members I'm sure) would be a tremendous help.
He's still weighing in at 5046 tris. Not sure if that's good considering his shape. he looks good on many angles and when smoothed he stays relatively the same! So I think that's a good thing.
a building for a mod
for the unreal 3 engine, is 3 1024 maps too many for one building? I have a 1024 map covering the entire building atm, but I need a interesting base the player can walk up to...
also: sitting at ~700 tris
It's a good start. But right now as it stands, your rendering is killing your model. The hair has no shadows, the skin doesn't have enough thickness (sss too strong) and the detail from your zbrushings to your rendered have been mostly lost. Micro details that is.
This is looking pretty dope, WOLFREIM. My only crit would be the that the silhouette of the lower legs look chunkier than the rest of the character. It breaks the flow a little.
Instead of reducing the chunk around the calves, I would personally amp up the thighs (as they look shapeless from the front) as well as the shoulders.
Like the lower legs, the chest has some nice volume. So it would make it pop a little more if you brought out those other areas a little.
But that's just my opinion
hobodactyl: Great style, I like it! Two suggestions: change the scabbard to a hue further away from red so it stands out from the pants better (the red bands on the gloves can stay though), and put some edge highlighting on the edges of the... what are those called... the metal hand guard things that sit just outside the scabbard on the sword and stop the other guy's sword from sliding down your blade right into your fingers. Whatever that is, edge highlights would make it a lot easier to read. But yeah, cool stuff!
So, here's the final version of my mech set:
I'll have to do another set of them at some point, it was a lot of fun to work on these.
Eneyeseekay: Thanks! I might get around to modeling one of them eventually, but right now I'm trying to keep my off-hours work light on commitment.
ironbearxl: Thanks man!
roBOT: Rolling your eyes is a pretty ungraceful way to respond to an entirely legitimate comment. The combination of trigger design, mag profile, and mag location/orientation all point to it being a grenade launcher. If you still want to stick with that design unchanged that's totally fine, it's your art, but at least act a little more pro about it.
roBOT: Rolling your eyes is a pretty ungraceful way to respond to an entirely legitimate comment. The combination of trigger design, mag profile, and mag location/orientation all point to it being a grenade launcher. If you still want to stick with that design unchanged that's totally fine, it's your art, but at least act a little more pro about it.
thanks for the advice, mr. smiley officer. It was never my intention to act like a total douche. Sorry for that.
Replies
I didnt think this deserved its own thread yet.
Magpul UBR stock, kind of in between low and highpoly. I havent been able to decide if i just want to do a low poly model or if I plan on doing a high poly as well. anyways its not finished yet.
...Is that pigeon a Nazi?
Did a time-lapse on this guy for Scoobs:
Cheers!
...You're THE Sisqo (as in, the oldskool CS guy, not the negro)?
Haha yes I am "THE Sisqo" the oldskoool CS guy
I didnt think anyone would remember me since its been so long.
Tae Yon from SNSD...hottest woman on the planet!
PS: if anyone knows any Source engine programmers, please tell me
eld, it makes me so happy when people post cool stuff like that. If you do more... thread?
for the unreal 3 engine, is 3 1024 maps too many for one building? I have a 1024 map covering the entire building atm, but I need a interesting base the player can walk up to...
also: sitting at ~700 tris
As in a 1024x diffuse, normal, and spec? Either the building should be higher poly if you get close to it, or lower poly if this is as close as you get to it. I'm very confused by what you have there.
One thing I reeeeaalllly need help with is lighting/rendering my scenes. What I have here is pretty bad so.... Yeah.. Any tips on presentation? I feel like I'm lacking the most in that area. Anything from people more experienced than me (which is probably 99% of the site's members I'm sure) would be a tremendous help.
He's still weighing in at 5046 tris. Not sure if that's good considering his shape. he looks good on many angles and when smoothed he stays relatively the same! So I think that's a good thing.
[ame]http://www.youtube.com/watch?v=Ez6Nla9Goyo[/ame]
Definately looking more feminine, I think what it's lacking is a bit more roundness in the backside area.
eld - can't seem to load your image?
now with a thread of it's own
It's a good start. But right now as it stands, your rendering is killing your model. The hair has no shadows, the skin doesn't have enough thickness (sss too strong) and the detail from your zbrushings to your rendered have been mostly lost. Micro details that is.
nilknarf815: Awesome, pretty cool in my book. Nice chick.
Instead of reducing the chunk around the calves, I would personally amp up the thighs (as they look shapeless from the front) as well as the shoulders.
Like the lower legs, the chest has some nice volume. So it would make it pop a little more if you brought out those other areas a little.
But that's just my opinion
hobodactyl: Great style, I like it! Two suggestions: change the scabbard to a hue further away from red so it stands out from the pants better (the red bands on the gloves can stay though), and put some edge highlighting on the edges of the... what are those called... the metal hand guard things that sit just outside the scabbard on the sword and stop the other guy's sword from sliding down your blade right into your fingers. Whatever that is, edge highlights would make it a lot easier to read. But yeah, cool stuff!
So, here's the final version of my mech set:
I'll have to do another set of them at some point, it was a lot of fun to work on these.
The second one on the top makes me reminisce about my days playing Mission Force: Cyberstorm. Not sure why. Random brain triggers. Gotta love em.
I got commissioned awhile ago to model and texture Timothy McVeigh's head for the MSNBC special "The McVeigh Tapes" which shows tomorrow night:
That is what I call awsome! :poly136::thumbup:
needs more skulls!
still a ways to go
Wanted to model a mount.
Model finished, going to texture now. Might post an SDK if anyone is interested.
also:
front is where the knob of the saddle is, als also where the shoulders and knees are pointing to :P
ironbearxl: Thanks man!
roBOT: Rolling your eyes is a pretty ungraceful way to respond to an entirely legitimate comment. The combination of trigger design, mag profile, and mag location/orientation all point to it being a grenade launcher. If you still want to stick with that design unchanged that's totally fine, it's your art, but at least act a little more pro about it.
thanks for the advice, mr. smiley officer. It was never my intention to act like a total douche. Sorry for that.
Awesome work, Zack! I'm feeling the urge to model them up! :poly142:
MacTom27: Totally, that one is meant as a lighter long range and recon mech.
Warboss for utIII :P
i think you should take the word "my" out of that sentence, or change the head, you did not design that.