great work!... i like the untextured version more...can you please share the technic for making such beautiful bark?
thanks man, yea it was super easy and super quick,
- I made a nice tileable bark texture and then edited it into a bump map (keeping a full colour diffuse also).
- Next I made a simple tube (must have smooth/even topology like any other base mesh for sculpting) in Maya and Uv'd it.
- In zbrush I subdivided the tube til I had enough resolution and then applied the bump map style texture, masking>mask by intensity (masks by the rgb intensity),
- and then turn the texture off (should show the mask in place) and then deformation>inflate until it looks good.
first is this lunchtime project minotaur that im not really taking very seriously (yet)
and then still working on the gunslinger at home
excluding the head, he's around 11,000 tris with a 2048 map (head and guns will be on seperate textures). everything is still WIP, and i'm currently finishing up his weapons then i'm gonna come back and go over all the texture work and shading/lighting for the final stuff :poly122:
(ignore the head/eyes in this pic btw, they are just placeholder) struggled a bit with the leather and metal surfaces so far, and still wanna look out to push em further
hit me up with any crits, cos i wanna do as good of a job as i can on this, and ill be coming back to refine everything anyway :thumbup:
he will of course have a pimp eastwood style hat
edit: realised i gotta add some AO and wear/tear around where the buckle is in contact with the belts. its lookin a bit "stuck on" atm :poly141:
I dont know how to say it without sounding rude, so I'll just say it. I think this is the worst work I've seen from you Mr. Singh. Not the usual excellence we've come to expect from you sir!
The sunken cheeks make him look like lumpy Gordon Freeman...on heroin. I can tell you're going for a stylized rendition but it just seems a little sloppy and thrown together.
yeah maybe I showed it too soon. thanks fer the crit!
@ catstyel-- wicked work man on the minotaur and the gunslinger. I think the leather on the belt works great and the folds in the jeans look and shirt feel natural.. on the other hand, what time period is he from?.. He looks a bit like something more modern than something out of a wild west film. I donno what you're going for here, but possible suggestions could be a pancho, cowboy hat, boots w/ stirrups.. anways.. technically.. it's beautiful man.. keep it up!
Edit: oop.. shoulda read further about the Clint Eastwood hat, and shoulda noticed the boots.. my bad.. great stuff dude..
Here is one of my final pics for my sword, I believe I'm calling finished. Crits and Suggestions still appreciated.. and you can see the other pics in my Frostmourne thread..
neox are you going to do the hood that he wears and the red elk as well?
i'll probably do yakul as well, not sure yet, fur is just a pain in the ass to render, but i'm not gonna make his straw cloak/hood, otherwise i'd have to model the rest of the outfit differently and i liked the version when he was in the ironsmelter helping the ladies on the bellows
Neox: Looking great so far. I notice you came back and blurred it in that one spot. Heh.
JMiles: I really like how that sword turned out! What did you render that in? My only crit really is with the presentation. I think it looks a little random currently, it would be better if you worked out some sort of order imo. Anyways, great work.
Jmiles, I would honestly. The yellow really ruins the mood of Frostmourne, where as a blue light gives it the "cold" feeling it has in the game. Possible a little bit of blue glow in post too?
@ BradMyers82-- Thank you sir! The presentation in this pic is a bit random, I admit, but I wanted to show the sword at extreme angles, where I thought the light hit it the best so you can see some of the major details, especially in the hilt. And my shots are actually real time screen grabs w/ the textured/colored background doctored in PS.
@ Medestruit-- I understand what ya say about the yellow light and the mood. It comes from my original rim lighting setup. The Key light is the blue color you see of the middle image, but I found that the extreme of the yellow light of the backside created a great opposite contrast to the front, and because of that, the blue light became a great under tone light when presented on the yellow side. It also brought out a lot of great colors in the metal, as well as the leather, imo... I do however, have the sword presented on the blue side for my layout sheet in my thread. I wanted a balance of both and tired not to limit myself to one side of the sword because there are details that are asymmetrical to the front. And yeah, there is a slight blue glow around the sword pics, as a means to pop them out.. tried to make them subtle enough not to take away from the sword itself. Thanks for the crits!
gauss: this is soooo cool!! maybe a bit more contrast but thats all I would find to crit
catstyle:
very very nice man
imo the folds on the pants go a bit over board , too sharp and imo also a bit too much for an jeans like material.. the shirt-front on the other hand looks fantastic, the back also is a bit too sharp folded.
cheers for crits/comments guys, very helpful to hear what ppl think. btw all the pattern work/engravings for this guy are my own designs, apart from this one on the tip of the barrel (thats out of the book which this guy is based on, the dark tower)
finished baking up the gun tonight (fuck that was a long evening...) still got a bit of tidying to do, and hopefully itll look much nicer once the dif/spec maps are on the go
here's a quick grab with xoliuls shader
bit pricey with the tris seeing as he is having 2 of these, but i wanted to keep it functional and nice for close ups (and its not like he's goin in a console or anything, so might as well take some liberties :P)
catstyle - while this bald dude is looking mighty fine, u might want to consider ur detail spread. what is important, where should the detail go, and how to keep it consistent through-out the model.
otherwise all i can say is add some bump-wear into the shirt (its too silky smooth!) and look into his neck being too high, might be the view angle.
hey guys, it's pretty rare that I get to post something I did at work, but we just released a little flash game to help advertise for the upcoming prince of persia game.
I was responsible for some of the art/animation and overall design, although design wise ubisoft was far more in control of the final result then I was. We were trying to target a pretty young age group, hence the lack of difficulty. (I wanted to make it a lot harder and more complex, but blahblahblah)
cheers for crits/comments guys, very helpful to hear what ppl think. btw all the pattern work/engravings for this guy are my own designs, apart from this one on the tip of the barrel (thats out of the book which this guy is based on, the dark tower)
finished baking up the gun tonight (fuck that was a long evening...) still got a bit of tidying to do, and hopefully itll look much nicer once the dif/spec maps are on the go
here's a quick grab with xoliuls shader
bit pricey with the tris seeing as he is having 2 of these, but i wanted to keep it functional and nice for close ups (and its not like he's goin in a console or anything, so might as well take some liberties :P)
This is insane, seriously. I'm doing a wild west character myself (although in a different style) and while this is inspirational it also makes me wanna scrape the whole thing. :poly141:
catstyle: I would really really love some insight into how you got your normal bake working with the shapes on the barrel and the hammer as well as the top of it.
Fantastic work on the entire thing too man, really good.
@jmiles - Fantastic job on the sword - I really like how it turned out and it looks a whole lot better than some of the darker versions you posted earlier. Well done. @catstyle - Looking Awesome - really, just a great job on the gun - some of the patterns are a bit hard to make out but with if you seperate them through the texture I'm sure they'll turn out fine. I look forward to seeing all of this finished.
Catstyle - That is looking amazing already! What shader did you end up using? I love the details on the shoes - it gives for a really nice, believable aged leather look.
RUZ - Your animation stuff is really coming along nicely and the new character is looking cool so far.
shotgun - thanks for the advice, will definitely consider the detail spread once all the chips are down, i think the main problem atm is that a couple of his main focal points aren't in there yet, which I'm hoping will be his guns and his finished head. good call on the shirt being too plain, will try roughen that up
skambarin - i made seperate bake files for each piece (took longer to bake, but was cleaner and more flexibleto change stuff that way)
fatcap - thanks man. using standard one with scanline atm, but I think im gonna sort him all out with xoliul's later, the little effects like fresnel and cubemap reflections are really cool on that thing. was also planning on putting him in unreal too
Replies
thanks man, yea it was super easy and super quick,
- I made a nice tileable bark texture and then edited it into a bump map (keeping a full colour diffuse also).
- Next I made a simple tube (must have smooth/even topology like any other base mesh for sculpting) in Maya and Uv'd it.
- In zbrush I subdivided the tube til I had enough resolution and then applied the bump map style texture, masking>mask by intensity (masks by the rgb intensity),
- and then turn the texture off (should show the mask in place) and then deformation>inflate until it looks good.
hope it helps
WOW, would hang that on my wall anyday...
first is this lunchtime project minotaur that im not really taking very seriously (yet)
and then still working on the gunslinger at home
excluding the head, he's around 11,000 tris with a 2048 map (head and guns will be on seperate textures). everything is still WIP, and i'm currently finishing up his weapons then i'm gonna come back and go over all the texture work and shading/lighting for the final stuff :poly122:
(ignore the head/eyes in this pic btw, they are just placeholder) struggled a bit with the leather and metal surfaces so far, and still wanna look out to push em further
hit me up with any crits, cos i wanna do as good of a job as i can on this, and ill be coming back to refine everything anyway :thumbup:
he will of course have a pimp eastwood style hat
edit: realised i gotta add some AO and wear/tear around where the buckle is in contact with the belts. its lookin a bit "stuck on" atm :poly141:
catstyle - gunslinger looks great...have you a thread for him...i would like to see more ...
yeah maybe I showed it too soon. thanks fer the crit!
updated my ashitaka a bit
neox are you going to do the hood that he wears and the red elk as well?
A lil' something I'm working on for now :
Edit: oop.. shoulda read further about the Clint Eastwood hat, and shoulda noticed the boots.. my bad.. great stuff dude..
Here is one of my final pics for my sword, I believe I'm calling finished. Crits and Suggestions still appreciated.. and you can see the other pics in my Frostmourne thread..
http://boards.polycount.net/showthread.php?t=72169&page=4
I'm actually working on finishing my old dominance war character. Here is a quick peak, part of the kneeguards.
Zbrush screengrab.
i'll probably do yakul as well, not sure yet, fur is just a pain in the ass to render, but i'm not gonna make his straw cloak/hood, otherwise i'd have to model the rest of the outfit differently and i liked the version when he was in the ironsmelter helping the ladies on the bellows
JMiles: I really like how that sword turned out! What did you render that in? My only crit really is with the presentation. I think it looks a little random currently, it would be better if you worked out some sort of order imo. Anyways, great work.
same image everywhere and didn't want to mark it as nudity for deviant art
@ Medestruit-- I understand what ya say about the yellow light and the mood. It comes from my original rim lighting setup. The Key light is the blue color you see of the middle image, but I found that the extreme of the yellow light of the backside created a great opposite contrast to the front, and because of that, the blue light became a great under tone light when presented on the yellow side. It also brought out a lot of great colors in the metal, as well as the leather, imo... I do however, have the sword presented on the blue side for my layout sheet in my thread. I wanted a balance of both and tired not to limit myself to one side of the sword because there are details that are asymmetrical to the front. And yeah, there is a slight blue glow around the sword pics, as a means to pop them out.. tried to make them subtle enough not to take away from the sword itself. Thanks for the crits!
catstyle:
very very nice man
imo the folds on the pants go a bit over board , too sharp and imo also a bit too much for an jeans like material.. the shirt-front on the other hand looks fantastic, the back also is a bit too sharp folded.
love the head too
The wheelbase is completely whack but i just couldnt work it out. Ill take another stab at it at a later stage. procrastinating!
Command and Conquer, Brotherhood of Nod, Dune buggy. Amirite?
finished baking up the gun tonight (fuck that was a long evening...) still got a bit of tidying to do, and hopefully itll look much nicer once the dif/spec maps are on the go
here's a quick grab with xoliuls shader
bit pricey with the tris seeing as he is having 2 of these, but i wanted to keep it functional and nice for close ups (and its not like he's goin in a console or anything, so might as well take some liberties :P)
otherwise all i can say is add some bump-wear into the shirt (its too silky smooth!) and look into his neck being too high, might be the view angle.
naked dude waking. toes are spaced out to make baking easier. have to morph them
back in to shape
Jmiles - Looks great!
yeah i was thinking of giving him a fig leaf as a laugh. I might add some boxers though instead.
I was responsible for some of the art/animation and overall design, although design wise ubisoft was far more in control of the final result then I was. We were trying to target a pretty young age group, hence the lack of difficulty. (I wanted to make it a lot harder and more complex, but blahblahblah)
Play it here:
http://www.gamespot.com/promotions/princeofpersia/index.html
This is insane, seriously. I'm doing a wild west character myself (although in a different style) and while this is inspirational it also makes me wanna scrape the whole thing. :poly141:
Fantastic work on the entire thing too man, really good.
@catstyle - Looking Awesome - really, just a great job on the gun - some of the patterns are a bit hard to make out but with if you seperate them through the texture I'm sure they'll turn out fine. I look forward to seeing all of this finished.
I think I'll call the HP done:
i've just changed my portfolio quite a bit, it's still really rough tcurryart
hehe sweet design!
RUZ - Your animation stuff is really coming along nicely and the new character is looking cool so far.
Cool work..Dude you stay busy, Tha'ts what I been doing for the last 3 years...Stay Cranking.
skambarin - i made seperate bake files for each piece (took longer to bake, but was cleaner and more flexibleto change stuff that way)
fatcap - thanks man. using standard one with scanline atm, but I think im gonna sort him all out with xoliul's later, the little effects like fresnel and cubemap reflections are really cool on that thing. was also planning on putting him in unreal too
thanks to everyone else too !
Paul - that is some amazing high poly work
Ferg - awesome design
Ferg - Great design. The layering and facial shapes are totally making me think of Thane from Mass Effect 2.
also going thru the last few pages, lots of nice work in here
ps. Gauss, I noticed your AK as well, sweet modeling man
low poly murdoc.