I recently made a all star shoe model. and then decided to texture it and make icons out of it. Doing a pack of icons with diferent textures/variations.
@FAT_CAP - Wow, amazing work man. Overdone DOF and abberation? Not at all, I think its just right. The small details you put in really make this one for me. Well done.
just head now and i can start texturing. woop woop
I think you should make some adjustments to your topology, I'm not an expert when it comes to this, but this looks like you'd have trouble animating, it doesn't have enough polygons on the knees and elbows to support a bend, for example.
I think you should make some adjustments to your topology, I'm not an expert when it comes to this, but this looks like you'd have trouble animating, it doesn't have enough polygons on the knees and elbows to support a bend, for example.
well the back of the knees have a Double V bend thing although the arms don't i almost forgot haha. i really need to start to learn rigging and basic animation.
well the back of the knees have a Double V bend thing although the arms don't i almost forgot haha. i really need to start to learn rigging and basic animation.
Hah, yeah, me too. Also, if anyone knows of a good tutorial or just an overall example of good body topology for low poly characters like this, please share.
finally got around to texturing this thing. I still have some more things to do with it, and spend a lil more time with the spec
also going thru the last few pages, lots of nice work in here
ps. Gauss, I noticed your AK as well, sweet modeling man
hey thanks man, means a lot coming from someone who had the chutzpah to tackle a way more complicated AK model than me material read looks very solid on yours, and despite the low light level i'd say the colors are good, too. you've got the all important blued metal/plum plastic dichotemy going pretty well. can't wait to see it finished, what a monster
yeah for sure I agree Kitteh, I just did some quick automated edge scrapes around the whole thing and am in the process of removing any unnecessary ones now, especially around the grenade launcher which are sticking out like a sore thumb
Forgot how long the model took. Texture is entirely done by hand, just 1 photo for the super ugly bright metal lazyness thing on the side. Texture took ~5hours
Vitor> agree with filipe, those chest stiches are odd looking. They don't ring true. Shouyld find a stich pattern that makes sense in a storied sort of way.
ughhh ok finally finished out the hipoly (wait: maybe a detail or two on the magwell). thank you racer and everyone else who has encouraged me, now to tear out all my hair for the bake.
@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.
I think I'll call the HP done:
Man I love how that looks, what all did you do to get that? just an AO w/ some adjustments in PS?
gauss and felipefrango, thank you I forgot to add that the concept is not mine, the challenge is to everyone follow a single concept art provided by Adrian Smith.
ughhh ok finally finished out the hipoly (wait: maybe a detail or two on the magwell). thank you racer and everyone else who has encouraged me, now to tear out all my hair for the bake.
catstyles- im totally blown away by that character/gun. i've been staring at the guy for the better part of the last 30 minutes. proper sweet work mate, wouldn't look out of place in the new red dead. any chance of some wires?
vitor - that dude is awesome, but i echo those comments about the circular scar
gauss - that gun is hella tight, i love it.
just about finished the highpoly of this wheellock pistol now, needs a zbrush pass still. also started work on a face for the guy who'll be using it.
ok worked further on the rendersetup and genereal proportions, didn't tweak the eyebrows that much, dunno why they don#t render right, will look into that later
Replies
first hairtest
I recently made a all star shoe model. and then decided to texture it and make icons out of it. Doing a pack of icons with diferent textures/variations.
Icon 1: Converse All Star Red Clean
Save link as:
http://dl.dropbox.com/u/93793/Icons/Converse_All_Star_Red.ico
Looks great on windows vista / windows 7.
Icon 2: Converse All Star Burberry Dirty
Not in .ico format yet. I need to render the other resolutions to create the ico.
Icon 3: Converse All Star Grafitti Dirty
Not in .ico format yet. I need to render the other resolutions to create the ico.
btw..
Here are some images of the model.
updated the post with one more variant that i will try to convert to ico tomorrow
Will bake the sole to a plane so i can paint on it. Cause right now.. that sole is pretty much unpaintable.. so its so many geometry lol.
I baked the front rubber thingie to a normal also. so i ccould paint it on heheeh
weeee
just head now and i can start texturing. woop woop
I thought they were pictures too!
It seems the shoes are of rather small size. Mine are overall longer and the white latex patch is larger.
Can you make black leather ones?
max hair&fur + mental ray with the muhhair shader
Got more shots of this?
Background really bands on my monitor. bit distracting
achmedthesnake - looks great so far. you should finish it
FAT_CAP - Probably one of my favorite 3D characters to date
I think you should make some adjustments to your topology, I'm not an expert when it comes to this, but this looks like you'd have trouble animating, it doesn't have enough polygons on the knees and elbows to support a bend, for example.
well the back of the knees have a Double V bend thing although the arms don't i almost forgot haha. i really need to start to learn rigging and basic animation.
Hah, yeah, me too. Also, if anyone knows of a good tutorial or just an overall example of good body topology for low poly characters like this, please share.
WIP, lots to optimize yet. And to model.?
hey thanks man, means a lot coming from someone who had the chutzpah to tackle a way more complicated AK model than me material read looks very solid on yours, and despite the low light level i'd say the colors are good, too. you've got the all important blued metal/plum plastic dichotemy going pretty well. can't wait to see it finished, what a monster
I think your rough edging around all the parts of the gun is too uniform and noisy. Otherwise, it looks real nice
Nice! I love his shapes, especially his face. I'm not a fan of the circular patch stiched on his right pec though, seems kinda out of place.
Used this concept as a ref, the goal was NOT to get as close as possible: http://www.eveonline.com/tyrannis/images/conceptArt/pi_concept05.jpg
Forgot how long the model took. Texture is entirely done by hand, just 1 photo for the super ugly bright metal lazyness thing on the side. Texture took ~5hours
(oh god why did i add that photo.. so ugly)
Vitor> agree with filipe, those chest stiches are odd looking. They don't ring true. Shouyld find a stich pattern that makes sense in a storied sort of way.
Will post the zip with the icons later
Clean version icons:
http://dl.dropbox.com/u/93793/Icons/Shoes/ICO/Converse_All_Star_Clean_Icon_Pack.zip
Dirty version icons:
http://dl.dropbox.com/u/93793/Icons/Shoes/ICO/Converse_All_Star_Dirty_Icon_Pack.zip
Man I love how that looks, what all did you do to get that? just an AO w/ some adjustments in PS?
looks really cool. any chance there is a timelapse video of you making it?
chaayeah
Took me over a year, but I finally "finished" this stupid robot.
look at that!
vitor - that dude is awesome, but i echo those comments about the circular scar
gauss - that gun is hella tight, i love it.
just about finished the highpoly of this wheellock pistol now, needs a zbrush pass still. also started work on a face for the guy who'll be using it.
@vitor: cool stuff!
ok worked further on the rendersetup and genereal proportions, didn't tweak the eyebrows that much, dunno why they don#t render right, will look into that later
was a blender-sculpt test, performance went quite bad though when it became dense.