Hello polycounters. I'll dump more in here later, but for now this is something I recently did. The image with the bluish greenish walls was my initial pass, and the second one was after receiving critiques. I'm not really digging the peeling wallpaper so I'll probably remove that, but otherwise I'm calling it done.
Replies
Here's an update on this. I'm still tweaking things a lot as I go, which is prolonging this longer than necessary, but it's slowly coming along. I'm pretty happy with the lighting, but I'm not really happy with the individual lanes.
So yeah, worked on the landscape from last night, got frustrated, and just painting this doodle straight from the noggin (aka no reference).
I will work on something and get to about the same place as you are with your last landscape, and the daemon thing. then when I revisit it, I might push some things around, but nothing really actually happens.
The most useful way I found of getting around this is changing technique. It gives you something new to work with, a new direction, and more to do.
Your last two images both have quite blurry, round/myddu feel to them, if you know what I mean. Nothing wrong with that, that's how I paint as well. But to take it further, try swtiching to a heavily textures brush, like a fractal one with lots of scattering, a square brush, or overlay an alpha or something. Also try varying the brush size a lot. I see you work with big round brushes, so try switching to tiny square ones, or flat brushes.
I'm not sure if that's a good answer, but I feel it sometimes helps me at least:)
Anyway, interested to see your older stuff! Interesting subject
Working on a small project/object (it's my webcam). Highpoly is done and UVs are well underway. There are some abnormalities (visible on the upper right image) on the side of the obj where all the edges are converging into a single vert; essentially creating a pole. I'll post wires later so it's obvious what I'm talking about. Not necessarily looking for critique on this, but feel free to do so should you feel the need. Also, the object has a some seams and other small details that I'm going to use as overlays on my normal map. I figure it'll be much easier this way rather than putting all those small details into the high poly.
After getting some advice on it, I decided to LOD the mesh, and MIP the texture. It actually doesn't loose all that much at 1k w/ 512 maps; although it does make the seam much more noticable and I did have to adjust my UVs a bit. So yeah, I'm eager to move on to something else, but if you guys see anything else I should change or that it needs then feel free to critique.
[IMG][/img]
[IMG][/img]
[IMG][/img]
another study based on reference. Struggling a bit with this one, but on the other hand, the fabric complexity is more than I'm used to and I'm still not comfortable with faces either. I'm also using harder brushes with an increased flow rate since several people have told me I need to work on my edges and what not. Trying not to become frustrated, trying to have fun. Just need to keep at it.
...aaaaand some studies
http://kraemology.blogspot.com/
No problem! And yeah, you caught me, lol. I have been working on stuff, but in the shadows. I have felt like I havent completed anything worth being proud enough to show polycount. Maybe that is an attitude that needs to change if I have any hope of improving. Thanks for helping me realize that.