Awesome work everyone, especially tacit. I love that look.
mr.Wednesday, that's a fine tree. thanks for reminding me that I've been meaning to add some organics to my portfolio
endzeit, what exactly are you aiming for here? It looks like you're trying to appropriate historical styles, find some Nazi/Soviet inspiration to steal ideas from!
Learning my way around zbrush... this is one backwards program.
Heres my first zbrush sculpt in a lonng time. It is still a work in progress. I'm wasting a lot of time exploring zbrush's ui but I think I am slowly getting the hang of it.
3Point studios are pimping some artwork completed for the recent release Brink (http://www.brinkthegame.com) Here's a small taste but make sure to head on over to the master thread HERE to see the rest.
tacit: You be rocking! EQ: You guys did a great job on Brink!
Anyway, a developer I really wanna work at is hiring, so I'm busting my ass off right now to my sweagen finished. Start last night on the head texture, nearly finished. UDK shots with tasty SSS will follow soon.
ceebee: Who doesn't like Deadwood? Next to The Mighty Boosh, it's the best show on the freaking planet!
And thanks!
Massbot: Cheers mate!
gilesruscoe: Fuck, it does look creepy! Consider it fixed. Cheers for the heads up and thanks!
suburbbum: Thanks!
woogity: Nope, 100% photoshop with hand painted base textures with a photoreffed texture on there and minor influence from the baked cavity/AO maps. I find that too much cav and AO fucks up your shading in a next gen pipeline.
And personally, I don't like zApplink at all...
and a very unoptimised web version here (7mb sorry T_T)
Oh, man, that looks awesome! I'm trying to learn Unity myself, and would love to read some pointers on how to achieve that cartoony look. The sunbeams filtering in through the tree's canopy are totally badass too.
Nope, 100% photoshop with hand painted base textures with a photoreffed texture on there and minor influence from the baked cavity/AO maps. I find that too much cav and AO fucks up your shading in a next gen pipeline.
Giles: Throw on a multiply layer with a burnt umber colour. After that use a soft edge brush with the eraser and slowly take away bits for the highlights. Increase the hardness sharper edges on the plane of the face It will look sweet with added contrast
Okay, well I made a basic fill layer for the primer underneath the paint that has a mask, so I still need to go back and erase some of the primer. Or do you mean the paint chipping in general?
Atlas and Axis, my 2 favorite vertebrae! are you duplicating the existing vertebrea and just tweaking them for each one?
A little of both. The one directly under the top-most vertebrae even shares a few polys. This is more noticeable in the back (unseen)
I really hope Nevercenter steps up with the updates because I really love working in Silo. I think it was money well spent.
As for the monsters head, maybe I should try and optimize the topology a bit more. You have any tips on how I should do it? I have a bit of a hard time actually knowing which areas I should give more love than not. I might have to tweak the topology in Maya using the "preserve UVs" function since I dont think Silo has that feature. Ill post some updates later.
I'm not 100% sure, but I generally expect the flatter an area is, the fewer polygons it needs. Conversely, look at your model's silhouette, if you can clearly see polygon angles and you have plenty of room in your polygon budget, smooth it out with more divisions.
As for Silo, I'm afraid that it's dead... but every time I try to change my workflow in order to stop using it I eventually come running back. I'm never going to be able to afford Modo, Blender is too weird, Max isn't as specialized, Wings is too slow, etc etc etc.
I used to want to sculpt in it - I was always complaining about the lack of 64bit, but then I got 3DCoat and later zBrush... so I don't care about that now. So long as Silo keeps running I'll keep using it.
godDAMN I need to get back on the horse! WAYWO has been bangin lately! Awesome work everyone!
I've been super busy with non-digital stuff... sort of. Just moved and am currently couch-surfing around seattle, here's the last thing I did before leaving the salty lake. It's not zbrush or anything... but it is 3d, in a couple respects. Will post a pic of the finished piece in ma wips thread when I have some, uh, "real" 3d to show with it. Till then, here's some wippy shots. cheers
dreadsnipa: In terms of the panel, what function does the paint serve? Is it some sort of indicator, I also find it a little weird that there is a border around each strip as if they placed tape down and then painted. Overall, what's the story behind this panel? I can see the paint chipping, but in contrast to the relatively clean panel it makes me wonder why? Economic turmoil to the company that had to result in cuts on their painting budget?
gilesruscoe: Cheers! Basically what you were doing is glazing. I love using that technique when I'm oil painting. Really fun technique to get good contrast.
I don't really think there is a purpose for anything on that panel. It was mostly a nDo test and it felt empty so I just added paint I guess. But maybe I'll start adding some more things to make it make more sense. Thanks!
I'm working on a Western town using Modular buildings. This is my first time putting together a whole scene and also my first time doing Modular buildings so I'll no doubt fall into some pitfalls along the way.
Very nice, trust me when i say this... make 64x64 gloss map for this... the concrete and the material on the top shouldn't have a constant gloss value... the cement should be something like 15, and the plastic/metal (can't tell) should be something much higher like in the 40-50 range.
this will add an extra touch of realism that will help with the aesthetic.
Replies
mr.Wednesday, that's a fine tree. thanks for reminding me that I've been meaning to add some organics to my portfolio
endzeit, what exactly are you aiming for here? It looks like you're trying to appropriate historical styles, find some Nazi/Soviet inspiration to steal ideas from!
sweet stuff you got there. Awesome work on the design part. love it!!
Heres my first zbrush sculpt in a lonng time. It is still a work in progress. I'm wasting a lot of time exploring zbrush's ui but I think I am slowly getting the hang of it.
=( missing mudbox
*not my concept*
Torchlight 2 by Runic Games
concept art by Mike Franchina
http://cghub.com/images/view/125325/
update on this WIP.
check out my other stuff too here.
http://bwample1.cghub.com/
and a very unoptimised web version here (7mb sorry T_T)
like a billion texture maps diffuse lit all 2003 style
How'd you make this shader? Maya/Max or is it built-in in some engine?
EQ: You guys did a great job on Brink!
Anyway, a developer I really wanna work at is hiring, so I'm busting my ass off right now to my sweagen finished. Start last night on the head texture, nearly finished. UDK shots with tasty SSS will follow soon.
Uploaded with ImageShack.us
@Maph: Looking awesome man. I might keep that around as ref.
its garbage.. i know.
And thanks!
Massbot: Cheers mate!
gilesruscoe: Fuck, it does look creepy! Consider it fixed. Cheers for the heads up and thanks!
suburbbum: Thanks!
woogity: Nope, 100% photoshop with hand painted base textures with a photoreffed texture on there and minor influence from the baked cavity/AO maps. I find that too much cav and AO fucks up your shading in a next gen pipeline.
And personally, I don't like zApplink at all...
Oh, man, that looks awesome! I'm trying to learn Unity myself, and would love to read some pointers on how to achieve that cartoony look. The sunbeams filtering in through the tree's canopy are totally badass too.
I really like the texture Also, you could shave off that top row of polycons just below the chamfered thingy
awesome man:thumbup: lovin it
Ha, thanks for pointing that out! I didn't even notice :P Glad you like it.
Glad to help out a fellow artist
Just chipped away:
Or primer underneath:
Or neither of them?
@Dreadsnipa: I'd go with the primer, although i think your paint chipping is a little too exessive
A little of both. The one directly under the top-most vertebrae even shares a few polys. This is more noticeable in the back (unseen)
I'm not 100% sure, but I generally expect the flatter an area is, the fewer polygons it needs. Conversely, look at your model's silhouette, if you can clearly see polygon angles and you have plenty of room in your polygon budget, smooth it out with more divisions.
As for Silo, I'm afraid that it's dead... but every time I try to change my workflow in order to stop using it I eventually come running back. I'm never going to be able to afford Modo, Blender is too weird, Max isn't as specialized, Wings is too slow, etc etc etc.
I used to want to sculpt in it - I was always complaining about the lack of 64bit, but then I got 3DCoat and later zBrush... so I don't care about that now. So long as Silo keeps running I'll keep using it.
Disco will never die!
I've been super busy with non-digital stuff... sort of. Just moved and am currently couch-surfing around seattle, here's the last thing I did before leaving the salty lake. It's not zbrush or anything... but it is 3d, in a couple respects. Will post a pic of the finished piece in ma wips thread when I have some, uh, "real" 3d to show with it. Till then, here's some wippy shots. cheers
gilesruscoe: Cheers! Basically what you were doing is glazing. I love using that technique when I'm oil painting. Really fun technique to get good contrast.
sorry dude. nothin' so fancy. it's just a swf converted with shitty gif compression
Very nice, trust me when i say this... make 64x64 gloss map for this... the concrete and the material on the top shouldn't have a constant gloss value... the cement should be something like 15, and the plastic/metal (can't tell) should be something much higher like in the 40-50 range.
this will add an extra touch of realism that will help with the aesthetic.
post an update if u do this so i can see it