This is pretty much my very first gun i have made entirely myself, its not entirely finished and there is still a lot to do. I tried to make a new Gun, i got inspired of the M4 while making this.I was sitting on this thing for 2 Days now, and im pretty tired, so i´ll go to sleep now.
Hope to get some last minute feedback before I continue with the Low poly.
The collarbones are the first thing that jumps out at me. They shouldn't be curving up like that, they go over to the shoulder, so they're generally very straight.
Dear god alberto, that looks astonishing, I really love the tones and lighting you have going. The TV's bother me a little in that they are repeated on every single column, I would say every other column unless you plan on changing the screen to something else on each column. Still though, this is by far some of the best work i've seen on an enviro piece in a while!
Piflik - Nice trees! I assume you used alphas for that? I'm still trying to find out how to apply alphas in marmoset.
Thanks. Yeah I used Alphas. You have to put it into the Alpha Channel of the Diffuse Map and then adjust the Alpha Threshold Slider until it fits. Don't know if the new version of Marmoset can use more than 1bit Alpha, the old (free) version can't.
shit son, i was thinking a "realistic" creeper would be an awesome idea, ran short of ideas for how to interpret the thing... But the direction youve taken it in is very impressive. Sick one.
The collarbones are the first thing that jumps out at me. They shouldn't be curving up like that, they go over to the shoulder, so they're generally very straight.
Hey, thanks for the response!
I agree with this too, although the reference image it looks like it curves; i'm not sure why - maybe someone can enlighten me?
@Alberto Rdrgz that is dam epic looking for some reason it remind me of what i would have imagined some of the indoor space from the dune books to look like.
Hey, thanks for the response!
I agree with this too, although the reference image it looks like it curves; i'm not sure why - maybe someone can enlighten me?
Collarbones are neither straight nor shaped the way you had them modeled. One of the best analogies I've heard regarding them (from Vilppu) is that they're kind of like old school bicycle handle bars:
Yeah he's got a heavy slouch/hunchback. If you pose/slouch the same way and look in the mirror your collar bone appears to be curved. There is some slight curvature in it but it's the skin and muscles that round it out that much.
@Alberto Rdrgz that is dam epic looking for some reason it remind me of what i would have imagined some of the indoor space from the dune books to look like.
Popping in with another update, its been a while but ready to start baking soon I think. Any crits would be really cool, thanks all for the comments last time :]
Maph - It's a brain fart thats been trying to get out for some time:)
Nice Dan!, I need to do some 2d push ups myself, perhaps Ill join you guys over there for some motivation.
Oops, had some leg armor/weapons hidden when I rendered:\ Left leg has bunker buster flamethrower, and right has a large set of blades. Moving onto the character next....meow
very nice, would recommend detaching the "eye" so it can move left to right on the tracks, instead of making the tracks slit windows.
So, this would be my first post here.... Im Vaigintas and Im from Lithuania, also I am 16 years old, still a noob in modeling... Right now, Im working on an indie game and i would like to share some assets im working on right now....
So i finally found out that the concept for this pistol came from Deus Ex: Human Revolution. pretty neat. I found out some additional info. the type of gun is called Zenith, manufactured by a company called Steiner Bisley. cool that its got a story now. Will have the silencer and laser projected tomorrow.
this is only Diffuse (color + AO) and normals, using diffuse for spec. no texture work done yet.
Replies
hahahahaha i dunno why, but that looks like Jim Brass, from CSI Vegas.
I would appreciate C&C. Thanks.
Not sure what to do with her now...
Hope to get some last minute feedback before I continue with the Low poly.
The collarbones are the first thing that jumps out at me. They shouldn't be curving up like that, they go over to the shoulder, so they're generally very straight.
Link
Link
Testing the glass material in marmoset. The right window have it, the other is just plain alpha to coverage..
(shamless dubble pimp, i should know better)
Piflik - Nice trees! I assume you used alphas for that? I'm still trying to find out how to apply alphas in marmoset.
benji - thanks for the tip. I do agree with you and fortunately the torso is only needed to place the clothing so you won't see it anyway.
Here is an updated WIP, just blockin out some parts.
forgot to put it up here! lol
Amazing work on the last pages, man! you guys rock!
Thanks. Yeah I used Alphas. You have to put it into the Alpha Channel of the Diffuse Map and then adjust the Alpha Threshold Slider until it fits. Don't know if the new version of Marmoset can use more than 1bit Alpha, the old (free) version can't.
Love it! I think you should make you electronics and stuff more bold.. It's so tiny atm..
http://vimeo.com/25618780
Lift from quake 4: concept by Paul Richards (autodestruct)
Futuristic Gas Pump: Concept by Six Duck
Looking great! In my opinion, the floor could use a tad bit more specular, but that's just my opinion once again. Keep it up for sure!
Here's what I'm working on. An environment for my folio.
shit son, i was thinking a "realistic" creeper would be an awesome idea, ran short of ideas for how to interpret the thing... But the direction youve taken it in is very impressive. Sick one.
This is an 3d art test for a personal project : next step is to make it more "cowboy" !
alberto great screen !
the textures are amazing great wip man, i cant wait to see more of your project ^^
Not 3d, but I finished a large pen piece I wanted to show off. Click for big.
Hey, thanks for the response!
I agree with this too, although the reference image it looks like it curves; i'm not sure why - maybe someone can enlighten me?
Collarbones are neither straight nor shaped the way you had them modeled. One of the best analogies I've heard regarding them (from Vilppu) is that they're kind of like old school bicycle handle bars:
http://favim.com/orig/201106/14/collar-bones-girl-hothothot-jaw-neck-skinny-Favim.com-75420.jpg
It's a curved bone that extends on top of the shoulders. When in doubt, check a skeleton.
dood you just made my day
I love Dune!
[ame]http://www.youtube.com/watch?v=pEDm8YWFGFI[/ame]
[ame]http://www.youtube.com/watch?v=pEDm8YWFGFI[/ame]
Popping in with another update, its been a while but ready to start baking soon I think. Any crits would be really cool, thanks all for the comments last time :]
very nice, would recommend detaching the "eye" so it can move left to right on the tracks, instead of making the tracks slit windows.
And future your character is coming along great!
[ame]http://www.youtube.com/watch?v=3GvUgzGt9fI[/ame]
this is only Diffuse (color + AO) and normals, using diffuse for spec. no texture work done yet.