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.
Thanks man, really glad you like it
Is it possible you to share with us your concepts? would like to see other interpretations
ya Frank Herbert was the best sci fi writer of all time in my opinion.
ya your scene reminded me of it because some of the indoor spaces are described of being built of very expensive older material like marble and stone, with huge amounts of detailing on them with some modern elements to them.
thanks for all of the comments on my bizarro superman.
@scooby: i used 3dsmax's default hair and fur modifier. it was pretty tedious trying to get anything to look good. i started by using splines to style the hair and then tweaked it with the styling brushes.
fuckin AAA works in the last few pages you guys, you do rock it
first time poster in this thread here, bomb it with crits :P
still wip tho, bear it in mind
Like this! crits... shadows getting too dark and you might want to pull back on the shot don't really know what to focus. But apart from that looks good!
fuckin AAA works in the last few pages you guys, you do rock it
first time poster in this thread here, bomb it with crits :P
still wip tho, bear it in mind
Hey man,
Right now the lighting is killing this, way too contrasty and there is no ambient really bouncing around to brighten up those shadows. I would add a cooler blueish skylight/ambient light to help show the forms a bit better. here is a quick photoshop adjustment to kinda explain what I mean. the image started to go a bit garbled after adjusting unfortunately because it was so dark to begin with. hope this helps man.
Hey man,
Right now the lighting is killing this, way too contrasty and there is no ambient really bouncing around to brighten up those shadows. I would add a cooler blueish skylight/ambient light to help show the forms a bit better. here is a quick photoshop adjustment to kinda explain what I mean. the image started to go a bit garbled after adjusting unfortunately because it was so dark to begin with. hope this helps man.
god i would never notice it...
my laptop's screen settings are all messed up :S
i was getting the same kind of feedback in my last work, and wouldnt realize it... after you said this, i went as far as checking at my neighbour's pc how the screengrab looked, just to discover it was awfully dark hahaha
got it the screen set up again, will do the lighting fixes, and post the results here. stay tuned
Everyone has to start somewhere, I'm sure he could crits more than sarcasm. This is his first post on PC. But it does look like he just modeled something and put a mesh smooth on it.
@tjdupree3dart And as for the mud, mud doesn't layer on like that. Mud cakes onto areas that touch the ground and areas close to where dirt would fly, meaning the hooves and legs of the zebra and tires of the car. Dirt also has grit in it. To be quite blunt the dirt passes on those models looks a bit more like defecate.
Base low poly model in 3ds Max, sculpt and texturepaint in Mudbox. First three characters for fighting game called Eager Blade. Pretty much WIP still. Need to make eyes, "tattoos" for female character and rags for skeleton.
Asset 4 a student-project, the planetcracker, a huge, experimental mining laser, which was constructed to harvest whole planets.
Started with the first highpoly parts. Pics are rendered with mental ray.
i dont wanna be harsh, but i wont be all "hey look its so cool". as said before, everyone has to start somewhere, and youre going well. i still remember when i first started (nevermind people who bash blender, its an awesome 3D tool, indeed i still use it for simpler meshes. but its always a good idea to get the hang of 3dsmax, as its the industry's standard).
well, on to your work (im saying all this bearing in mind youre starting with this, dont know if you already know the things im gonna say; anyway.)
work with references. anything you model. dont try to get it off your head, it doesnt work 99.9% of times. even if its a google search for some images, its critical to have references to base your work on.
if youre working with blender, try to avoid the subsurf tool (its the same as the subd tool on zbrush). unless youre going for a hi-poly, having your low poly subd'd wont help much. try working your polies out from scratch.
practice. ive seen its your first time here, so, dont give up. keep posting here, people here always help. really.
last but not least, dont be afraid to ask. whatever doubt you might have, just ask.
hope this helps you for now, keep up the good work
Hey man,
Right now the lighting is killing this, way too contrasty and there is no ambient really bouncing around to brighten up those shadows. I would add a cooler blueish skylight/ambient light to help show the forms a bit better. here is a quick photoshop adjustment to kinda explain what I mean. the image started to go a bit garbled after adjusting unfortunately because it was so dark to begin with. hope this helps man.
fixing. still trying to find the best solution
edit: noticed now that i also have to fix the intersection of the walls in the foremost building... urgh, hurts my eyes xD
Just finished! This is a statue of Redmond and Blutarch from Valve's TF2. This is my first attempt at a real character project of this size, comments are encouraged...
Haha awesome mate!! any chance of some time lapse video next time ? it would be interesting to watch how you sculpt these guys for sure
i second that! timelaps would be awesome ...you have great style love your work! i was searching for older threads here on polycount but the pictures seems to be offline ...can you put them online i would love to see more from you...
the little zombie killing scene was super loud and annoying, especially at that point in the song. it was the equivalent of a "screamer" video, and made me close the video because i can't be dealing with that shit in such a nice song.
sorry but i didn't get to finish watching the video because of it
On your gun the surface is very noisy and kinda looks like it's made of clay. The paint job is also very loud and kinda random with how it's blotched on. It's just kinda busy. So I suggest maybe working on hard surface modeling techniques for this and have visual breaks w/ simplified areas on the weapon in both geometry and texturing.
the little zombie killing scene was super loud and annoying, especially at that point in the song. it was the equivalent of a "screamer" video, and made me close the video because i can't be dealing with that shit in such a nice song.
sorry but i didn't get to finish watching the video because of it
It's a quiet song, and those sounds were from l4d2 without touching the volume. Sorry it shocked ya but it only goes for like 10 seconds. *shrugs*
Working on E Hondas stage but it has been abandoned for a long time(long enough for plant life to grow a little in it). I plan on dirtying up the tiles and adding cracks with the vertex painting feature.(Cant wait to try out UDK new foliage system)
Replies
Some assets from indie game im developing right now
Thanks man, really glad you like it
Is it possible you to share with us your concepts? would like to see other interpretations
ya Frank Herbert was the best sci fi writer of all time in my opinion.
ya your scene reminded me of it because some of the indoor spaces are described of being built of very expensive older material like marble and stone, with huge amounts of detailing on them with some modern elements to them.
Dood! now I want to make paper-art, looks awesome!
Oniram: Baller!
monkey boobs :
This look coool. i love the design.
Spitty that is an amazing sculpt! Great work man!
What did you use for your hair solution?
Haha awesome mate!! any chance of some time lapse video next time ? it would be interesting to watch how you sculpt these guys for sure
@scooby: i used 3dsmax's default hair and fur modifier. it was pretty tedious trying to get anything to look good. i started by using splines to style the hair and then tweaked it with the styling brushes.
tacit, that monkey is disgusting, i love it!
future-fiction:
love the style, can't wait to see it textured
lots of good stuff!
first time poster in this thread here, bomb it with crits :P
still wip tho, bear it in mind
Like this! crits... shadows getting too dark and you might want to pull back on the shot don't really know what to focus. But apart from that looks good!
More in my thread: http://www.polycount.com/forum/showthread.php?t=83215&page=2
really neat!
I would appreciate any feedback you guys can offer. Thanks!
so much awesome past few days but this is awesome Spitty, great job!!!!
Hey man,
Right now the lighting is killing this, way too contrasty and there is no ambient really bouncing around to brighten up those shadows. I would add a cooler blueish skylight/ambient light to help show the forms a bit better. here is a quick photoshop adjustment to kinda explain what I mean. the image started to go a bit garbled after adjusting unfortunately because it was so dark to begin with. hope this helps man.
WoW cool did u use Blender
Getting there with Kerrigan, final bits tomorrow on the hair / chest. Think i'll do a glowy eye version as well :P
god i would never notice it...
my laptop's screen settings are all messed up :S
i was getting the same kind of feedback in my last work, and wouldnt realize it... after you said this, i went as far as checking at my neighbour's pc how the screengrab looked, just to discover it was awfully dark hahaha
got it the screen set up again, will do the lighting fixes, and post the results here. stay tuned
Everyone has to start somewhere, I'm sure he could crits more than sarcasm. This is his first post on PC. But it does look like he just modeled something and put a mesh smooth on it.
@tjdupree3dart And as for the mud, mud doesn't layer on like that. Mud cakes onto areas that touch the ground and areas close to where dirt would fly, meaning the hooves and legs of the zebra and tires of the car. Dirt also has grit in it. To be quite blunt the dirt passes on those models looks a bit more like defecate.
Started with the first highpoly parts. Pics are rendered with mental ray.
i dont wanna be harsh, but i wont be all "hey look its so cool". as said before, everyone has to start somewhere, and youre going well. i still remember when i first started (nevermind people who bash blender, its an awesome 3D tool, indeed i still use it for simpler meshes. but its always a good idea to get the hang of 3dsmax, as its the industry's standard).
well, on to your work (im saying all this bearing in mind youre starting with this, dont know if you already know the things im gonna say; anyway.)
work with references. anything you model. dont try to get it off your head, it doesnt work 99.9% of times. even if its a google search for some images, its critical to have references to base your work on.
if youre working with blender, try to avoid the subsurf tool (its the same as the subd tool on zbrush). unless youre going for a hi-poly, having your low poly subd'd wont help much. try working your polies out from scratch.
practice. ive seen its your first time here, so, dont give up. keep posting here, people here always help. really.
last but not least, dont be afraid to ask. whatever doubt you might have, just ask.
hope this helps you for now, keep up the good work
going to be arranged sorta like this:
http://dl.dropbox.com/u/11964902/Work/Encounter/photo_from_tower_cropped.jpg
fixing. still trying to find the best solution
edit: noticed now that i also have to fix the intersection of the walls in the foremost building... urgh, hurts my eyes xD
Thanks in advance
Hey there! Was this weapon for a Command & Conquer mod or something?
I ask because you've obviously pasted the Scrin logo from C&C3 on your weapon...and its tiberium green & scrin purple so...
WIP Thread
i second that! timelaps would be awesome ...you have great style love your work! i was searching for older threads here on polycount but the pictures seems to be offline ...can you put them online i would love to see more from you...
the little zombie killing scene was super loud and annoying, especially at that point in the song. it was the equivalent of a "screamer" video, and made me close the video because i can't be dealing with that shit in such a nice song.
sorry but i didn't get to finish watching the video because of it
This looks alot like the Seburo Combat eXploder.
On your gun the surface is very noisy and kinda looks like it's made of clay. The paint job is also very loud and kinda random with how it's blotched on. It's just kinda busy. So I suggest maybe working on hard surface modeling techniques for this and have visual breaks w/ simplified areas on the weapon in both geometry and texturing.
It's a quiet song, and those sounds were from l4d2 without touching the volume. Sorry it shocked ya but it only goes for like 10 seconds. *shrugs*
Still needs proportion tweaking,especially on the arms.
And here's the painting.
Edit: Forgetting to add ears before posting WIPS is always embarrassing.