hey guys. thanks heaps for the comments. far as time goes would usually get the core idea out in about a day for most. then maybe another to fiddle with bits. all still heavily wipped of course. wouldn't dare try to pretend they're anything more than just concept sketches. this dude for example ( repost ) was somewhat of a speedy. an afternoon and evening job :
heh. i think i'd need to really work up the confidence to record anything. it's all chicken scratch as fuck to be honest. will see how it goes
Make this sci-fi door from a concept floating around here...
I have yet to give the door itself some normal details in nDo in Photoshop. I figure it would be a lot easier and could get much better results in a faster time that way.
Hmm, collar bones still look wrong. *shrug* There's a harshness or severity to your normals that's making his skin read less like flesh and more like leather or rock or something. I'd suggest dialing things back and maybe taking another look at the hair alpha.
Made a quick boulder. I love rocks c:
However, I made it using a new method and am pretty proud!
I sculpted a base mesh from 3ds Max in ZBrush, crunched it down, saved it out to a low poly (180 tris), unwrapped it in Max, took it into ZBrush and subdivided to a high poly level, then painted a texture (sloppily lol) over it, rendered both the diffuse and normal maps from ZBrush, made a spec in Photoshop, and finally rendered it in Marmoset. Not a very good presentation of the normal and spec maps, but oh well.
Hmm, collar bones still look wrong. *shrug* There's a harshness or severity to your normals that's making his skin read less like flesh and more like leather or rock or something. I'd suggest dialing things back and maybe taking another look at the hair alpha.
Aye, thanks! bloody collarbones :poly127: I'll try lightening or blurring the normal map and see how that goes.
While i like the fact that you did a majoras mask scene i don´t like the style you are going for(the water to be more precise) :P
Oh and the turtle is not waiting for you at that place!
Edit: Nevermind didn´t know that there is a SSBB Stage like that
This is a project for school, I have another week to work on it. Please, let me know what you think or what I could do to improve it.
I think you could brighten the image quite a bit, right now its looking a bit overcast but the sky is a bright blue with no clouds. also define your key light a bit more so there is more contrast between hightlights and shadow. right now both sides of the house are pretty much the same value and it doesn't show the form as well as it could.
also, the fence and house have pretty much the same type of texture, having so much brick is adding a bit of visual noise, you could try having the house be a chipped plaster to have some smooth surfaces to contrast the bricks.
I would put a cool cyan/blue ambient light in there to tint your shadows, right now the case shadows are pretty black. the main thing right now would to realy brighten the shit outta the image.maybe something like this?:
A little high on the tri count. He weighs in at a hefty 8700 tri's, but I'm liking him right now. Also, not sure why, but I really felt some pillars would be great to put around him. Don't ask....
[EDIT] Forgot to mention, Daphz, that girl is amazingly creepy, and very well done. There's a strange attraction I have towards hot girls in very creepy imagery. thumbs up, man
jeremy - dammit I wish Joe would continue with his battlechasers work - meh he's too busy with darksiders 2..nice work - now build garrison to kick his ass
Slowly finishing that desert wreck scene some of you might have seen a while ago, Going to try to be at 95% completion by Sunday. Dem crazy vertex painting, letting me fill sand in the cracks.
Hboybowen, yeah the second I read your comment, it hit how incredibly shiny everything is. His orangey-brassy bits are supposed to be super shiny, but I don't think the marble pillars, and EVERYTHING else is . Good call, will fix.
Achmed, yeah, I know what you mean. Watching Battle Chasers die a terrible forgotten death was sad. Partly because of that, I've had a love-hate relationship with Joe's work for a while, but since Darksiders came out, I've been all about the love As far as Garrison, I might make him a little later, but for now I'm gonna make another monster/baddy in a Joe style. (there's TOTALLY a reason I'm doing this too) Will start a thread for that project. Of course, this will all be after I really finish Brass Demur.
Replies
I agree.
heh. i think i'd need to really work up the confidence to record anything. it's all chicken scratch as fuck to be honest. will see how it goes
obligatory welder turn :
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Awesome work as usual, man!
[fixed]
fabulous atmosphere there, keep it up add the propaganda youre working on and youll have it nailed
a little FF7 fan art. If you know what this is, you win a prize*
*there is no prize.
Finally been getting around to some organics, Please crit me on the topology
Anyway; Decided to continue on this;
I have yet to give the door itself some normal details in nDo in Photoshop. I figure it would be a lot easier and could get much better results in a faster time that way.
Hmm, collar bones still look wrong. *shrug* There's a harshness or severity to your normals that's making his skin read less like flesh and more like leather or rock or something. I'd suggest dialing things back and maybe taking another look at the hair alpha.
However, I made it using a new method and am pretty proud!
I sculpted a base mesh from 3ds Max in ZBrush, crunched it down, saved it out to a low poly (180 tris), unwrapped it in Max, took it into ZBrush and subdivided to a high poly level, then painted a texture (sloppily lol) over it, rendered both the diffuse and normal maps from ZBrush, made a spec in Photoshop, and finally rendered it in Marmoset. Not a very good presentation of the normal and spec maps, but oh well.
had to make something for it so here is a female scout concept!
Looks cool though, now model it dammit!
wish I had the skills to model her, just started doing some small low poly stuff.. so there is no chance I would be able to model her
Aye, thanks! bloody collarbones :poly127: I'll try lightening or blurring the normal map and see how that goes.
very wip, need to make the face better arms shorter, liking the rest so far though
Toying with some hard surface walls, first time ive tired segments an its pretty fun!
omfg Tacit, do you ever sleep? How do you produce so much awesome every damn day??
Is it just me or is the anatomy on this chick is kinda funky?
yea she's got her ass on the wrong way round.
I feel like we would be looking down on the leg.
But nice overall
While i like the fact that you did a majoras mask scene i don´t like the style you are going for(the water to be more precise) :P
Oh and the turtle is not waiting for you at that place!
Edit: Nevermind didn´t know that there is a SSBB Stage like that
and i might be wrong but the blade look like 1 inch short
random..brain pewp
sick as usual, somewhat heavy though, i bet another rotor on top like the Ka-50 would make it even better
I think you could brighten the image quite a bit, right now its looking a bit overcast but the sky is a bright blue with no clouds. also define your key light a bit more so there is more contrast between hightlights and shadow. right now both sides of the house are pretty much the same value and it doesn't show the form as well as it could.
also, the fence and house have pretty much the same type of texture, having so much brick is adding a bit of visual noise, you could try having the house be a chipped plaster to have some smooth surfaces to contrast the bricks.
I would put a cool cyan/blue ambient light in there to tint your shadows, right now the case shadows are pretty black. the main thing right now would to realy brighten the shit outta the image.maybe something like this?:
[EDIT] Forgot to mention, Daphz, that girl is amazingly creepy, and very well done. There's a strange attraction I have towards hot girls in very creepy imagery. thumbs up, man
Slowly finishing that desert wreck scene some of you might have seen a while ago, Going to try to be at 95% completion by Sunday. Dem crazy vertex painting, letting me fill sand in the cracks.
Yay for tileable textures
Achmed, yeah, I know what you mean. Watching Battle Chasers die a terrible forgotten death was sad. Partly because of that, I've had a love-hate relationship with Joe's work for a while, but since Darksiders came out, I've been all about the love As far as Garrison, I might make him a little later, but for now I'm gonna make another monster/baddy in a Joe style. (there's TOTALLY a reason I'm doing this too) Will start a thread for that project. Of course, this will all be after I really finish Brass Demur.