@Fewes: dang, those are some sexy rocks! Is this using DX11 tesselation or something? Do the rocks and caves share only the materials or it's the same mesh as well?
Jesus Christ Fewes, those are some damn nice formations. How did you sculpt them? Something like the Mudbox feature displacement to sculpt or something? I'm wondering if there's something like that in ZBrush...
It's actually easy as pie. I didn't sculpt at all, and it's made from a single tileable reusable texture. Here's a tutorial I made since people seemed interested.
jaythurm - those leaves look amazing, so realistic!
fat_cap - your textures are immense, love this. Not sure if its just my screen, but the shadows look a bit black in places?
Sorry for huge image. Texture nearly done, any crits at this stage would be cool. Next gonna make some quick props and skin.
Also, my boyfriend drew this, wish I knew how to rig faces..! Though morph targets could work...
Fewes, you sir are a badass! thanks for that tutorial!
futurefiction, the skin has a very prominent red glow, is that your lighting/rendering setup or did you bake in the bounced light? it's a bit overpowering as it is.
@future-fiction- nice stuff but there are a couple of things that I noticed though. One is that the strap sticks out on the left shoulder area on the back view and also the hair.should be an easy fix..And also it might be the lighting setup but I can't figure out where the violet/purple light from her hair is coming from(maybe front top area?) given that on the back view the same color of light only shows beneath her hood at the back of her head.Same as what benji said the red glow is a bit overpowering, a bluish or a similar cooler tone should balance things out, not too harsh on the eyes.I know your going stylized for this character but something about the thumb that just looks off for me, maybe the fact that it tapers toward the tip but for me its as if its swollen or something maybe you could bulge up the tip(the area where the nail is) a little..just a suggestion though but great work nonetheless.
Thats what I've been working on. Its a preconcept to a concept I will do soon. Gonna do some Gameart in August, looking forward to that! So, more stuff on that univers to come!
It's actually easy as pie. I didn't sculpt at all, and it's made from a single tileable reusable texture. Here's a tutorial I made since people seemed interested.
Bit of a page stretch there, sorry..
Thanks a lot for the tutorial Fewes! Really apperciate it!
@future-fiction: I love the piece and I dont really have a problem with the thumb as Pangahas said but I do think the boots get a bit too thin on the back? It looks like it is quite too much slimmer on the back.
But then again, it could be just a style choice. :poly124:
As for me, I ended up slacking most of the day (Yay reddit) (-_-) but at least Im almost done with Goombas retopo head:
Of course any Comments, Critique and feedback are more than welcome!
And duck: Yeah, the Polycount smileys look so happy! I love them too!
striker - nice stuff lately bro!
tacit - cool approach to the vehicles.
enodmi - nice hard surface, looks really clean
jeremy s - haha, thanks man, I want to finish her up soon
speedsculpt, "digital mixed media" thingy. i'm gonna print it out and toss paint ontop of it.
That's one of the best low poly models I've ever seen Rapante! I'd like to see more of a falloff though on the slate color like you did on the pale orange color.
I know this isn't a personal thread but a quick little update: got my UVs down! I shouldn't have to worry about seams and following the falloff from pristine concrete to damaged rough crap because I'll be texturing the base diffuse in ZBrush, then taking it into Photoshop for the decals.
Would 1166 triangles be an acceptable amount? Am I pushing it? *shrug*
Also, ahoy from a fellow redditor Mr. Wednesday :poly129:
I bake in Maya sometimes using tranfer maps, but since Im doing my Ao bake with the Cuda engine in Xnormal, I just do the Normal maps with it too. As far as baking in another program, Its the basically the same except you have to export the objects out you want to bake and import them into Xnormal. There's a thread on Xnormal in the Technical Talk with probably everything you ever wanted to know http://www.polycount.com/forum/showthread.php?t=41776
Im currently working on a new environment, an Ordnance elevator from an Aircraft Carrier, I want to try and get some interior and exterior and maybe some movement in the environment too, all in the Cryengine.
Anywho, this is my Highpoly for one of the hero props, a fair amount of subtle detailing and what not. Really enjoyable couple of evenings spent putting it together.
It's actually easy as pie. I didn't sculpt at all, and it's made from a single tileable reusable texture. Here's a tutorial I made since people seemed interested.
Bit of a page stretch there, sorry..
Fewes, as far as I know there is a modifier in Max that crunches polygons while preserving UVs. I think MultiRes will fuck your mesh up but ProOptimizer should do the trick. Either that or the other way around. :P
Fewes, as far as I know there is a modifier in Max that crunches polygons while preserving UVs. I think MultiRes will fuck your mesh up but ProOptimizer should do the trick. Either that or the other way around. :P
Holy... Why did I not know of ProOptimizer?! Damn, that is one powerful modifier for this purpose. You just solved all my problems, many thanks to you!
This is the final lowpoly+highAO+norms (had some issues previously and redid about 50% of the UV work).
Going to take EQ's tip and bake a lowpoly AO to combine for broader shadows, then work on the diffuse/spec/gloss maps.
@ENODMI & Scott - those are frakken rad, great work!
Damn Rapante, that is an incredible low poly. Care to show some wires and the diffuse? I have to say it took me a while to understand it was a mesh I was looking at. It isTHAT good!
nordahl154, ahoy matey! I hope your future endeavours with the concrete boulder are filled with bacon and up votes! Gonna go to bed now so nighty night folks!
benji - I think that's just my texturing, was silly and didn't add in any cold colours. Thanks though, I added a blue soft light layer to the skin and it looks much better now.
pangahas - Ahh thanks for pointing that out, fixed that clipping. The purple light is just a colour specular I put on the hair as an experiment, it is a bit jarring though. Thanks for the comments :]
Mr Wednesday - Heh my friend literally just pointed this out too, fixed that, thanks.
Replies
based of a concept from Paul Richards
By the way STRIKER, how did you get a cool render like that? :poly124:
Thank you sir. Im thinking of maybe printing it if it turns out good enough
edit: man i love the smileys on polycount, they are so satisfied with life!
It's actually easy as pie. I didn't sculpt at all, and it's made from a single tileable reusable texture. Here's a tutorial I made since people seemed interested.
Bit of a page stretch there, sorry..
fat_cap - your textures are immense, love this. Not sure if its just my screen, but the shadows look a bit black in places?
Sorry for huge image. Texture nearly done, any crits at this stage would be cool. Next gonna make some quick props and skin.
Also, my boyfriend drew this, wish I knew how to rig faces..! Though morph targets could work...
futurefiction, the skin has a very prominent red glow, is that your lighting/rendering setup or did you bake in the bounced light? it's a bit overpowering as it is.
Thanks a lot for the tutorial Fewes! Really apperciate it!
@future-fiction: I love the piece and I dont really have a problem with the thumb as Pangahas said but I do think the boots get a bit too thin on the back? It looks like it is quite too much slimmer on the back.
But then again, it could be just a style choice. :poly124:
As for me, I ended up slacking most of the day (Yay reddit) (-_-) but at least Im almost done with Goombas retopo head:
Of course any Comments, Critique and feedback are more than welcome!
And duck: Yeah, the Polycount smileys look so happy! I love them too!
Finally getting around to some textures
tacit - cool approach to the vehicles.
enodmi - nice hard surface, looks really clean
jeremy s - haha, thanks man, I want to finish her up soon
speedsculpt, "digital mixed media" thingy. i'm gonna print it out and toss paint ontop of it.
I know this isn't a personal thread but a quick little update: got my UVs down! I shouldn't have to worry about seams and following the falloff from pristine concrete to damaged rough crap because I'll be texturing the base diffuse in ZBrush, then taking it into Photoshop for the decals.
Would 1166 triangles be an acceptable amount? Am I pushing it? *shrug*
Also, ahoy from a fellow redditor Mr. Wednesday :poly129:
@EiGHT, it's textured with good old photoshop, used a shitload of vector shape layers
Eight - I modeled in Maya, baked in Xnormal
Acapulco - Nice! Great sense of light/ color and depth
Rapante - Id like to see a schmup in that style
Rebaked normals and cleaned. Now on to the AO...
2048
also HOW do you bake in another program?
Anywho, this is my Highpoly for one of the hero props, a fair amount of subtle detailing and what not. Really enjoyable couple of evenings spent putting it together.
Fewes, as far as I know there is a modifier in Max that crunches polygons while preserving UVs. I think MultiRes will fuck your mesh up but ProOptimizer should do the trick. Either that or the other way around. :P
Holy... Why did I not know of ProOptimizer?! Damn, that is one powerful modifier for this purpose. You just solved all my problems, many thanks to you!
This is the final lowpoly+highAO+norms (had some issues previously and redid about 50% of the UV work).
Going to take EQ's tip and bake a lowpoly AO to combine for broader shadows, then work on the diffuse/spec/gloss maps.
@ENODMI & Scott - those are frakken rad, great work!
nordahl154, ahoy matey! I hope your future endeavours with the concrete boulder are filled with bacon and up votes! Gonna go to bed now so nighty night folks!
Rapante - Bad ass mudah
ae. - Looks so clean man!
Working on this on and off
Learning hand painted textures I really dont know mapping sizes so i am really guessing the size need to be smaller but it is practice
Please critique
beep boop.
@Mr.Wednesday here you go
bonus: turnarounds with the two "orbs" I did today (also did a rocket) but I've been too lazy to make a render of it just click links for the vids
and I didn't manage to get the anims working in marmorset, so for now, motionless orbs...
pangahas - Ahh thanks for pointing that out, fixed that clipping. The purple light is just a colour specular I put on the hair as an experiment, it is a bit jarring though. Thanks for the comments :]
Mr Wednesday - Heh my friend literally just pointed this out too, fixed that, thanks.