Working on the Q3 Plasma Rifle, screengrabs from Marmosex Gun Renderer.
Did a quick paintover for some possible ideas to help reduce your polycount. Right now it is really, really high looking, possibly because you may fear loosing some of the forms you modeled in. Most of the shallow shapes can be treated a a single plane and normal mapped without losing any of its visual depth. Id only worry about giving geometry to some of the larger protruding forms like the tubes and block like shapes. Your bake turned out nice, I doubt you would loose any quality dropping the polycount. Also, this paintover is just a guess, I obviously have no idea what all your underlying forms are
that looks great man, I really like the buildings in the center there. nice level of detail/textures on them. right now the forground texture is really dark in comparison to everything else and reads like asphalt, I would push it more towards a water stained concrete. having some reflective puddle decals could also help make it pop as well. here is an idea for the concrete:
Trying to up my anatomy knowledge, this is a wip using an anatomy ebook and various models I found online both 3d and photo.
Seeking crits on this! If you see an error point em out :]
(haven't started feet yet)
Since a few weeks I try to mix classic drawing and photoshop.
Example, I have tried recently a technique for creating concept art from nothing : doing some quick drawing with layout marker, scanning them and inside photoshop trying to create an idea from chaos. When it's done, I come out the idea and draw it on the base sketch :
I have only taken 15 minutes maximum by drawing.
And an other quick concept made only with photoshop :
Either a dragon type thing, or the most dangerous penis ever. Not sure which yet...
Forgot to add that this was done by memory of the bottom left image in this Darksiders sketch sheet. http://imageshack.us/photo/my-images/696/dsfallen1.jpg/ I'd name the artist, but I can't remember it right now... I suck at names. Sorry.
Trying to up my anatomy knowledge, this is a wip using an anatomy ebook and various models I found online both 3d and photo.
Seeking crits on this! If you see an error point em out :]
(haven't started feet yet)
on a more serious note, all your larger shapes seem to be placed well, check your forearms and back, what I've noticed is, backs can change a lot depending on the person. It appears all the people who actually have sufficient anatomy knowledge don't comment all that much. There is a thread I've contributed what I know here....
Starting a small scene of a homeless persons shelter made at the start of an old closed down train tunnel.
Here's the block out with some of my awesome drawing skills over it
fightpunch, beautiful work! I especially like bottom right, top right and top left. they read so effortlessly.
futurefiction - round off the deltoids a bit! also those are quite deep impressions above the pectorals. I'd recommend Zack Petroc's anatomy video, it costs, but the man is a anatomical badass
Jarrede I'm trying to stay busy, so I can possibly get some pay work soon... I'm REALLY getting tired of not having pay work. But my posts are probably gonna stay mostly here, in the WAYWO thread. I don't have a lot of luck with feedback when posting my own threads. Not sure why, but whatever. I get good feedback here.
@ Jeremy-S: i like the sculpt, it's coming out very nice. I'd keep on it, and add some more details, especially on the horns to make them look a little more like real bones...same thing for those little horns coming out from his head top and over his eyebrows... plus i think i'd go with a little less saturated blue for his skin, but this is just personal taste
Whats wrong with some people! Can't they take a dammed picture of the joints!
Used 8 references to get the stupid hip joint. Still need to add what i think are two pistons ethier side of the joint. Taking the occasional liberty along the way. Im putting off the hard creases in the mesh till ive got the rest of the areas blocked in properly save fucking the poly flow up early on.
A test head for a facial animation thing a programmer friend and I were working on, that didn't really go anywhere. Wanted to post it so it didn't die in obscurity on my hard drive.
I love this thread so much I want to marry it, but until they legalize male-forum thread marriage in my state I'll just keep dinkin away at this guy and tinker with the sweet realtime shaders from this Der Hollander's tut!
Replies
maybe she had too many peelz?
[ame]http://www.youtube.com/watch?v=wOBNrAtIhRo[/ame]
Mostly for texture practice. C&C plz. Its 1070 tris.
Blender GL screengrab-
Nice work.
Yeah I would definitely bring the polycount way down if it was going into udk.
Calling this finished. More shots in the sketchbook thread: http://www.polycount.com/forum/showthread.php?t=86130
[ame]http://www.youtube.com/watch?v=0bkGZuWzoEE[/ame]
Hell yes! I'm loving his mug.
Those pedals don't really make much sense though. Shouldn't one of them be higher than the other?
Did a quick paintover for some possible ideas to help reduce your polycount. Right now it is really, really high looking, possibly because you may fear loosing some of the forms you modeled in. Most of the shallow shapes can be treated a a single plane and normal mapped without losing any of its visual depth. Id only worry about giving geometry to some of the larger protruding forms like the tubes and block like shapes. Your bake turned out nice, I doubt you would loose any quality dropping the polycount. Also, this paintover is just a guess, I obviously have no idea what all your underlying forms are
that looks great man, I really like the buildings in the center there. nice level of detail/textures on them. right now the forground texture is really dark in comparison to everything else and reads like asphalt, I would push it more towards a water stained concrete. having some reflective puddle decals could also help make it pop as well. here is an idea for the concrete:
Some sketchy wetchy's!
firstkeeper - awesomeness.
Trying to up my anatomy knowledge, this is a wip using an anatomy ebook and various models I found online both 3d and photo.
Seeking crits on this! If you see an error point em out :]
(haven't started feet yet)
go easy on me its my first ever proper model
just doing it for learning i dont have the skills to turn it into a game asset yet.
Example, I have tried recently a technique for creating concept art from nothing : doing some quick drawing with layout marker, scanning them and inside photoshop trying to create an idea from chaos. When it's done, I come out the idea and draw it on the base sketch :
I have only taken 15 minutes maximum by drawing.
And an other quick concept made only with photoshop :
---
Very nice thumbs !
Forgot to add that this was done by memory of the bottom left image in this Darksiders sketch sheet. http://imageshack.us/photo/my-images/696/dsfallen1.jpg/ I'd name the artist, but I can't remember it right now... I suck at names. Sorry.
fightpunch, jeffro, shotgun !
on a more serious note, all your larger shapes seem to be placed well, check your forearms and back, what I've noticed is, backs can change a lot depending on the person. It appears all the people who actually have sufficient anatomy knowledge don't comment all that much. There is a thread I've contributed what I know here....
god damn dude how many projects are you working on atm?
Here's the block out with some of my awesome drawing skills over it
futurefiction - round off the deltoids a bit! also those are quite deep impressions above the pectorals. I'd recommend Zack Petroc's anatomy video, it costs, but the man is a anatomical badass
can you show the unwrap or the texture sheet?
1x512 diffuse, and 1x256 emissive which you can't really see in the shot.
this was mostly painted in deep paint 3d
@ fightpunch: awesome concepts...totally inspiring! O_O
Cross posting from my wip thread. This was originally inspired by Christer Sveen's concept.
Whats wrong with some people! Can't they take a dammed picture of the joints!
Used 8 references to get the stupid hip joint. Still need to add what i think are two pistons ethier side of the joint. Taking the occasional liberty along the way. Im putting off the hard creases in the mesh till ive got the rest of the areas blocked in properly save fucking the poly flow up early on.
afisher - very nice sculpt youve got there sir:)
Startiing polypaint..
daaaaaaaammmmmmmnnnnnnnnnnnnnnnnn
@AFisher loving that sculpt.
Bit of progress. Lots of tweaks are still in order.