I worked with a fellow student on a Unity Game for around 10 Days.
It had to be a Shadow Platformer like Limbo. The Screenspace was restricted to 3 Screens long. What do you say?
I worked with a fellow student on a Unity Game for around 10 Days.
It had to be a Shadow Platformer like Limbo. The Screenspace was restricted to 3 Screens long. What do you say?
Should really get a thread to put my shit in. Eh ill make one on the next update.
It's coming along nice Lazerus...just a couple of advices...
i'm not sure if you're gonna model the entire robot, if so, i'd suggest u to block all the volumes out before going into details...
plus, when u do render your progresses, i would suggest to use a material or a shader that show the shapes of your models better than a super-bright ambient occlusion...
Other than this, nice tech modeling
slit caused by symetry modifier. will fix later. You won't believe how much trouble that "simple" langing gear gave me, as i insisted on having it as one nicely turbosmooth-able piece, and that i'm still learning the ropes, ladders, snakes (<- especially those) of subdevision modelling.
i also think i'm going to need more than 1 light to showcase her sexy curves properly.
Finally got some time to finish the main setpiece from my unfinished BRAWL environment... Hell or high water, I'll get this thing done! :P 16,600 tris with 2048 maps.
I'm a feedback whore so here's a little crossposting from my thread :P this is what im working on, Currently doing the backpak. Going to add a lot of packs and shit on him, as well as a leg holster and maybe a face too. Have gotten som great crits and changed a lot of things so im trolling for some more.
After seeing Transformers 3, I had to try and model the new girl, Rosie Huntington-Whiteley. She got some flak in the General Discussions thread here, but I don't care. I think she's beautiful. Just zbrush & polypaint.
Nick: Sweet (I sit next to Sii from Free Rad by the way)
HakaiL: Good likeness, I think a better skin matcap would help though
Jbird: Find an investor and get it made real
Sectaurs: Cheers, yeah it felt wrong and I wasn't sure where I was going with it. I think the new position is working better.
Been doing bits and pieces on this as I get ready for my holiday. Redid the backend, still got to redo the wee legs and I'm not happy with the perspective on the rear wing. Doing a fair bit of redesign as I go anyway, having fun with this.
Yeah Hal, those edges are too sharp, they won't read when you bake it into a lowpoly. Also the texture feels awkward, lots of colors, and the small bits could probably be baked in the texture of the table or a floating plane.
@ Nick Carver - Lovely chunkiness and sense of weight in that guy - really nice.
@ Murph - Win!
Posed this guy up and added some spit n polish to th3 3DS Max screengrab. I'll post a proper thread in P&P in a bit to colalte all the images together... [EDIT - thread posted here: http://www.polycount.com/forum/showthread.php?t=87104]
haikai, murph, nick, Fat_Cap: i bow to you good sirs
monrelman: good start, maybe the whiter parts could use a bit more subtle shading. they're probably another material as the rest of the body but it feels like they lack some shadow on the topbackparts
Hi guys! THis is my first post here :P THis is something I sculpt for a few month ago but today I wanna try it with some matcap, so I hope you guy can give me some C&C Thankss you guy a lot! ^^
Lovely work Fat_Cap, However i can't help but think it would have been worth the extra polygons to have the necklace as a separate object as opposed to being normal mapped onto the torso.
Nice work Nick, is the render on the right more or less what you started painting on?
Yeah that's pretty much the base. It's a composite of light-angle two tone from the Toon menu, Contours from Mental Ray and a bit of AO as well. After that the colour, details and lighting tweaks are done in Photoshop.
I took a break from 3d the other weekend and made a Photoshop collage from a whole bunch of old sketches. I bumped up the contrast and made a few transitions work better. Overall, a fun little experiment, and I'm happy with the results: a pimped out tablet!
Replies
Should really get a thread to put my shit in. Eh ill make one on the next update.
the way you've implemented the rain effect is slowing this to a grinding halt, unplayable.
Hah, this is awesome for such a short time spent on it
Works fine here dude, sure it's not your browser/pc?
It's coming along nice Lazerus...just a couple of advices...
i'm not sure if you're gonna model the entire robot, if so, i'd suggest u to block all the volumes out before going into details...
plus, when u do render your progresses, i would suggest to use a material or a shader that show the shapes of your models better than a super-bright ambient occlusion...
Other than this, nice tech modeling
attempting to texture
fun quick little zelda re-design sort of ... i dont have many elements of her left
yummeh!
slit caused by symetry modifier. will fix later. You won't believe how much trouble that "simple" langing gear gave me, as i insisted on having it as one nicely turbosmooth-able piece, and that i'm still learning the ropes, ladders, snakes (<- especially those) of subdevision modelling.
i also think i'm going to need more than 1 light to showcase her sexy curves properly.
Finally got some time to finish the main setpiece from my unfinished BRAWL environment... Hell or high water, I'll get this thing done! :P 16,600 tris with 2048 maps.
woogity: tnx, gj on the creature. perhaps some of the edges look a litte too pinched so that could give some trouble if you'd want to bake it
enodmi: haha awesome
Razorb: nice, right arm looks a little unsupported
slowly semi working on this one
This is just a little something that I've been working on, on and off for a while, It's supposed to be a Hoverboard :P
Keep that awesome art coming ppl.
MORE. DO MORE!
murph: Love it! You handle colour and tone so well, sir!
haikai: you nailed the sculpt for sure!
Here's a robot mechanic I designed for The Race For the Globe project I'm working on:
I did most of the mechanical modeling in Maya and then painted over the renders in PS.
Cheers!
aajohnny, Thanks a lot, glad you liked it.
hawken, Thanks, much appreciated man. 3 years? well then I'd better start working on the blueprints for all the make believe parts I put in there. ^^
Sculptris and 3dsMax.. sculptris doesn't handle overlapping geo, or thin surfaces well.
Murph: Just awesome
Nick: Sweet (I sit next to Sii from Free Rad by the way)
HakaiL: Good likeness, I think a better skin matcap would help though
Jbird: Find an investor and get it made real
Sectaurs: Cheers, yeah it felt wrong and I wasn't sure where I was going with it. I think the new position is working better.
Been doing bits and pieces on this as I get ready for my holiday. Redid the backend, still got to redo the wee legs and I'm not happy with the perspective on the rear wing. Doing a fair bit of redesign as I go anyway, having fun with this.
Just my 2 cents, anyway :P
(lol)
@ Murph - Win!
Posed this guy up and added some spit n polish to th3 3DS Max screengrab. I'll post a proper thread in P&P in a bit to colalte all the images together... [EDIT - thread posted here: http://www.polycount.com/forum/showthread.php?t=87104]
JPG artifacts in the gradient begone! Bah
monrelman: good start, maybe the whiter parts could use a bit more subtle shading. they're probably another material as the rest of the body but it feels like they lack some shadow on the topbackparts
http://imageshack.us/photo/my-images/836/1234yp.jpg/
Apart from that spot on!
Yeah that's pretty much the base. It's a composite of light-angle two tone from the Toon menu, Contours from Mental Ray and a bit of AO as well. After that the colour, details and lighting tweaks are done in Photoshop.
also very nice murph