Sweet work Jackwhat...as per... seconded timelapse request
Is the snow/mountain photo sourced, or brush, or a photo sourced brush even? whatever it is it works well. If its a brush would you mind sharing brush shape and settings, or the process used?. I don't want to use it I want to make my own.
Jackwhat, incredible, great colours and mood. can you give us an overview of your artistic workflow? do you start out with shapes/composition in mind, block in values, and conjure up ideas as you go or what?
eight - that armor is really cool, give his face some love though! mgreke - nice turnaround, it would look sweet in 3d g2000 - gnarly creature moof - that modeling looks really clean; i'm diggin that concept too, please work in it some more!
Oh my god!! That is... Seriously man, that is blowing my mind right now. Hot, creepy woman, in a snow bound setting, with that light setup. Jesus, man, this is perfection to me. I'm literally, stunned.
Pretty much have my high poly crate done and I begun work on the low, I unwraped a section of it just to test out baking in xNormal(first time doing it) any crits on the bake
Thanks for the texture feedback, everyone. I still need to make some of the noted changes. I also worked on a stucco type texture.
This model is throwaway stuff - it's just meant to test the textures and is not a real asset, so please just focus crits on the textures. I still need to make the end-cap texture for the logs.
daphz! lots o style as usual! and damnnnn love the anatomy on that last 3d peice!
Josh nice work on those textures! i personally think the conrete plaster stuff is a bit too realistic compared to your awesome wood!
moof thats fuckin awesome! Love the pose also.
Just 2 Random Cyrborg sketch thingies! ;o just for funs!
Finished the Ionian Nebula textures and sprite arrangements. Can't really see it in the picture, but there's also a 3d fog type of effect as you fly around the environment.
Thanks for the texture feedback, everyone. I still need to make some of the noted changes. I also worked on a stucco type texture.
This model is throwaway stuff - it's just meant to test the textures and is not a real asset, so please just focus crits on the textures. I still need to make the end-cap texture for the logs.
Hey there I'm new to this forum .
I never did much character modeling. But here is a project I startet recently. I hope for some constructive criticism and ideas.
all modeling sculpting and rendering was done in blender and all textures were made in gimp.
Hey there I'm new to this forum .
I never did much character modeling. But here is a project I startet recently. I hope for some constructive criticism and ideas.
all modeling sculpting and rendering was done in blender and all textures were made in gimp.
My first creation with zbrush!! This is a warhammer 40k tyranid spore mine, altho my girlfriend says it looks like a nightmare sperm with a penis head on it. I couldnt really disagree! I wanted something simple to learn how to sculpt, then get everything out of zbrush into a renderer. So this is a decimated mesh, rigged and rendered in Vray. I want to go back and resculpt the horn on the front now ive discovered HD geometry (the garbage sculpting on the bottom of the horned plates is the HD bake test!) and redo the tentacles to look like mushroom stalks a bit more. However I am quite happy for a first go doing something organic, makes me want to do more creatures!
it's hard because the Blender PSK support sucks you'll easily malform the mesh if you tweak weights too much. That, and I don't have the possibility of tweaking the skeleton/animations (like everyone else had here in the UT2003 days)
I've spent today working on a ocean material for the UDK. I've used a normal map and tesselation to create the waves. I haven't got motion added yet since I'm conetrating on getting the look right before adding that in.
Replies
Is the snow/mountain photo sourced, or brush, or a photo sourced brush even? whatever it is it works well. If its a brush would you mind sharing brush shape and settings, or the process used?. I don't want to use it I want to make my own.
Jackwhat, incredible, great colours and mood. can you give us an overview of your artistic workflow? do you start out with shapes/composition in mind, block in values, and conjure up ideas as you go or what?
edit: third timelapse request
Use a seperate mesh for the cylinder if you havent already. Makes no sense to try and use a single mesh for something like that.
http://www.conceptart.org/forums/showthread.php?t=201403
since the REF it self has separate pieces i would do the same with the high poly. also use less geometry it'll be easier to capture shapes.
Oh my god!! That is... Seriously man, that is blowing my mind right now. Hot, creepy woman, in a snow bound setting, with that light setup. Jesus, man, this is perfection to me. I'm literally, stunned.
kot leopold - it's rendered in mental ray.
YES, DUDE!
Proceed.
This is what i am working these days, a tileable SciFi ground pieces:
HighPoly done imo, next step.....LowPoly, never done it before, any tips?
And a tileable test
This model is throwaway stuff - it's just meant to test the textures and is not a real asset, so please just focus crits on the textures. I still need to make the end-cap texture for the logs.
That looks fantastic, i love the subtle hue variations near the edges.
lil thang
here's a doodle.
Josh nice work on those textures! i personally think the conrete plaster stuff is a bit too realistic compared to your awesome wood!
moof thats fuckin awesome! Love the pose also.
Just 2 Random Cyrborg sketch thingies! ;o just for funs!
Razorb: Loving those! That first one is very cyberpunky.
Very nice handpainting texture ,love the style
still working on vanguard
the old outpost (still WIP)
thread of the project http://www.polycount.com/forum/showthread.php?t=86121
[ame]http://www.youtube.com/watch?v=tCbpX_lEQEU&feature=related[/ame]
here's the setup: link
I never did much character modeling. But here is a project I startet recently. I hope for some constructive criticism and ideas.
all modeling sculpting and rendering was done in blender and all textures were made in gimp.
I never did much character modeling. But here is a project I startet recently. I hope for some constructive criticism and ideas.
all modeling sculpting and rendering was done in blender and all textures were made in gimp.
that's a really clever usage of vertex colors like it!
My first creation with zbrush!! This is a warhammer 40k tyranid spore mine, altho my girlfriend says it looks like a nightmare sperm with a penis head on it. I couldnt really disagree! I wanted something simple to learn how to sculpt, then get everything out of zbrush into a renderer. So this is a decimated mesh, rigged and rendered in Vray. I want to go back and resculpt the horn on the front now ive discovered HD geometry (the garbage sculpting on the bottom of the horned plates is the HD bake test!) and redo the tentacles to look like mushroom stalks a bit more. However I am quite happy for a first go doing something organic, makes me want to do more creatures!
.
can click_drag faux orbit the swfs in your browser if you don't mind the load time :
http://dl.dropbox.com/u/3436831/iceBucket_.swf
http://dl.dropbox.com/u/3436831/chilleez_.swf
.
http://www.monochrome-games.com/forums/showthread.php?t=227
http://www.polycount.com/forum/attachment.php?attachmentid=2818&d=1311956218
been really busy lately, haven't had much time to put into this, but almost ready for retopo
[ame]http://www.youtube.com/watch?v=XM-VR7-I3jc[/ame]
it's hard because the Blender PSK support sucks you'll easily malform the mesh if you tweak weights too much. That, and I don't have the possibility of tweaking the skeleton/animations (like everyone else had here in the UT2003 days)
arms and back sucks, but at least the ass is okay
Reference image.
concept from Adrian Majkrzk