Color's there, Alberto; but the spec/reflection needs a lot more work to make it really goldish.
Are you using scene cubemap reflections or a custom reflection map?
Started some random headtexture today during lunch, for the lulz. Not really planning on doing anything with it, but I guess it's a good texturing exercise.
Will have to do it tomorrow.... just lost half the progress i had today to a dumbass unreal crash.... ARGH!!! but thanks a lot for the crit. will do this tomarrow!
Taking a quick break from my crate and taking everything I learned from that and putting it to good use in my next model. Working off another Quake 4 concept I have a blockout of this door done. Any crits or something I seemed to have looked over please point out!
and while I agree with zoid's observation, I like the original.. reminds me of demoscene art somehow. If the whole game had this crispy specular as a style choice I think it'd be ace
labmonkey - that is awesome man! I assume you'll be making a low poly?
choco - those rocks are stunning! I don't suppose you could share your work flow? pretty please?
biofrost - good blockout but your door isn't wide enough which makes your curved dent in your door to round and your lights at the top to thin!but yeah widening it out should fix all that!
Checko - awesome high poly stuff man! Were you working reference or just off the top of your head?
Still working on my Brink robot. Trying to find a decent way of rendering it out. This didn't work!
Saferdan - Thanks man. Just working off my head for this one. Looking forward to seeing your bot progress btw.
Biofrost - I agree with Saferdan. If you do widen the door i would also offset the center circle. It will add more visual interest and it looks offset in your reference. BTW the concept I believe is by Paul Richards. This guy is Hype! I worked from a concept of his to create an autopsy table i made for my folio. this was the result!
but i think the wood over glistens, feels like a polished material - volcanic glass
here is visual suggestion, maybe it helps
I can't say I disagree with you, and that's actually what it looked like at one point. But in the end I decided to really push it to get a style that was more visually interesting to me.
Joopson - It's not that hard to make a tiling texture. In photoshop: Filter > Other > Offset and set the amount to half your texture size. Then paint out the seam.
SaferDan - I appreciate for your candor. I mulled over the color for sometime. It started in the blues but I wasn't happy with it, tried greens. It just kinda ended up in the creams and greys. I would love to see another creative take on the texture. What colors would you have used?
SaferDan - I appreciate for your candor. I mulled over the color for sometime. It started in the blues but I wasn't happy with it, tried greens. It just kinda ended up in the creams and greys. I would love to see another creative take on the texture. What colors would you have used?
Blues could have been awesome! I guess really I would have just made the colours a lot brighter and cleaner? You know what I mean? I get a very Brink/Mirrors edge feel from it so I would have maybe had that cream as quite a bright white and that black you have running around the top of the body just saturate it a bit more.Then maybe an orange strip running around the top at the rim.To go with the orange light underneath And maybe use that orange to pick out some of the other details like the round things underneath the main body and have the orange strip on the light at the top as well! You should keep the silver bits too but maybe saturate that silver a bit.
I don't know I might be completely wrong but that's what I'd do! Maybe I have just been playing too much Brink!
Thanks for the crits guys! I widened it up a but and moved the center circle to the right a bit.(Image is from the high poly I started) suburbbum That is a awesome looking character, that is going right in my inspiration folder.
SaferDan - Ya maybe I played it a little safe. I love the look of Brink. Cheers on the feedback. If I ever revisit the texture I'll keep it in mind.... How goes your Bot?
Seems i have been working on this for ages, still alot of stuff left to do. Gotta do a major cleanup topology wise, the wings arent complete and havent decided yet on the headlights...
Replies
Gorgeous!
Will have to do it tomorrow.... just lost half the progress i had today to a dumbass unreal crash.... ARGH!!! but thanks a lot for the crit. will do this tomarrow!
i needs a bowl...
Lovely! I would love to know where you even start to make tiling textures. Can't seem to find a straight answer anywhere.
but i think the wood over glistens, feels like a polished material - volcanic glass
here is visual suggestion, maybe it helps
Sorry to quote from far back but these are awesome! Love the style. Good work.
one of those guys in the light colourWay :
and while I agree with zoid's observation, I like the original.. reminds me of demoscene art somehow. If the whole game had this crispy specular as a style choice I think it'd be ace
Interesting way to show off the bottom, knock it over! Looks good man.
choco - those rocks are stunning! I don't suppose you could share your work flow? pretty please?
biofrost - good blockout but your door isn't wide enough which makes your curved dent in your door to round and your lights at the top to thin!but yeah widening it out should fix all that!
Checko - awesome high poly stuff man! Were you working reference or just off the top of your head?
Still working on my Brink robot. Trying to find a decent way of rendering it out. This didn't work!
SaferDan: sweet work
Looks good, liking them textures.
Yay, Airborn Powers!!!
Cryengine can you render him with more light on?
Biofrost - I agree with Saferdan. If you do widen the door i would also offset the center circle. It will add more visual interest and it looks offset in your reference. BTW the concept I believe is by Paul Richards. This guy is Hype! I worked from a concept of his to create an autopsy table i made for my folio. this was the result!
I can't say I disagree with you, and that's actually what it looked like at one point. But in the end I decided to really push it to get a style that was more visually interesting to me.
Joopson - It's not that hard to make a tiling texture. In photoshop: Filter > Other > Offset and set the amount to half your texture size. Then paint out the seam.
Thanks for all the kind words!
Checko - Just off the top of your head? That's awesome man!
This is really cool! I don't like the colours much though tbh! But the model is awesome!
I believe, what your looking for may be in some of his earlier wip posts.
looks solid dude!
Lately you've been laying down some serious funk man. Keep this going!
Blues could have been awesome! I guess really I would have just made the colours a lot brighter and cleaner? You know what I mean? I get a very Brink/Mirrors edge feel from it so I would have maybe had that cream as quite a bright white and that black you have running around the top of the body just saturate it a bit more.Then maybe an orange strip running around the top at the rim.To go with the orange light underneath And maybe use that orange to pick out some of the other details like the round things underneath the main body and have the orange strip on the light at the top as well! You should keep the silver bits too but maybe saturate that silver a bit.
I don't know I might be completely wrong but that's what I'd do! Maybe I have just been playing too much Brink!
suburbbum That is a awesome looking character, that is going right in my inspiration folder.
Zbrush:
Low Poly rendered in Marmoset:
The Subd Model was made in Modo 501 and the details in Zbrush.
very nice material and execution.
[ame]http://www.youtube.com/watch?v=w_uGNpIxddA[/ame]
It's a dude in a hat!!
eld - that's looking really great.
c0ldhands - very cool
i fucking love this thread.
Minecraft, terraria...What's next, eldgame?!
thats awesome eld!