Great stuff everyone. Lots of awesome works here! Steppenwolf the scene coming bad ass. Would you mind if i ask, how you managed modularity in cross section?
And also intersting how you made this, what you call it, lense effect on the lamps?
Ok. I finally decided to finish my BRAWL character Potemkin40k that i didnt finish in time. Diffuse need more work, just trying different approaches. Also not sure about the color - red vs dark color.
In the end i plan to add pedestal and pose him.
Here some pics:
Steppenwolf the scene coming bad ass. Would you mind if i ask, how you managed modularity in cross section?
And also intersting how you made this, what you call it, lense effect on the lamps?
I "cheated" a little with the cross section. Hadn't planned for it initialy because it wasn't on the concept piece. So what i did when i decided to extend the scene beyond the concept was to place the four doors and corners on the grid in Sandbox and then i created a solid where the floor is now. That way i knew which dimensions the cross section floor and ceiling needs to have.
The correct way to do it (if you plan properly from the start) is to have all modules fit perfectly into virtual boxes, which all have "compatible" sizes. For example power of 2 works great for dimensions or if you work on a metric grid base it on full meters, half meters etc. Placement of pivot points is also important.
The "lense efefct" is called Streaks in CE3. You find the settings for it at the bottom of the Environment tab in sandbox.
Actually working on this iOS game, everyday from 9:30 AM to 2:00 AM, more or less. :poly142:
Turned out to be fairly more complicated to code than I really tought initially... But honestly, I don't really mind about it.
this isnt much more than a study exercise - i've been doing a lot of colourising greyscale recently, which is fine!, but wanted to tackle something purely in colour. And thats when this happened
"they named it San Diago, which of course in German means "a whale's vagina"
Said it before,but that`s some serious talent you have bud.."Marvellous"!
linkov, i'm absolutely in love with the form so far! Turning out wonderfully. I sure hope that ball-turret looking shape is indeed the aft. would work well as a gunner spot, or crane operator's post.
Dan!, i'd love to see your character inside of stepenwolf's halls. I'm feeling inspired to create some kind of geth soldier, and maybe some cerberus style equipment.
beluga, i'll take that for my daily carry, thanks!
More graphic design work here. Starting a series of designs that begin with 3d renders as a base. used a similar method to my first, however this time I used a cloth modifier on a very low poly plane and rendered it using a faceted material. Still have a few things left I want to work out regarding the type; but this is the what are you working on thread, not the what have you finished thread so I guess its no big deal lol.
Great stuff everyone. Lots of awesome works here! Steppenwolf the scene coming bad ass. Would you mind if i ask, how you managed modularity in cross section?
And also intersting how you made this, what you call it, lense effect on the lamps?
Ok. I finally decided to finish my BRAWL character Potemkin40k that i didnt finish in time. Diffuse need more work, just trying different approaches. Also not sure about the color - red vs dark color.
In the end i plan to add pedestal and pose him.
Here some pics:
damn steppen! awesome stuff! looking forward to see more from that. I remember seeing that concept a few times and I thought it was actually the concept being reposted first :P
impressive work man, i really don't have anything to add other than maybe that the scratches you added don't look entirely natural here and there. also, the handle rubber could maybe use some noise in the normal map, to make it look more like gripping rubber.
Thanks man. Like I said, these are just preliminary maps so I'll add some more detail in later. I appreciate the crit and I'll make the necessary changes.
Suburbbum, model is looking ace Max, not a fan of the wear on the M-esque shape on the side of the gun, but everything else looks sexy
kio, stunning, I never thought wood on the interior floor of a car could look so good
jmiles....beautiful stuff!! Jmiles it looks like the body of the helmet is a little more spherical than the reference shot....could just be the angle though?
Replies
Magnum handcannon thing:
razorb - oh lawdy, that's a sweet concept! love your style brah
here's me trying something fantasy-ey instead of sci fi-ey
still wip
Steppenwolf the scene coming bad ass. Would you mind if i ask, how you managed modularity in cross section?
And also intersting how you made this, what you call it, lense effect on the lamps?
Ok. I finally decided to finish my BRAWL character Potemkin40k that i didnt finish in time. Diffuse need more work, just trying different approaches. Also not sure about the color - red vs dark color.
In the end i plan to add pedestal and pose him.
Here some pics:
More pics:
http://dl.dropbox.com/u/24115614/Potemkin40k_WIP_2.jpg
http://dl.dropbox.com/u/24115614/Potemkin40k_WIP_3.jpg
http://dl.dropbox.com/u/24115614/Potemkin40k_WIP_6.jpg
http://dl.dropbox.com/u/24115614/Potemkin40k_WIP_5.jpg
I "cheated" a little with the cross section. Hadn't planned for it initialy because it wasn't on the concept piece. So what i did when i decided to extend the scene beyond the concept was to place the four doors and corners on the grid in Sandbox and then i created a solid where the floor is now. That way i knew which dimensions the cross section floor and ceiling needs to have.
The correct way to do it (if you plan properly from the start) is to have all modules fit perfectly into virtual boxes, which all have "compatible" sizes. For example power of 2 works great for dimensions or if you work on a metric grid base it on full meters, half meters etc. Placement of pivot points is also important.
The "lense efefct" is called Streaks in CE3. You find the settings for it at the bottom of the Environment tab in sandbox.
SteppenWolf, don't wait to open up a thread until it's done - I would love to see some process!
Another crosspost from my WIP, I could really use some crit's on the composition and lighting.
http://www.polycount.com/forum/showthread.php?t=85677&page=2
Looks very Aliens-ish
Dark theme, very sci-fi
Turned out to be fairly more complicated to code than I really tought initially... But honestly, I don't really mind about it.
Just opened a blog yesterday about it.
Said it before,but that`s some serious talent you have bud.."Marvellous"!
A spec map
Dan!, i'd love to see your character inside of stepenwolf's halls. I'm feeling inspired to create some kind of geth soldier, and maybe some cerberus style equipment.
beluga, i'll take that for my daily carry, thanks!
Edit:
and ditch the green and go for some brown
meh, something less bright.
Love this! Well done
That's pretty awesome. At first I thought it was this guy:
Going along with the WWI theme, perhaps make the weapon look a bit more like a trench shovel?
Sweet
i loved that game!!
yea it looks just like it
what a flashback haha
i still remember the ending song when he flies on thaqt dragon thingie
I love this....stay red I say....but seriously its fantastic!
Maybe he needs a mohawk like Zangief!
[ame]http://www.youtube.com/watch?v=Qv7y3eKyVUo&hd=1[/ame]
Especially since the text "one constant remains: chaos" in the vid is a lot like your " the only constant is change".
Steppenwolf - your scene is hype! Very clean. I dig. I see ethereal beings in the space.
BelgianBoolean - Your ship is shaping up
is the edge down the middle of the main magazine necessary though?
just my 2 cents
EDIT: also, sorry for hijacking this thread.
[ame]http://www.youtube.com/watch?v=O0Ti-fCmvrk[/ame]
are those new unity mobile shaders!
here is what ive got so far. i guess i have to do some proper lamps..
That's Pretty!
kio, stunning, I never thought wood on the interior floor of a car could look so good
jmiles....beautiful stuff!! Jmiles it looks like the body of the helmet is a little more spherical than the reference shot....could just be the angle though?