That gun rocks Moof! Nice job! Really looking forward to the finished piece.
Man I don't know how you guys keep up with this thread. 20 days into the new year and almost 30 pages?! It is all Really kick ass stuff though.
Here is a jukebox I finished a bit before newyears, and a couple of other things I am working on atm. Speed painting of mine that I have to model for a environment class I am taking. And the other piece some modular pieces that I am doing for a bit of freelance.
Meh, looks nicer when I move it around the viewport.
Trying to improve my texturing, since it's one of my weak points.
Model was mainly done to get a canvas for texturing, so I don't think it's all that accurate..
Very impressive Diver! Lower the depth of field though, and the pictures hanging on the wall seem really out of place and generic. You may want to adjust the blueprint laying on the desk too as it pops out as generic as well.
Seriously though, fun environment with some very nice material work! Keep it up.
Meh, looks nicer when I move it around the viewport.
Trying to improve my texturing, since it's one of my weak points.
Model was mainly done to get a canvas for texturing, so I don't think it's all that accurate..
A redesign of the old Quake enemy Scrag. sculpt, lowpoly and uvs done, now to textures.
(realtime render on the lef bottom corner done in blender, couldn't get shadows working properly in Marmoset Toolbag.)
That is some powerful normal mapping, Inkfish. Nice model too ;D
Well I finished up my ponies, one I started with, and a little old forum tribute!
Thanks to the guys in the low poly thread for beating me over the head for my texture contrast again and again... and Poop for making tutorials that made modelling make much more sense x3
The highlights on some edging is a little over-powering(front sight) draws my eye initially,but there`s other bit`s the same.Woods nice ,apart from the seam down the front of the grip(yep,no ones gonna see it in game)..So much easier to crit when peeps show a ref btw...Cheers.
greevar: It looks like you've got normal maps applied to the wood of the barrel.
That being the case, why not just bake the metal bands down into your texture?
I think it'll read better, and use less tri's than what you've got going here.
Crazyfool: She's got man-hands and maybe a short-torso?
Moof: With all the tris' in that gun, it strikes me that you could spare a few more to round out that stock a little? Nothing else on it reads as blocky or "hey, I'm a low poly model".
Actually, the bands and everything else are on one diffuse map. The bands are also floating geometry just for the purpose of keeping the count down. I think I just used too much dodge when I made the spec map. I corrected that in the next render and added proper smoothing. It's currently 788 tris.
Meh, looks nicer when I move it around the viewport.
Trying to improve my texturing, since it's one of my weak points.
Model was mainly done to get a canvas for texturing, so I don't think it's all that accurate..
Dude, that's awesome... you've come a really long way, I remember your diffuse-only CS skins from years ago. Model looks pretty damn accurate to me. Really nice texture work, it looks believable and realistic without having too much damage or overdetailing. The synth texture looks a bit like it has stretchmarks on it or something, but that's the only problem area I can see. Also I think the spec could use a little extra contrast and the mag is a bit too bright. The gloss is a bit high too, I think.
I originally started this months ago for workshop #3, but lost it somewhere along the way.
Found it recently, cooked up a LP and textured it. Unfortunately w/ all the curves it ended up coming in at 3972tris which is almost a 1000 over budget >.> oh well.
Any crits on the texture are appreciated. There are some inaccuracies, but I'm not worried about them.
Edited: Updated Texture, was unhappy with the stone look it ended up with for the interior metal in marmoset (originally previewed inside max). Couple other dif/spec tweaks (and something i forgot to edit in the NM heh).
krisCrash - Ponies turned out great! Very cute, I like. The Greentooth buttmark is awesome!! :P
Grimm_Wrecking - Sexy knife!! Quite like the look of this!
daphz - That's coming together super sexy! Great concept to work from, and great execution! My only issue is the feet--the toes of the shoes seem a bit too long to me, the red dots look a little too much like blobs, and the bunching of the top half of the boot could be better. Dunno if this is still an area you need to get to, but that's my only issue with the piece. Otherwise, amazing!!
Hey dudes. New here. Would like some feedback on this lil guy.
I'm trying to do a current-gen take on him, any feedback on the sculpt and/or design is greatly appreciated. The waist/pelvis area is unfinished, there will be the trademark megaman underwear there.
Got my first paycheck ever doing some commission work for a SC2 mod. Didn't realize it at the time but while working on a personal Starcraft mod a few months back i picked up some technical skills that are pretty sought after by mod teams. Stoked to have something to keep me busy while i wait to hear back from various studios.
Spent the past few days getting massive amounts of already finished art assets in-engine, while cleaning up some assets that needed a bit of a texture face lift. Looking forward to making some custom environment art and some mech units, should be fun and for the first time ever... a little lucrative! Woot.
so YOU are the guy i have to poke at to get the models right XD send me a message when you cna most of my contacts should be on here.
Got inspired by Julia Udalova's take on Lara and did a quick take on her concept :poly124:
actually just wanted to do the hair..but then I went on to do the face.. then the neck.. and so on :poly142:
don't really know what to do on her any more.. (except the slingshot!:thumbup:)
she doesnt have a mouth other than the lips, but I'm sick of modeling and rigging mouths and then never rly animating them so:poly118:
Got inspired by Julia Udalova's take on Lara and did a quick take on her concept :poly124:
actually just wanted to do the hair..but then I went on to do the face.. then the neck.. and so on :poly142:
don't really know what to do on her any more.. (except the slingshot!:thumbup:)
she doesnt have a mouth other than the lips, but I'm sick of modeling and rigging mouths and then never rly animating them so:poly118:
Nice Zig-zags, needs more swirls! Nah, really it looks like a good start, I hope you have an appropriate art deco style font to use with it when you texture it.
No offense dude, but i switch off vids with those logo things before showreels.
no offense taken...
i definatly wouldnt put it before each and every video if i'd have a portfolio.
this is more like a visiting card (i wouldnt want to use the term business card here) for when i upload and link some new vid on some place, so its not just any video, but a vid with a logo in front of it and people can remember who uploaded it ...
Replies
Man I don't know how you guys keep up with this thread. 20 days into the new year and almost 30 pages?! It is all Really kick ass stuff though.
Here is a jukebox I finished a bit before newyears, and a couple of other things I am working on atm. Speed painting of mine that I have to model for a environment class I am taking. And the other piece some modular pieces that I am doing for a bit of freelance.
Meh, looks nicer when I move it around the viewport.
Trying to improve my texturing, since it's one of my weak points.
Model was mainly done to get a canvas for texturing, so I don't think it's all that accurate..
jeremiah_bigley, that's some solid piece of jukebox you've got there.) fantastic texturework!
gotta visit this thread more often)
here's a little environment I'm working on right know. thought I might as well share it here.
Seriously though, fun environment with some very nice material work! Keep it up.
thats some sweet texture work sir
i'm almost done with this amazon character
concept: http://cghub.com/images/view/56554/
(i has permission )
(realtime render on the lef bottom corner done in blender, couldn't get shadows working properly in Marmoset Toolbag.)
Well I finished up my ponies, one I started with, and a little old forum tribute!
Thanks to the guys in the low poly thread for beating me over the head for my texture contrast again and again... and Poop for making tutorials that made modelling make much more sense x3
1500 poly's
1024 x1024 Diffuse/Normal/Opacity
Actually, the bands and everything else are on one diffuse map. The bands are also floating geometry just for the purpose of keeping the count down. I think I just used too much dodge when I made the spec map. I corrected that in the next render and added proper smoothing. It's currently 788 tris.
Love it but the facets on the back are bringin it down, up res that bad boy a little to match the rest!
Dude, that's awesome... you've come a really long way, I remember your diffuse-only CS skins from years ago. Model looks pretty damn accurate to me. Really nice texture work, it looks believable and realistic without having too much damage or overdetailing. The synth texture looks a bit like it has stretchmarks on it or something, but that's the only problem area I can see. Also I think the spec could use a little extra contrast and the mag is a bit too bright. The gloss is a bit high too, I think.
Originals
Diffuse
Flat
Wire
I originally started this months ago for workshop #3, but lost it somewhere along the way.
Found it recently, cooked up a LP and textured it. Unfortunately w/ all the curves it ended up coming in at 3972tris which is almost a 1000 over budget >.> oh well.
Any crits on the texture are appreciated. There are some inaccuracies, but I'm not worried about them.
Edited: Updated Texture, was unhappy with the stone look it ended up with for the interior metal in marmoset (originally previewed inside max). Couple other dif/spec tweaks (and something i forgot to edit in the NM heh).
Grimm_Wrecking - Sexy knife!! Quite like the look of this!
daphz - That's coming together super sexy! Great concept to work from, and great execution! My only issue is the feet--the toes of the shoes seem a bit too long to me, the red dots look a little too much like blobs, and the bunching of the top half of the boot could be better. Dunno if this is still an area you need to get to, but that's my only issue with the piece. Otherwise, amazing!!
I need to get back on the anatomy train, because this is... yeah.
and cool knife Grimm!
I'm trying to do a current-gen take on him, any feedback on the sculpt and/or design is greatly appreciated. The waist/pelvis area is unfinished, there will be the trademark megaman underwear there.
cool sculpt Inkfish
yeah the bigger eye will be a glass eye once textured the sculpt still has a long way to go tho, but hopefully finish the whole thing by sunday
Started a art deco style sign.
The lowpoly looks a bit messy though with all those long tris. But as long as it works its cool i guess
so YOU are the guy i have to poke at to get the models right XD send me a message when you cna most of my contacts should be on here.
http://www.gameartisans.org/contests/competitions/7/preview_finals_2_4811.html
Got inspired by Julia Udalova's take on Lara and did a quick take on her concept :poly124:
actually just wanted to do the hair..but then I went on to do the face.. then the neck.. and so on :poly142:
don't really know what to do on her any more.. (except the slingshot!:thumbup:)
she doesnt have a mouth other than the lips, but I'm sick of modeling and rigging mouths and then never rly animating them so:poly118:
dem wires:
http://thatanimator.com/dump/lara_wipwire2.jpg
That's some nice work there! I also like that there's a nice model sheet made up for anyone to use. I look forward to your next update.
Edit: Added second render image
well, i'm finished with my little after effects logo animation
[ame]http://www.youtube.com/watch?v=ABjmLVG0FJY[/ame]
Nice Zig-zags, needs more swirls! Nah, really it looks like a good start, I hope you have an appropriate art deco style font to use with it when you texture it.
And yes, there is a bit of blue channel showing on the rock faces from the mesh painting... I'll fix that later.
Crits welcome of course.
what do you mean by Mean eyes?
Just threw a bit of color on him to see what it´d look like.
dont sharks have really black eyes? also they look a little plastic to me, you could narrow down the glossiness if it was for me...
no offense taken...
i definatly wouldnt put it before each and every video if i'd have a portfolio.
this is more like a visiting card (i wouldnt want to use the term business card here) for when i upload and link some new vid on some place, so its not just any video, but a vid with a logo in front of it and people can remember who uploaded it ...
The Eyes were probably a bit grey because of the shader, but shark eyes are not fully black, but a bit grey.
krisCrash:thank you Xnormal is awesome.
Crash: thanks man!
Ruz: Thank you!
Cap HotKill: Looking great!
Started texturing: first pass on the diffuse, looking kinda mushy still.
Would be better but max is being a whore. Probably piss about with it some more tommorow. Arm definatly needs redoing lol
Tyrex moonwalker !
srsly