@tako: sick business mate love the cloth folds. its looking tight.
for the hair you could just do it with planes and use maybe 2-3 variations.
But wanted to say it looks great cuz no one else did :P
This is my 2nd environment. Modeled in 3ds max, textured in Mudbox, Photoshop and imported in Unity3d game engine. I just wanted to show you the pipeline i use for games. Watch and Enjoy ! Crits and comments are welcome.
sweet critter dude ! hope you're gonna model him up. and / but. since this is polycount. i can't help but notice the double ended dong wrapped around his shoulders
Thanks tacit, but i don't think i'm gonna model it , because i have too many procrastinated models i need to finish before.
Another quickie, playing with forms and some old designs.
Can't really see the normal map but it's there But I gotta try again and texture all the parts and also to add the slits on the helmet cover. especially if I'm going to try and sell it on turbosquid.
@ Tako - yea, for the hair, I would either stick to one method or the other. In my experience, whenever I've tried to combine a hair sculpt with alpha planes, it always looks like a hairy turd... but then again, that was only my experience, and its quite possible i was just doin' it wrong... lookin good tho. keep it up
Heres the beginnings of what hopefully turns out to be a solid portfolio piece for me...
just a look dev so I can build materials. I think the camera in maya is way better. The last shot is straight outta zbrush the dragon that is. comped background n such. not so thrilled. but getting there.
Sweet! Thanks!
In fact, I came across one of his works before but I forgot to bookmark his site. Cheers for that! Biofrost: Lose the grain and work on your spec.
blocked out a few more things, will need to scale some of the details to be better visible and add all the blockout models from max to my zbrush scene.. okay enough for today
one thing that looks a bit odd design/functionality wise is the length of the arm sleeves. right now it looks like the sleeve is too long and if the arm bends then the way it is modeled it might make it look odd with no supporting folds around the inside of the elbow. if you just shorten the whole sleeve it might work out better. either that or sculpt the sleeve folds differently so that it works for both arms down and arms bent.
@ Tako - yea, for the hair, I would either stick to one method or the other. In my experience, whenever I've tried to combine a hair sculpt with alpha planes, it always looks like a hairy turd... but then again, that was only my experience, and its quite possible i was just doin' it wrong... lookin good tho. keep it up
Heres the beginnings of what hopefully turns out to be a solid portfolio piece for me...
Had finished my Brink bust I was working on a while ago never remembered to post the finished image. Want to keep working on it but at the same time I must move on.
Thank you to all who helped critique it when I was working on it.
one thing that looks a bit odd design/functionality wise is the length of the arm sleeves. right now it looks like the sleeve is too long and if the arm bends then the way it is modeled it might make it look odd with no supporting folds around the inside of the elbow. if you just shorten the whole sleeve it might work out better. either that or sculpt the sleeve folds differently so that it works for both arms down and arms bent.
Hey Mashru, thanks for the feedback,
yeah i was thinking the same, i'm not entirely sure how to tackle this, i'll have to do a few studies with some cloth around my arm, i think i'll move her left sleeve up but the right one will stay down so i'll have to finde a plausible yet technically working solution, also i'll have to change some of the wrinkles on the sleeves anyways, they go very deep at the shoulder and i guess this will cause some trouble. But overall i liked the saggy look, and this will also be a problem at the knees, i'm really not sure how to maintain the wide and saggy feel and add the needed wrinkles, but maybe its not that much of an issue on the knees as its sooo far from the boy surface.
:edit:
Okay played around a bit and i think i found a solution that might work, i moved her left sleece up as said so that it doesn't get too heavy deformations fomr the joint. On the right sleeve i added a cut that lines up somewhat with the ellbow pit, maybe i'll have to move the lower part further down to be able to do heavier bending in that area, not sure, now i'll have to find a solution for the hollow of the knee, but i guess for now i'll leave it as is and add more of the details.
I'm not sure he looks very ninja-ish and the proportions look a little strange. Short legs, big torso, long arms. But... he is/looks alien, so disregard that entirely.
NEEED HELP!!!! I'm not an expert with logos etc, so please help me with this.
Witch is the best. And any crits on how to make them look better is appreciated too.
Can't really say much about the logos without at least knowing what you're aiming for. It's all about what kind of image you're trying to convey, what message you're trying to send.
hey, Mrandk, great character. however, in my opinion, the white background kills contrast and hurts the perception pretty bad. Just put some lens-blurred Brink screenshot in the back and add some spec to this guy and you'll be golden.
can't concept to save my life. trying to do something about it.
that looks lot better Steffen! here is a crude paint over for the back of the knee folds.
of course it is easier painted than sculpted so you may wanna play with it a bit
Here is a scene i'm working on. Going to add parts on the ground, a model of his tank on the table, and finish the textures obviously. Raw feedback welcomed.
biofrost: Much better, nice update! You have what looks like paint splatters where the bare metal meets the colored metal border on the bottom. What is that? If it's paint, then you might want to adjust the normal and spec for those splotches (find photo refs to help). Otherwise, I would remove those too.
When adding grunge to your props, think of how it got there and what might have caused it. Maybe a crate fell on it. Or maybe it was being pushed through a narrow hallway, and it got scratched along the sides. In that case, think of what parts of the prop would have scrapped along the walls.
Keep it up, it's definitely getting better with each post.
james567: Dude! Get to da choppa!!! Good stuff so far, I would consider scaling the floor tiles a little smaller. They look big compared to the boxes in the right corner. Nice work so far, can't wait to see more from you
Replies
for the hair you could just do it with planes and use maybe 2-3 variations.
But wanted to say it looks great cuz no one else did :P
Love it! But i wonder what's up with the exhaust pipes? The holes are only in the diffuse?
[ame]http://www.youtube.com/watch?v=JAUFt6SPP3Y&feature=player_embedded[/ame]
Thanks tacit, but i don't think i'm gonna model it , because i have too many procrastinated models i need to finish before.
Another quickie, playing with forms and some old designs.
screen cap from Mudbox. Still working on textures and of course the pose and scene.
maybe a little heavy on the Dof.
thx Visceral.
~Maph, here is a link to the Artist's blog. Concept near the bottom. http://chainsawart.blogspot.com/
Heres the beginnings of what hopefully turns out to be a solid portfolio piece for me...
Lose the grain, it doesn't read as metal.
also http://www.nextgenhardsurface.com/index.php?pageid=racer445
Yes, you have this grain bump in your normal that makes it read like concrete. I would ditch that.
just a look dev so I can build materials. I think the camera in maya is way better. The last shot is straight outta zbrush the dragon that is. comped background n such. not so thrilled. but getting there.
Cross post'in from~ White Glints wip thread
Sweet! Thanks!
In fact, I came across one of his works before but I forgot to bookmark his site. Cheers for that!
Biofrost: Lose the grain and work on your spec.
blocked out a few more things, will need to scale some of the details to be better visible and add all the blockout models from max to my zbrush scene.. okay enough for today
good night
one thing that looks a bit odd design/functionality wise is the length of the arm sleeves. right now it looks like the sleeve is too long and if the arm bends then the way it is modeled it might make it look odd with no supporting folds around the inside of the elbow. if you just shorten the whole sleeve it might work out better. either that or sculpt the sleeve folds differently so that it works for both arms down and arms bent.
thanks for the catch, i realized that after i posted it. will be fixed in the next update
It def looks solid at the moment. Great Modeling!
I started working this after I watched ""Rise Of The Apes""
I'm just playing around like this after retopology , still in progress
after scupting, my plan is to practice Hair & fur in 3D max !!
does anyone have tutorial for that?
Well, here's another render of what I've been working on. It's almost there just a small handful of things left to be done.
Thank you to all who helped critique it when I was working on it.
Hey Mashru, thanks for the feedback,
yeah i was thinking the same, i'm not entirely sure how to tackle this, i'll have to do a few studies with some cloth around my arm, i think i'll move her left sleeve up but the right one will stay down so i'll have to finde a plausible yet technically working solution, also i'll have to change some of the wrinkles on the sleeves anyways, they go very deep at the shoulder and i guess this will cause some trouble. But overall i liked the saggy look, and this will also be a problem at the knees, i'm really not sure how to maintain the wide and saggy feel and add the needed wrinkles, but maybe its not that much of an issue on the knees as its sooo far from the boy surface.
:edit:
Okay played around a bit and i think i found a solution that might work, i moved her left sleece up as said so that it doesn't get too heavy deformations fomr the joint. On the right sleeve i added a cut that lines up somewhat with the ellbow pit, maybe i'll have to move the lower part further down to be able to do heavier bending in that area, not sure, now i'll have to find a solution for the hollow of the knee, but i guess for now i'll leave it as is and add more of the details.
:ninjaedit: quick update
I'm not sure he looks very ninja-ish and the proportions look a little strange. Short legs, big torso, long arms. But... he is/looks alien, so disregard that entirely.
Pretty happy with the ortho now so I'll do a perspective view next
Witch is the best. And any crits on how to make them look better is appreciated too.
hey, Mrandk, great character. however, in my opinion, the white background kills contrast and hurts the perception pretty bad. Just put some lens-blurred Brink screenshot in the back and add some spec to this guy and you'll be golden.
can't concept to save my life. trying to do something about it.
of course it is easier painted than sculpted so you may wanna play with it a bit
When adding grunge to your props, think of how it got there and what might have caused it. Maybe a crate fell on it. Or maybe it was being pushed through a narrow hallway, and it got scratched along the sides. In that case, think of what parts of the prop would have scrapped along the walls.
Keep it up, it's definitely getting better with each post.
james567: Dude! Get to da choppa!!! Good stuff so far, I would consider scaling the floor tiles a little smaller. They look big compared to the boxes in the right corner. Nice work so far, can't wait to see more from you
Concept by John the Bomb at CGHub.
First section of the cathedral that I'm working on in UDK.
imp skulls, for imp magic junk