@ Lonewolf - Your renders always look so awesome. What do you render in?
@ SaferDan - Thanks for the feedback. I will definitely check out those tutorial and work on my texture a bit more.
@ Pangahas - can we expect to see your island compound textured?
@ BioFrost - have you assigned a spec map? if so maybe some more contrast in the spec. The lights are washed out as well. Maybe some more hard surface details baked in your normal can help it pop. Good progress!
Ganemi - actually there is a fair bit wrong, the ears just don't sit on the head right, not enough geo to make the shape and the eyes don't really sit well in the skull. I would just double check the basic structure.
the bottom lids are just thin sheets, not enough volume and the top lids don't overlap in the corners.
Line on the bottom lips seems too harsh and no supporting volume.
Lots of weird 'crimping' going on in places, like the nostril edges.
keep going though as trhe overall form is not too bad
are you gonna finish the shoulder pads like in the concept MasteroftheFork:)
not too keen on that shader, looks a bit like dirty monochrome skin
coming along ok though, just needs that extra bit of care and attention
I think your mesh looks good, but it seems it's triangulated or the smoothing groups are messed up. If you want it smoother, just add smoothing groups in max. select the element (hotkey 5) and hit autop smooth to start, then take off the smoothing where you want it to be rough. Another option is to take that mesh if it has nice edge loops, duplicate it and smooth it with turbo smooth as long as you constrain your edge loops, then bake it onto that one to give it an updated normal. Lookin good and keep it up
Loving the character sparrow! I think some kind of chin in his helmet thing would make it more interesting though.
Update on my DareDevil dude. WIP Textures, and I still have to bake the normal for the belt (so don't mind that weird pattern on it). Weighs in at about 5K
Update for my little Island project. Will paint some more definite concepts for the background next week. Hope y'all like it. Textures are all not finished! at all!
@richwderby for organic things like this there is actually no real reason not to just use meshlab or decimation master in zbrush to decimate the HP to make the LP.
topology doesn't matter much on organic models unless your going to animate them.
@richwderby for organic things like this there is actually no real reason not to just use meshlab or decimation master in zbrush to decimate the HP to make the LP.
topology doesn't matter much on organic models unless your going to animate them.
ya worst case it's a bit harder to UV because you don't got nice full edge loops but that isnt a huge deal, just manually mark your seams and pelt map and your good to go.
Thanks for the feedback James567. I used Zbrush to sculpt it, then meshlab to reduce the polycount.
I know I shouldn't really do this for topology reasons, so which is the easiest retopology program to use?
The best work flow if you want good uv's is to start with a basic shape in max or maya or whatever 3d program you use and basically this mesh is 3 rectangles. So what I woulda done is make the 3 rectangles attached to one another, give them even edge loops then export it to zbrush and up the sub divs in zbrush, then take it back in and bake it. There are so many options to use. but decimation in zbrush does a good job as well.
Well I head back to school for the first time in 7 years, so to warm up I've been working on some art (and also trying to get my folio together to find work).
MoP's spacechick SDK (saw LoTekK doing it, so I thought I'd give it a quick go). Handpainted.
Sculpts from a cube with Photoshop paintovers:
And a dwarf model from a Warhammer Online concept. Block in only. I'll make a thread for this once I make a bit more progress.
Replies
update on my sci-fi barrel, much happier with these results but there are a few smoothing group/uv issues to take care of
I didn't want to start a new thread, so I'd rather ask here:
I made this T-80 tank a while ago, and I'm wondering if I should make a low poly?
I'm getting into cinematic art but I'm not sure if I want to unwrap this whole lump of steel!
- Andr
XenoKratios : That's a good style to work in. To get nice edges, you might try Flatten, followed by hPolish.
Here is an awesome one for maya http://www.nextgenhardsurface.com/showthread.php?41-Rendering-Maya-Rendering-Tutorial-Images
and just google max ones there are so many!
Working on some polypainting.
Why you want me to make out with you.
Please gimme moar!!!!!!!!!!!!
mesh looks a little untidy though, ears need a lot of work
Inspired by Jordu Schell.
calling this done.
@ SaferDan - Thanks for the feedback. I will definitely check out those tutorial and work on my texture a bit more.
@ Pangahas - can we expect to see your island compound textured?
@ BioFrost - have you assigned a spec map? if so maybe some more contrast in the spec. The lights are washed out as well. Maybe some more hard surface details baked in your normal can help it pop. Good progress!
the bottom lids are just thin sheets, not enough volume and the top lids don't overlap in the corners.
Line on the bottom lips seems too harsh and no supporting volume.
Lots of weird 'crimping' going on in places, like the nostril edges.
keep going though as trhe overall form is not too bad
not too keen on that shader, looks a bit like dirty monochrome skin
coming along ok though, just needs that extra bit of care and attention
I just sculpted my first ever rock! It is just a base texture with AO and Normal map on. I think it might be a little too low poly, I dont know though
I can easily raise the polycount to make it smoother, just not sure:
Uploaded with ImageShack.us
I think your mesh looks good, but it seems it's triangulated or the smoothing groups are messed up. If you want it smoother, just add smoothing groups in max. select the element (hotkey 5) and hit autop smooth to start, then take off the smoothing where you want it to be rough. Another option is to take that mesh if it has nice edge loops, duplicate it and smooth it with turbo smooth as long as you constrain your edge loops, then bake it onto that one to give it an updated normal. Lookin good and keep it up
you may want to optimise the wheel hubs there, they look like they are using as many triangles as the rest of the mesh combined.
This is a character that I have been working sparingly on for the last couple of months.
Just retopping the gun at the moment.
Update on my DareDevil dude. WIP Textures, and I still have to bake the normal for the belt (so don't mind that weird pattern on it). Weighs in at about 5K
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looks like something I saw after a night of drinking.except the eyes were black.
I know I shouldn't really do this for topology reasons, so which is the easiest retopology program to use?
topology doesn't matter much on organic models unless your going to animate them.
ok thanks
ya worst case it's a bit harder to UV because you don't got nice full edge loops but that isnt a huge deal, just manually mark your seams and pelt map and your good to go.
He's a lover, not a fighter.
208 tris 1024 texture
Love toons like this...great job.
this is lookin sweeet! Are you using the 3 point shader in this or just nice lightings?
The best work flow if you want good uv's is to start with a basic shape in max or maya or whatever 3d program you use and basically this mesh is 3 rectangles. So what I woulda done is make the 3 rectangles attached to one another, give them even edge loops then export it to zbrush and up the sub divs in zbrush, then take it back in and bake it. There are so many options to use. but decimation in zbrush does a good job as well.
MoP's spacechick SDK (saw LoTekK doing it, so I thought I'd give it a quick go). Handpainted.
Sculpts from a cube with Photoshop paintovers:
And a dwarf model from a Warhammer Online concept. Block in only. I'll make a thread for this once I make a bit more progress.
More art and crap soon.