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.
Yeah, true. I don't know if you just started/blocking the low poly or what not. I always see the collapse every other edge trick on tires and other round objects.
Thanks ! As for the workflow for making this kind of terrain :
- I used Worldmachine to generate a procedural terrain from which I extracted a heightmap (4096x4096, 16bit tif format)
- Then I used the heightmap as a displacement map in mudbox on a flat plane which had the size of 512x512 (maya units)
- In mudbox, I subdivided the plane up to 16.7 million polygons (4096x4096 = 16.7m polys) to fit perfectly the resolution of the heightmap and get the maximum detail.
- After displacing the plane with the heightmap, I started adding some artistic details in mudbox to make the terrain look less procedural. Texturing is also done in mudbox since the displaced plane was already UVed.
Right now I'm currently baking the ambient occlusion,normals, cavity and edge high-light maps, which will take a bunch of hours sigh
Emil: Looking sweet man. I can't wait to see what art school does to those skills.
Ravenslayer: Very cool
Virtuosic: Awesome stuff Ryan.
mjackson: That came out looking great. I'll await the rest of those textures.
choco: Holy crap haha. Very painterly and very awesome.
Massbot: Haha, man that is crazy. More stuff like this please.
seven: Yes! He's a manly man now. I'm not sure if they outline look on his body matches the rest of the stuff he's got on him (hair, ropes, barrels, beards). I'd try fiddling around with a bit more detail in that area; just for kicks :P
Jackwhat: Always a pleasure. Those speed portraits of yours in your sketchbook are looking great as well.
SupRore: Good, now push it further! Flush that sucker out!
Made the low poly, baked, and textured my DL44 blaster pistol. What do you guys think so far? Texturing has always been my weakest skill, one I'm trying to improve:
Made the low poly, baked, and textured my DL44 blaster pistol. What do you guys think so far? Texturing has always been my weakest skill, one I'm trying to improve:
Cool,low-poly geometry and bake are awesome, keep work on texture!
Thanks , getting close to the final result, I'll probably add a bump map to add some fine detail.
Here is how it looks like in maya (realtime preview) on a medium resolution mesh (1mil polys)
I'll just have to figure out how to use mental ray and make a nice preview render with some atmospheric effects.
He's gonna be a Wipeout pilot with lots of hard surface stuff that I can practise. Been using refs of F1 drivers right now, please ignore his bare feet and blank space on his back where the pack's gonna be.
sltrOlsson: pff, Comic sans has never been gone.
Building looks great, I think the texture might lack some contrast, that may be from the postprocess settings
I think this is the first real post I've made on these forums. Got tired of lurking and figured I'd finally throw my hat in and learn something. I realize there are flaws in the anatomy and probably the topology. Might make a thread for it later.
I think this is the first real post I've made on these forums. Got tired of lurking and figured I'd finally throw my hat in and learn something. I realize there are flaws in the anatomy and probably the topology. Might make a thread for it later.
Hey, looks great so far! Is this just going to be a sculpture like thing? If you're planning to animate it, it's not going to work well with the arms at the side like that.
I sculpted this in zbrush, then baked in maya. Its gonna be apart of a little scene im doing for my portfolio.
I may add shaper edges to the rock, as I feel the left side is too smooth atm. The strange shadows are coming from some of the dodgy corners, that need sorting.
Hey, looks great so far! Is this just going to be a sculpture like thing? If you're planning to animate it, it's not going to work well with the arms at the side like that.
Hey, thanks, man!
The arms are down at the moment because I wanted to test the way the deltoids deformed with the current topology. You can't tell, but it's got a bit more of a tube shape going on.
I think I'll raise the arms again at some point. I just always have an issue with the arms deforming and looking natural when I just straight up rig them. But definitely gonna raise them. Might sculpt it later for high polies, but I'm not sure where I'm going with it right now. Started as an arm exercise because I'm always busting my head over the topology of the shoulder.
Update:
Early form blocking
A few more forms blocked out:
Thank god for the bmesh builds. I really missed the Silo workflow when using Blender. amazing how much easier it is to model when you can use ngons, eh?
I keep missing weeks of this thread and end up spending hours catching up on amazingness. Lovely work everyone!
It's been a long time since I posted any work so I did a generi-head and been trying to think of what to use it for but I'm at a loss, so I guess it'll just be a study haha.
I already got some help from some peeps here, but any more crits would be awesome
picked back up on my comicon Beast-adjustments to how I was handling the dreads etc. Trying to choose if I should give him some voodoo body paint or not.
A quick sketch, trying out some ideas based on that female bust I posted a few pages back. Might model this if I can bust out a solid concept I'm happy with.
I keep missing weeks of this thread and end up spending hours catching up on amazingness. Lovely work everyone!
It's been a long time since I posted any work so I did a generi-head and been trying to think of what to use it for but I'm at a loss, so I guess it'll just be a study haha.
I already got some help from some peeps here, but any more crits would be awesome
Well one crit I can give ya, more of a technical one than art - I'd suggest to get in the habit of putting hair on a separate layer .. it's way too obvious
You can always duplicate the head, scale down a bit then make the hair.
I know you're an experienced artist, but making the hair like that, even if its just a practice mockup - just limits yourself.
Replies
Looks like a painting, amazing!
Yeah, true. I don't know if you just started/blocking the low poly or what not. I always see the collapse every other edge trick on tires and other round objects.
- I used Worldmachine to generate a procedural terrain from which I extracted a heightmap (4096x4096, 16bit tif format)
- Then I used the heightmap as a displacement map in mudbox on a flat plane which had the size of 512x512 (maya units)
- In mudbox, I subdivided the plane up to 16.7 million polygons (4096x4096 = 16.7m polys) to fit perfectly the resolution of the heightmap and get the maximum detail.
- After displacing the plane with the heightmap, I started adding some artistic details in mudbox to make the terrain look less procedural. Texturing is also done in mudbox since the displaced plane was already UVed.
Right now I'm currently baking the ambient occlusion,normals, cavity and edge high-light maps, which will take a bunch of hours sigh
Will finish this dood off tomorrow, just a sculpt with polypaint. Gonna paint him up with druid symbol stuff's etc.
Nice one sparrow!
one day ill finish something in a timely fashion
and a bunch of other sketches
Ravenslayer: Very cool
Virtuosic: Awesome stuff Ryan.
mjackson: That came out looking great. I'll await the rest of those textures.
choco: Holy crap haha. Very painterly and very awesome.
Massbot: Haha, man that is crazy. More stuff like this please.
seven: Yes! He's a manly man now. I'm not sure if they outline look on his body matches the rest of the stuff he's got on him (hair, ropes, barrels, beards). I'd try fiddling around with a bit more detail in that area; just for kicks :P
Jackwhat: Always a pleasure. Those speed portraits of yours in your sketchbook are looking great as well.
SupRore: Good, now push it further! Flush that sucker out!
http://soundcloud.com/bonebrew/deteriorate
techno.
hopefully soon ill have time to work on some 3d.
I guess it's because I hadn't played any wwII games before I watched starwars
Cool,low-poly geometry and bake are awesome, keep work on texture!
Here is how it looks like in maya (realtime preview) on a medium resolution mesh (1mil polys)
I'll just have to figure out how to use mental ray and make a nice preview render with some atmospheric effects.
Now you just need a skybox and some mountain lions
Making a model roughly based on this concept
Pimping out my boyfriend's artblog
He's gonna be a Wipeout pilot with lots of hard surface stuff that I can practise. Been using refs of F1 drivers right now, please ignore his bare feet and blank space on his back where the pack's gonna be.
Crits at this stage would be awesome.
..........Your mans stuff is amazing aswell!!!!! wish I could paint that good lol.
And yeah, I've heard that Comic sans is coming back?
Building looks great, I think the texture might lack some contrast, that may be from the postprocess settings
Nearly finished with my self portrait. Mudbox screen render with a lil photoshop.
Hey, looks great so far! Is this just going to be a sculpture like thing? If you're planning to animate it, it's not going to work well with the arms at the side like that.
Just doodling some shapes.
I may add shaper edges to the rock, as I feel the left side is too smooth atm. The strange shadows are coming from some of the dodgy corners, that need sorting.
Also its just a block colour with AO and Normals
Hey, thanks, man!
The arms are down at the moment because I wanted to test the way the deltoids deformed with the current topology. You can't tell, but it's got a bit more of a tube shape going on.
I think I'll raise the arms again at some point. I just always have an issue with the arms deforming and looking natural when I just straight up rig them. But definitely gonna raise them. Might sculpt it later for high polies, but I'm not sure where I'm going with it right now. Started as an arm exercise because I'm always busting my head over the topology of the shoulder.
Update:
Early form blocking
A few more forms blocked out:
Thank god for the bmesh builds. I really missed the Silo workflow when using Blender. amazing how much easier it is to model when you can use ngons, eh?
massbot - that's mental, looks like a really old ace garp from 2000AD
self partrait eh, you have changed since I last saw you.
Get a spec map on there! Great modeling, bad specular. Normal mapped details don't really stand out without a spec map either.
I did this today throughout the duration of a bad headache, and I'm not 100% happy with it; I think I'm getting rusty.
It's been a long time since I posted any work so I did a generi-head and been trying to think of what to use it for but I'm at a loss, so I guess it'll just be a study haha.
I already got some help from some peeps here, but any more crits would be awesome
Dolly... textured... xoliul render..
rest looks awesome guys keep them coming i need the inspiration and motivation that i get from seeing your work
Well one crit I can give ya, more of a technical one than art - I'd suggest to get in the habit of putting hair on a separate layer .. it's way too obvious
You can always duplicate the head, scale down a bit then make the hair.
I know you're an experienced artist, but making the hair like that, even if its just a practice mockup - just limits yourself.