good work so far, pity those coats look so dated and boring now days, maybe try something more assassins creed style or matrix style but keep the shoulder armour? I started doing a syndicate environment a while back, would loove to finish it
afisher, I'm not feeling those scratches, with the clean look so far, they're distracting.
Getting up on finishing this texture. I wrestled with painted wrinkles alongside highpoly baked ones, pretty much ditched out on the painted ones, they're kind of there. Suppose it's about time I started giving ZBrush a proper go.
I forgot to mention the concept is by maggi, for Granado Espada. I started this model a longass time ago, and picked it up to finish it recently.
I love checking this thread and continually being amazed with the talent frequenting these boards. It's a little intimidating but it's inspired me to post my little student WIPs.
Japanese tea garden assets:
Aaaand an Alien artifact turned into a generator. How? Good question. >.>
afisher, I'm not feeling those scratches, with the clean look so far, they're distracting.
Getting up on finishing this texture. I wrestled with painted wrinkles alongside highpoly baked ones, pretty much ditched out on the painted ones, they're kind of there. Suppose it's about time I started giving ZBrush a proper go.
I forgot to mention the concept is by maggi, for Granado Espada. I started this model a longass time ago, and picked it up to finish it recently.
L-O-V-E the costume. Getting strong Victorian era steampunky vibes. Can't want to see this baby finished! :thumbup:
Probably the ugliest thing here (no detail, turbosmoothed-uninspired grip, no trigger or chamber reload mechanism, chamber itself, etc.), but I wanted to post it for some tips on what tools I should use to add detail. It's sitting between 2,000-3,000 polygons right now, but that's due to the grip (which is a TON for no reason besides laziness).
Probably the ugliest thing here (no detail, turbosmoothed-uninspired grip, no trigger or chamber reload mechanism, chamber itself, etc.), but I wanted to post it for some tips on what tools I should use to add detail. It's sitting between 2,000-3,000 polygons right now, but that's due to the grip (which is a TON for no reason besides laziness).
NOTE: I will probably remove and redo the grip.
What sort of pistol is this? It looks very blocky and awkwardly porportioned and angled.
Are you planning on doing an high poly and low poly, or just the low?
What sort of pistol is this? It looks very blocky and awkwardly porportioned and angled.
Are you planning on doing an high poly and low poly, or just the low?
It's an attempt at a low poly of the Ranger Sequoia from Fallout New Vegas, or at least something like it. I'm positive the awkward angle is from the renders though. Not all of it is smoothed either.
Here is a head that I am currnetly working on. Theres still lots of touching up to do, but when it is finished I am planning on taking it into both the CryEngine and UDK to create some funky SSS effects.
It's an attempt at a low poly of the Ranger Sequoia from Fallout New Vegas, or at least something like it. I'm positive the awkward angle is from the renders though. Not all of it is smoothed either.
Hmm yeah I see what you mean. I'm positive if I make a second revolver I'll definitely use a IRL reference instead of one from a game. I think those references would help with detail and better composition of the gun itself.
Had to make an environment for Level-design class today. Forgot it until around 1 this morning.
Banged out this environment in UDK with all unique assets in around 8 hours. Pretty proud of it for the time-span. Even if I'm an idiot for forgetting, haha.
And now I'm going to die.
/Exhausted.
Crits and comments are of course welcome- I plan on continuing this on my own time; or rather, redoing it, or something very similar to it. These were my first trees ever, so I learned a lot doing all of this stuff. I couldn't bake the lighting, for some reason - UDK would just throw an error and close. So I downloaded the latest UDK and am baking the lighting in there; it works fine. No idea why the other version wasn't. Any ideas? Didn't say anything other than "CRITICAL ERROR" and "FATAL ERROR"..... So..... Never did get around to doing anything more than a default skylight.
Jackwhat: im loving those textures so far, i really hope you give all us minecraft folk a link to download the pack when your finished. by far the best ive seen yet
A paintover I just finished. Folks here pointed out the entrance ways in the previous version a while ago (http://www.polycount.com/forum/showthread.php?t=85732) looked like *cough* lady parts so I just restarted the whole thing. It's pretty rough, just making myself a concept to work with when I start modeling soon.
It was pointed out at my class critique that the ancient artifact/generator in the middle clashed way too much with the surrounding environment. So I'm in the process of redesigning the generator thingy so it's not so... "wtf is that doing there?"
I couldn't bake the lighting, for some reason - UDK would just throw an error and close. So I downloaded the latest UDK and am baking the lighting in there; it works fine. No idea why the other version wasn't. Any ideas? Didn't say anything other than "CRITICAL ERROR" and "FATAL ERROR"..... So..... Never did get around to doing anything more than a default skylight.
I have this issue where certain versions of UDK are buggy in some aspects (the May beta refused to build lighting with Lightmass for some reason), while other versions work okay. I have heard of other people having problems with certain versions as well so who knows.
Eager to see this with some lighting in there. :thumbup:
Replies
This. Double This.
Another study:
This is tits!
there are several placeholders
Simply amazing, wish you all the best with this character, you deserve a job really.
Fkn champ.
good work so far, pity those coats look so dated and boring now days, maybe try something more assassins creed style or matrix style but keep the shoulder armour? I started doing a syndicate environment a while back, would loove to finish it
Thx
Another test :
Please... :poly136:
Here's a little update on my Comicon Entry. Just working on the textures
Getting up on finishing this texture. I wrestled with painted wrinkles alongside highpoly baked ones, pretty much ditched out on the painted ones, they're kind of there. Suppose it's about time I started giving ZBrush a proper go.
I forgot to mention the concept is by maggi, for Granado Espada. I started this model a longass time ago, and picked it up to finish it recently.
I DEMAND A TUTORIAL
not sure where I'm going with this
Japanese tea garden assets:
Aaaand an Alien artifact turned into a generator. How? Good question. >.>
The polypaint was made quickly!
Haiasi your last illustration is nice, beautiful colors and great composition.
L-O-V-E the costume. Getting strong Victorian era steampunky vibes. Can't want to see this baby finished! :thumbup:
Fucking wow... seriously dude, great job.
Same for me haha! I kept looking at it while listening to [ame="http://www.youtube.com/watch?v=sP3DnWGOwqI"]this track[/ame] and then decided to just call him Ricky and model him
Cool Song Xoliul ^^
Probably the ugliest thing here (no detail, turbosmoothed-uninspired grip, no trigger or chamber reload mechanism, chamber itself, etc.), but I wanted to post it for some tips on what tools I should use to add detail. It's sitting between 2,000-3,000 polygons right now, but that's due to the grip (which is a TON for no reason besides laziness).
NOTE: I will probably remove and redo the grip.
What sort of pistol is this? It looks very blocky and awkwardly porportioned and angled.
Are you planning on doing an high poly and low poly, or just the low?
love it, its perfect the way it is but try another slightly used/dirty version maybe?
also, would love to see the high poly
edit: normal jpg screenshot, more reliable shot from directly in the engine, instead of converted to 8 bit from HDR in photoshop
second edit: added UDK screenie
so first one is CE3 SDK, second one is UDK
http://fallout.wikia.com/wiki/Ranger_Sequoia
Here is a head that I am currnetly working on. Theres still lots of touching up to do, but when it is finished I am planning on taking it into both the CryEngine and UDK to create some funky SSS effects.
You may want to try working from the actual gun:
http://www.littlegun.info/arme%20britannique/artisan%20c/a%20colt%20gb.htm
Rather than making a copy of a copy like theirs. I think you'll be able to get more of the subtlety of the shape (some of which I feel they've missed).
Edit: This thread is ridiculous...
Edit: Ridiculously awesome...
Banged out this environment in UDK with all unique assets in around 8 hours. Pretty proud of it for the time-span. Even if I'm an idiot for forgetting, haha.
And now I'm going to die.
/Exhausted.
Crits and comments are of course welcome- I plan on continuing this on my own time; or rather, redoing it, or something very similar to it. These were my first trees ever, so I learned a lot doing all of this stuff. I couldn't bake the lighting, for some reason - UDK would just throw an error and close. So I downloaded the latest UDK and am baking the lighting in there; it works fine. No idea why the other version wasn't. Any ideas? Didn't say anything other than "CRITICAL ERROR" and "FATAL ERROR"..... So..... Never did get around to doing anything more than a default skylight.
And this thread is pure win, as always.
Nice!
You killed it.
An earth shader test :
Holland!
This week it's a chess piece theme. Thought of doing some huge ass war machine rook.
It was pointed out at my class critique that the ancient artifact/generator in the middle clashed way too much with the surrounding environment. So I'm in the process of redesigning the generator thingy so it's not so... "wtf is that doing there?"
I have this issue where certain versions of UDK are buggy in some aspects (the May beta refused to build lighting with Lightmass for some reason), while other versions work okay. I have heard of other people having problems with certain versions as well so who knows.
Eager to see this with some lighting in there. :thumbup: