I'm finishing up an old scene. Still a long way to go; water shader needs to be touched up a bit (it's a modified version of the shader made by Chris Albeluhn), my terrain's vertex blending material needs another lerp segment (I'm planning to add some wet looking texture around the river) and empty areas need to be filled with grass, bushes and rocks.
Adding grass is gonna be the worst part; I'm using the november beta and a static mesh as a terrain. I have to place the grass by hand and for some reason, the grass doesn't snap properly to my terrain. Anyone got any tips? There must be a better way of doing that; I like the new build way too much to go back .
Really nice work, maybe you'll be able to add something behind the river (hill, trees) it is up to you, it would be nice if you could add some small laying branches around, and dead leaves on the ground just to add more variation and colours, for the water and vegetation there you can add "Pałki Wodne"
What a beautiful setting! Makes me want to explore it.
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Being random! Should I 3D it, or leave it to the concept tag thread? :'D
there's a dick version too :B but I think that might be over the line around here.
Some really nice stuff last few pages.
hntrluc> cool chick! Some rough bits on her backside, but that's it.
swizzle> I really like that octopus head, think it's going awesome.
Drew++> that gun is tight. Nice modeling.
Moving on with this thing.
And a link for anyone interested in seeing what the (more or less) finished tex on this:
Atlus, your scratches are way too long and it's pretty out of control atm. Scale them down a bit and go for slightly more grunge in the spec map. Less scratches, please
AltusZMH> Think about how the scratches ended up there. Give them a reason and a story. You can't have one continuous scratch going across 270 degree angles unless someone sat down took a sharp object and carefully added them with great detail
Well damn, there is a lot of hottness going 'round in here!!
Medestruit - Wow, that line quality is about as delicious as a hot fudge sundae. Very, very nice!! Only thing to watch for is the perspective under the helmet; his face is looking a bit off in the sketch atm.
Well damn, there is a lot of hottness going 'round in here!!
Medestruit - Wow, that line quality is about as delicious as a hot fudge sundae. Very, very nice!! Only thing to watch for is the perspective under the helmet; his face is looking a bit off in the sketch atm.
Thanks. Yeah, I almost never sketch out things like this, there certainly won't be anything that wonky going on for the face. The sketch was more to get an idea of how much detail I need to do on/around the chest area, since I plan on having the beard/hair cover a vast amount of that region.
For the groza I would remove the scratches entirely. The way they cross all those forms in a way that is clearly a projection flattens everything out. Also your edge highlighting is way too hot and uniform.
I'm finishing up an old scene. Still a long way to go; water shader needs to be touched up a bit (it's a modified version of the shader made by Chris Albeluhn), my terrain's vertex blending material needs another lerp segment (I'm planning to add some wet looking texture around the river) and empty areas need to be filled with grass, bushes and rocks.
Adding grass is gonna be the worst part; I'm using the november beta and a static mesh as a terrain. I have to place the grass by hand and for some reason, the grass doesn't snap properly to my terrain. Anyone got any tips? There must be a better way of doing that; I like the new build way too much to go back .
Love it! You have to start a thread for this dude! You HAVE to :P Would love to see wires and some more up close shots on stuff!
Finally had some time to work on this guy some more, made him some shoes, think I might call the high poly done
Was thinking about doing the CGWorkshop by Katon Callaway, anyone done that?
Did the one by Jon Rush and that was awesome, might just do this one aswell
I'm finishing up an old scene. Still a long way to go; water shader needs to be touched up a bit (it's a modified version of the shader made by Chris Albeluhn), my terrain's vertex blending material needs another lerp segment (I'm planning to add some wet looking texture around the river) and empty areas need to be filled with grass, bushes and rocks.
Adding grass is gonna be the worst part; I'm using the november beta and a static mesh as a terrain. I have to place the grass by hand and for some reason, the grass doesn't snap properly to my terrain. Anyone got any tips? There must be a better way of doing that; I like the new build way too much to go back .
Looking pretty good. Slightly over the top on the post maybe. Check your Terrain LOD's.
I can't remember what the fix was but we worked on a project pretty recently in UE where the grass ended up snapping to the lowest terrain LOD.
Slightly intimidated by some of the awesome env work going on here but cracking on with mine, ground plants / trees next... slightly anxious about those!
teaandcigarettes - That looks great man. I love the grass and ground textures.
You may want to try to make the river pop out a bit more, whether it be through the shader or through your lighting. I honestly didn't even notice it the first time looking at the image.
Thanks a lot for all the comments and suggestions guys I'm really happy to get so much positive reception. I will try to pimp it out a little bit more and post an improved version shortly.
Nobody probably cares much about this sorta stuff, so definitely not gonna make a thread or anything:
My own car. The texture is 100% handpainted, shader set to display diffuse only. Back to the old school stuff I used to do 4-5 years ago. I've gotten a lot better.
@Blaizer - Love that lizard guy o.o and excellent modeling on the hydrant
I took into consideration the crits on that groza and came up with this today!
I think its a huge improvement, thanks a ton for the help
Think I'm gonna move onto modeling a grenade launcher next.. learned a lot from this model!
Always, please crit!
Looking way better now that you toned down the scratches. I would recommened darkening the hue of the metal very slighty, and as for the wood, the grain looks kind off odd, maybe because the normal/bump is to much?
Understand that I've never seen a metal finish on a gun that looks anything like that; you're missing all the quirks and variations that come in color and tone with metal. Metal sings, it has personality, not a flat gray--not even on a flat grey park. Take a little time to look up basic chemical finishing processes that are involved with treating the metal on most rifles--bluing, parkerization--and know that it means very different things for how the actual piece ends up looking. Guns get older, certain parts wear more than others, etc. etc. If you want your model to feel like the genuine article it's going to need a lot more color.
Pay attention to the details, the subtleties, and you'll do well. There's a good base here for elaboration, but you have to push it.
//end comment from some gun guy who has been drinking
@ hntrluc : Excellent ! I agree with the others about the face though !
@ teaandcigarettes : Really nice environment. But why so much desaturation ?
@ moof : Excellent as always ! Is this possible to see the specular/gloss of this ? It seems that something's missing with the specular (maybe some white scratches here and there or some highlights on edges (for the specular) and the gloss seems a little bit too uniform on the overall object)). Or maybe it's just the lighting
Should probably have posted in the speed sculpt thread but that's pretty much dead and I want some honest feedback. Critiques, paintovers and whatnot wanted, please.
Xoliul: clean painting, i don't recall seeing a handpainted car with that resolution from you before. Maybe the transition from side to roof could use a very subtle gradient?
felt like painting today, it's a semi selfportrait
Xoliul: Nice stuff man. Just a quick question, by handpainted do you mean no photo sources or done without high poly - low poly transfer?
Also, is the Audi sign on an alpha?
Lighting and Texturing This Scene, Also testing my first decal...
The scene is loosely, based on South Clocktown from Majora's Mask, and as such I've taken some personal liberties with the architecture, going for a more real world feel. The clock is based on a 24 hour medieval clock, although I've taken liberties on the size because this IS Clocktown.
After finishing the main structures of this, I will move on to prop'n out the place.
How does my lighting work with the sky? Does it feel like it could be real?
Replies
I'm finishing up an old scene. Still a long way to go; water shader needs to be touched up a bit (it's a modified version of the shader made by Chris Albeluhn), my terrain's vertex blending material needs another lerp segment (I'm planning to add some wet looking texture around the river) and empty areas need to be filled with grass, bushes and rocks.
Adding grass is gonna be the worst part; I'm using the november beta and a static mesh as a terrain. I have to place the grass by hand and for some reason, the grass doesn't snap properly to my terrain. Anyone got any tips? There must be a better way of doing that; I like the new build way too much to go back .
its because daphz is a metalhead, and hes badass like that
daphz - nice work on the self portrait, its good to see you coming back to these older projects, keep it up :thumbup:
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Being random! Should I 3D it, or leave it to the concept tag thread? :'D
there's a dick version too :B but I think that might be over the line around here.
Holographic Goldfish Vessel Bot
hntrluc> cool chick! Some rough bits on her backside, but that's it.
swizzle> I really like that octopus head, think it's going awesome.
Drew++> that gun is tight. Nice modeling.
Moving on with this thing.
And a link for anyone interested in seeing what the (more or less) finished tex on this:
Here goes my attempt to paint an Orc. It's not finished yet.
Jackwhat/jramauri- Im going to be saving all your paintings for reference and
color dropping, You have a way better understanding of color than I. Thanks again guys
Daphz- Nice! My self portrait has a similar getup, loved you last two chars in here.
Finished this concept today and I'm going to start sculpting and such tomorrow. Tell me if you what you guys think
I think it looks pretty good for being 100% photo-free.
For my first attempt at a game ready gun, i think it turned out alright Probably will revisit and lower the scratches by a bit though.
I wish more games had that much style, looks awesome.
Medestruit - Wow, that line quality is about as delicious as a hot fudge sundae. Very, very nice!! Only thing to watch for is the perspective under the helmet; his face is looking a bit off in the sketch atm.
Thanks. Yeah, I almost never sketch out things like this, there certainly won't be anything that wonky going on for the face. The sketch was more to get an idea of how much detail I need to do on/around the chest area, since I plan on having the beard/hair cover a vast amount of that region.
When painting
structure>noise/contrast
that's the first time i post in this thread and i feel kinda anxious.
awesome posts, i'm amazed !
Teaandcigarettes > this is totally awesome !
Medestruit > your line is so clean.
So here is what i'm worling on : (hope the pic is not too big)
Love it! You have to start a thread for this dude! You HAVE to :P Would love to see wires and some more up close shots on stuff!
http://img209.imageshack.us/img209/3788/faunwip.jpg
teaandcigarettes, That looks wheely good. Really kicking it up a gear! Ok I'm getting tyred of the puns now.
...
Whoops I guess I spoke too soon!
Was thinking about doing the CGWorkshop by Katon Callaway, anyone done that?
Did the one by Jon Rush and that was awesome, might just do this one aswell
Looking pretty good. Slightly over the top on the post maybe. Check your Terrain LOD's.
I can't remember what the fix was but we worked on a project pretty recently in UE where the grass ended up snapping to the lowest terrain LOD.
You may want to try to make the river pop out a bit more, whether it be through the shader or through your lighting. I honestly didn't even notice it the first time looking at the image.
And here's the wires of the hydrant if someone wanted to see them.
heres one from my sketchbook
jan11th - elemental being
I took into consideration the crits on that groza and came up with this today!
I think its a huge improvement, thanks a ton for the help
Think I'm gonna move onto modeling a grenade launcher next.. learned a lot from this model!
Always, please crit!
My own car. The texture is 100% handpainted, shader set to display diffuse only. Back to the old school stuff I used to do 4-5 years ago. I've gotten a lot better.
Looking way better now that you toned down the scratches. I would recommened darkening the hue of the metal very slighty, and as for the wood, the grain looks kind off odd, maybe because the normal/bump is to much?
EDIT: The wood actually doesnt have a normal beyond the smooth one from the bake, i think it just looks super contrasty and bright..
My girlfriend thinks i need to darken it a bit too, from texture sheet > Marmoset, it did seem to lighten up a lot..
Understand that I've never seen a metal finish on a gun that looks anything like that; you're missing all the quirks and variations that come in color and tone with metal. Metal sings, it has personality, not a flat gray--not even on a flat grey park. Take a little time to look up basic chemical finishing processes that are involved with treating the metal on most rifles--bluing, parkerization--and know that it means very different things for how the actual piece ends up looking. Guns get older, certain parts wear more than others, etc. etc. If you want your model to feel like the genuine article it's going to need a lot more color.
Pay attention to the details, the subtleties, and you'll do well. There's a good base here for elaboration, but you have to push it.
//end comment from some gun guy who has been drinking
@ teaandcigarettes : Really nice environment. But why so much desaturation ?
@ moof : Excellent as always ! Is this possible to see the specular/gloss of this ? It seems that something's missing with the specular (maybe some white scratches here and there or some highlights on edges (for the specular) and the gloss seems a little bit too uniform on the overall object)). Or maybe it's just the lighting
Robot Leg (changed the design a bit ).
And a video
[ame]http://www.youtube.com/watch?v=y-ooFYv-zIc[/ame]
I'll have to rig it because for now I don't have any interactions between the blue "handle" (in the back of the ankle) and the foot.
Some added ao shading over the diff and spec will enhance the weapon bud.There`s not alot showing currently...
Xoliul: clean painting, i don't recall seeing a handpainted car with that resolution from you before. Maybe the transition from side to roof could use a very subtle gradient?
felt like painting today, it's a semi selfportrait
Also, is the Audi sign on an alpha?
Lighting and Texturing This Scene, Also testing my first decal...
The scene is loosely, based on South Clocktown from Majora's Mask, and as such I've taken some personal liberties with the architecture, going for a more real world feel. The clock is based on a 24 hour medieval clock, although I've taken liberties on the size because this IS Clocktown.
After finishing the main structures of this, I will move on to prop'n out the place.
How does my lighting work with the sky? Does it feel like it could be real?