I recently started yet another american classic car. Last one was Corvette '96 which I haven't shown here but you can see it in Xoliulshader car setup tutorial here.
This one is my all time favorite car, Dodge Challenger '70. Pure awesomeness :poly122:
Tiros: Looks good but my big issue is it looks too uniform. The cliff and rocks seem very flat. Some height variation would help this quite a bit I think. Also, the trees could maybe use a more extensive root system.
Here's an art direction and parallax test for Bort. An indie game myself and a friend are working on. The project hasn't fully started yet but I can't wait to get it going.
Self Crit: I like the parallaxing but I think I can push it further to give it more depth. Also the colours in the background tend to blend a little too much. I'll mess around with the colour palette to try and seperate the layers a little more.
praetus: Cheers m8, It's something I'm looking into already which troubles me quite a bit too. But your comment just sparked an idea! Vertex Paint + World Offset = Win!
As for the root system, I don't want to make it too obvious, you see, there's only one tree in this picture, the same one instanced around. But I'll have a look at it and see if I can come up with something.
PDC: Hehe, yeah, the tent needs to be scaled up a bit here. It's something I've noted but haven't gotten around to yet.
As for the bridge, I didn't really think about that one, it looks fine to me in 1st person view though. Albeit possibly a tad low, but not small. Not sure how much of a mess the foreshortening is causing here.
So, I finally decided to learn MudBox. Had a little spare time, so started messing around in it. This is my first ever completed piece from MudBox, i.e. High poly sculpt, low poly re-topo, D/N/S and taken ingame... Be gentle...
And no, this isn't that movie I promised. Thats still on hold until I get a new build, so just... Wait a tickle.
Looks good gav, a bit plastic maybe, its probably because the rocks are piled up and not cracked from a big piece, what are you using as referene? , and you could have shaved some more polygons and get the same siluete with that shape.
Apart from that, its good to see your sculpting improving.
Just came out of the hospital after spending two days over there; I had the time to think about using compositing for my test scene :
What you see in the background is just a bunch of flat planes that react to lighting (thanks to normal mapping)
Link to source images for the background mountains as a gift (normals are in Y+) http://imgur.com/PG5XA&OfPrS&qWm5o
opacity/alpha : http://i.imgur.com/rqM4v.jpg
Here is some prototyping for the background:
What engine? Can we see wires? I'm really interested in learning how you've done the 3D landscape.
@Makkon-- lovely as always @Medestruit-- sweet work on this one, nowi have to spend an hour looking through the submissions to see if there are any other good ones @Stinger-- you doin the whole game with vectors a la Another World?
currently workin on a super lo-fi coop game-- I've discovered that I really enjoy working on these kinds of assets.
hate to be annoying, but rebump just to ask for critiques. If theres no one answering i wont rebump again.
thank you very much.
Ihour I think you would get more help out of starting a thread where you could get more direct feedback. That could clog up WAYWO- but till then I suggest looking here http://hyperdivine.blogspot.com/ for some really good reference and breakdown of the female face. I doodled over your model, but reference and Hazardous' posts would help more than I can
ihour: you might want to create your own thread so you can recieve more feedback. Eyes look to far apart and more research/work on the zygomatic bone but you are on the right track
Just finished this:
That is damn sexy, but good god, get rid of the depth of field and blur going on there. Get some nice 3 point lighting on that beauty!
Just came out of the hospital after spending two days over there; I had the time to think about using compositing for my test scene :
What you see in the background is just a bunch of flat planes that react to lighting (thanks to normal mapping)
Link to source images for the background mountains as a gift (normals are in Y+) http://imgur.com/PG5XA&OfPrS&qWm5o
opacity/alpha : http://i.imgur.com/rqM4v.jpg
Here is some prototyping for the background:
I've done something similar to this a while back but using terragen just for R & D. I remember using a 4k map? I forgot. Stuff like this just gets me more inspired to do more R and D :]
Some gears of war fanart for a DA contest...totally got in waaaaaay to late so this isnt polished to the level I want but ill spruce it up before it goes in my cghub folio.
Some gears of war fanart for a DA contest...totally got in waaaaaay to late so this isnt polished to the level I want but ill spruce it up before it goes in my cghub folio.
Thank you for my new work pc desktop. This is bloody awesome!
Hey guys, this is a character i'm working on, still got the gloves and boots/legs to finish, as well as the straps over the chest (it's based on the WW2 suit of captain america) and then also the face mask thing.
Some gears of war fanart for a DA contest...totally got in waaaaaay to late so this isnt polished to the level I want but ill spruce it up before it goes in my cghub folio.
Replies
I recently started yet another american classic car. Last one was Corvette '96 which I haven't shown here but you can see it in Xoliulshader car setup tutorial here.
This one is my all time favorite car, Dodge Challenger '70. Pure awesomeness :poly122:
working on sculpting the face and learning the anatomy behind it. Would be glad if anyone can give me any critiques on it. Thanks very much
_________________________
Sneak peak! :shifty:
Still lots of work to do, also, it's only in preview lighting quality here I'm afraid. But, Dun dun dun duuuuun!
You are now my Mortal Enemy.
Take a number and join the back of the queue.....NEXT!
Might just be me, but the scale on this scene seems a bit off.
Either the rocks and trees are huge, or the tent and bridge are for Hobbits.
Is that intentional?
As for the root system, I don't want to make it too obvious, you see, there's only one tree in this picture, the same one instanced around. But I'll have a look at it and see if I can come up with something.
PDC: Hehe, yeah, the tent needs to be scaled up a bit here. It's something I've noted but haven't gotten around to yet.
As for the bridge, I didn't really think about that one, it looks fine to me in 1st person view though. Albeit possibly a tad low, but not small. Not sure how much of a mess the foreshortening is causing here.
Thanks for the feedback guys
And no, this isn't that movie I promised. Thats still on hold until I get a new build, so just... Wait a tickle.
578 Polygons
1024x512 Diffuse/Normal/Specular
[ame="http://www.youtube.com/watch?v=knyWpHazaTo&hd=1"]Me Messing About With Sculpting... - YouTube[/ame]
This looks great, Dom. It'll be an awesome print if you can get all of the detail. How big are you looking to print that?
Apart from that, its good to see your sculpting improving.
dom Very cool sculpt. Could you share, where do you plan to print it?
What engine? Can we see wires? I'm really interested in learning how you've done the 3D landscape.
Probably front page material, http://www.polycount.com/forum/showthread.php?t=88933
bebebe
eets a sign
@Medestruit-- sweet work on this one, nowi have to spend an hour looking through the submissions to see if there are any other good ones
@Stinger-- you doin the whole game with vectors a la Another World?
currently workin on a super lo-fi coop game-- I've discovered that I really enjoy working on these kinds of assets.
Aw snap! Morrigan turned out really nice man!
Dom: that's super pimp!
Mental Radiation: you best texture that up! I like the sculpting style
choco: your landscape is madness!
hate to be annoying, but rebump just to ask for critiques. If theres no one answering i wont rebump again.
thank you very much.
Ihour I think you would get more help out of starting a thread where you could get more direct feedback. That could clog up WAYWO- but till then I suggest looking here http://hyperdivine.blogspot.com/ for some really good reference and breakdown of the female face. I doodled over your model, but reference and Hazardous' posts would help more than I can
That is damn sexy, but good god, get rid of the depth of field and blur going on there. Get some nice 3 point lighting on that beauty!
Beautiful, but really for a comicon entry? You should pose him and make him really stand out! :thumbup:
I've done something similar to this a while back but using terragen just for R & D. I remember using a 4k map? I forgot. Stuff like this just gets me more inspired to do more R and D :]
awesome work-
From Blizzard Concept just the turtle at the moment.
Thank you for my new work pc desktop. This is bloody awesome!
Kick ass looking stick and planks
edit: noticed the wrist is lacking a lot of form, seems too think and straight
Oh this version of Nidalee is damn sexy! Looking nice josh!
Rayph: How is it that you never fail to amaze?! Seriously badass work man!
She is so sexy!
Epic!
^^
/M.Palm