Chugging through the texturing bits and making sure all of the color grading matches with the rest of the building. It's only 50% of the building so far, and I'm slowly working through the rest of the modular bits.
It's a bit dry right now and the windows have yet to be detailed, and a lot of other little deco and detail stuff has yet to come. Going to try and wrap this up this week, any thoughts so far?
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.
nice work brings up ancient memories..
crank the contrast of the headlights, they're the soul of the car and should pop more than anything else.
The shading on the rims seems a bit subtle and slightly off (maybe because it's directional and im used to seeing this as game art, would look wierd spinning).
That's sweet Xoliul, takes me right back. You should totally drop it into carmageddon 2 for some oldschool vehicular carnage , and i love that cyclops arshlevon, awesome sculpt.
This is what ill be wroking on when i get home,its the high poly version of the bridge for my Jorney down environment. With any luck i can have the z brushing and low poly model out of the way tonight.
Chugging through the texturing bits and making sure all of the color grading matches with the rest of the building. It's only 50% of the building so far, and I'm slowly working through the rest of the modular bits.
It's a bit dry right now and the windows have yet to be detailed, and a lot of other little deco and detail stuff has yet to come. Going to try and wrap this up this week, any thoughts so far?
nice so far. one thing that came to my mind are the square windows... they don't fit to the rest of the building. Or at least make them a little smaller. Now it looks like they are caged between the pillars.
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?
crank the contrast of the headlights, they're the soul of the car and should pop more than anything else.
The shading on the rims seems a bit subtle and slightly off (maybe because it's directional and im used to seeing this as game art, would look wierd spinning).
Thanks man, this is like NFS3-4 specs or something
You're right on the headlights, easy fix.
The rims are directional on purpose. I could change it, but it's a bit more difficult to get right since they really are shaded that subtle irl, being matte black.
Thanks TDA! I never really learned how to import in Carmageddon, but Crashday could work, though not sure if i have time for that now.
johnny - nice progress on that fellow, im loving the folds you have going on there. maybe a bit more tension around the strap going over the shoulder? keep it up
crazyfool - as always, great work. loving the awkwardness of him also i agree with swizz, those folds are ace
@ crazyfool: I really dig that ogre. The wrinkle work is awesome. A little flower in his brest pocket could work well.
@ JO420: Awesome little bridge. I really dig the style.
Anyway here is a little image I worked on the other night. It started out as a 1 hr sculpt for the Daily Sculpting Exercises over at GA. But I decided once he was done for that I would practice some Matcap stuff. I never intended to go all out but I got a bit carried away. Here is where he ended up.
wondering if someone could give me some advice, i've got some shading issues under the eye and am not sure how to get rid of them. some angles they look better but like in this image they are clearly visable.
GoSsS - That is a sweet design, its a great balance between a cartoon/comic book style and a plausible design. I'd be intrigued to see a whole character.
Xoliul - That car reminds me of hours spent playing GTA 3.
Tea Monster - I'd say your on the right track. Do you have perspective turned on in zbrush? ('P' was the keyboard shortcut, I haven't used Zbrush in a while.) I ask because without it on proportions can look very different. A few things that stick out to me are:
The head looks quite wide at the brow, and curves around the head more than it ought to. If you check the reference links below you can see that it can be quite angular.
The cheek/cheek bones also looks off. If you look here you'll see that the brow comes down and joins the cheek bone (Zygomatic bone if you want to get technical :P). At the moment it looks like they are separate and just recede under the skin. If you look here and here you'll see the bones and muscle here have quite a pronounced shape, and are part of a whole form rather than separate.
Although I feel I should point out that I'm no expert. Check out these links for some good reference. Looking at the head into simplified planes should help highlight areas of weaknesses better than I can.
I just wanted to share a scene I've been working on In UDK. I feel I'm on track with this one, but wanted to get some feedback just in case I'm feeling to complacent. I've done most of the work on the buildings, so the ground is looking a little bare at the moment. Any C&C are very welcome.
PS I know a few of the textures are ones straight from the UDK, they are just place holders at the moment .
Hey scrawld, the building facades are looking pretty good, I would attach some more stuff to them, like clothes hanging out to dry. Just looking at Kowloon refpics shows me that those buildings are covered with them many times:
Cyberflame: That looks like it just vertex-shading, could you tell us how you made it, and how it's presented?
If you baked from a highpoly mesh, then there's certainly a problem, and it could be anywhere in the process, so if you could explain. For starters though, invert your green or red channels. The strange lighting on the jaw especially suggests that could be it. Even taking that into consideration though, it looks like you added normalmap details with the nvidia plugin or similar, in which case these smoothing errors are to be expected.
Duncan: Nice! I feel some rounder (or smaller) eyeballs might fit him though, so they pop out more. It would really complement his round head and multiple chins
Cyberflame: probably because you have some really long polygons there, and they look twisted. Cut across them once or twice and try to relax the topology a little.
Got really inspired by Poopinmymouth and Kotter doing those mid-poly models (3-6K) with all the clothing details, and after oggling way too much final fantasy I think I want to do that too. So, working on some orthos with clothing, all the stuff I've done over 1K has really bored me cause I always did naked characters. I should probably add more junk to this (like a fancy armour on one arm?), it also has a spear. TL;DR, image:
Hey scrawld, the building facades are looking pretty good, I would attach some more stuff to them, like clothes hanging out to dry. Just looking at Kowloon refpics shows me that those buildings are covered with them many times:
I rarely if ever post here (as I'm still very much a n00b) but I can definitely agree - when I was in Hong Kong it was a lot more . . . "gritty" like the reference photo!
I've been making a base head for sculpting.
I made two wire flow.. but I don't know Which one is better for the future..!!
I want you to give some opinion !!
Hi! first post here on polycount. Im currently working on an assignment in school and this is what I have so far. this tank is later going to be in a small game my classmates are making, its going to be topdown view kind of game. this is supposed to be a larger enemy tank, about twice the size of a generic tank. when the time comes I will reduce the tank down to about 5-5.5k tris but for now I want to keep all the shapes. and of course reduce the texture size.
Replies
Chugging through the texturing bits and making sure all of the color grading matches with the rest of the building. It's only 50% of the building so far, and I'm slowly working through the rest of the modular bits.
It's a bit dry right now and the windows have yet to be detailed, and a lot of other little deco and detail stuff has yet to come. Going to try and wrap this up this week, any thoughts so far?
This will be the end result, albeit not this low polygon. That was just a placeholder so I could create the shader.
inspired by god of war, specifically god of war 3, Carlo Arellano's concept for GOW chains of Olympus , Mr. Harryhausen, and Andre the Giant.
nice work brings up ancient memories..
crank the contrast of the headlights, they're the soul of the car and should pop more than anything else.
The shading on the rims seems a bit subtle and slightly off (maybe because it's directional and im used to seeing this as game art, would look wierd spinning).
Ah, real nice design and execution! Will we see a whole character?
_Revel
This is what ill be wroking on when i get home,its the high poly version of the bridge for my Jorney down environment. With any luck i can have the z brushing and low poly model out of the way tonight.
nice so far. one thing that came to my mind are the square windows... they don't fit to the rest of the building. Or at least make them a little smaller. Now it looks like they are caged between the pillars.
Thanks! Correct to both your questions.
Thanks man, this is like NFS3-4 specs or something
You're right on the headlights, easy fix.
The rims are directional on purpose. I could change it, but it's a bit more difficult to get right since they really are shaded that subtle irl, being matte black.
Thanks TDA! I never really learned how to import in Carmageddon, but Crashday could work, though not sure if i have time for that now.
GoSsS - I's seconding seeing the rest of that robot - funky design!
AtlusZMH - Much improved. It looks tons better. I'd tend to agree on darkening the metal a tad.
teaandcigarettes - Wow! What engine did you use? It looks almost better than real. Did you make all the plants yourself? Literally stunning work.
I've done some sculpting for a soldier character I'm working on. Still getting the basic forms together. Crit would be welcome.
Kinda looks like Ubi Toronto
crazyfool - as always, great work. loving the awkwardness of him also i agree with swizz, those folds are ace
such awesome work in here, keep it up everyone
Do you think you can show us you proceed to make clothes looking so real ?
Please :poly142:
It's an awesome work !
reminds of beast from x-men
Shhhhhhh! :P
@ crazyfool: I really dig that ogre. The wrinkle work is awesome. A little flower in his brest pocket could work well.
@ JO420: Awesome little bridge. I really dig the style.
Anyway here is a little image I worked on the other night. It started out as a 1 hr sculpt for the Daily Sculpting Exercises over at GA. But I decided once he was done for that I would practice some Matcap stuff. I never intended to go all out but I got a bit carried away. Here is where he ended up.
Xoliul - That car reminds me of hours spent playing GTA 3.
Tea Monster - I'd say your on the right track. Do you have perspective turned on in zbrush? ('P' was the keyboard shortcut, I haven't used Zbrush in a while.) I ask because without it on proportions can look very different. A few things that stick out to me are:
The head looks quite wide at the brow, and curves around the head more than it ought to. If you check the reference links below you can see that it can be quite angular.
The cheek/cheek bones also looks off. If you look here you'll see that the brow comes down and joins the cheek bone (Zygomatic bone if you want to get technical :P). At the moment it looks like they are separate and just recede under the skin. If you look here and here you'll see the bones and muscle here have quite a pronounced shape, and are part of a whole form rather than separate.
Although I feel I should point out that I'm no expert. Check out these links for some good reference. Looking at the head into simplified planes should help highlight areas of weaknesses better than I can.
http://christinemccoyartjournal.blogspot.com/2010/10/planes-of-head.html
http://www.flickr.com/photos/kevinnolte/2181887756/
Piktur'z photostream on flickr makes for some great reference:
http://www.flickr.com/photos/pikturz/sets/
I hope that is in some way helpfull.
I just wanted to share a scene I've been working on In UDK. I feel I'm on track with this one, but wanted to get some feedback just in case I'm feeling to complacent. I've done most of the work on the buildings, so the ground is looking a little bare at the moment. Any C&C are very welcome.
PS I know a few of the textures are ones straight from the UDK, they are just place holders at the moment .
Lot more ref here; http://youhadbetterknow.com/knowledgezone/?tag=walled
hoooooooo awesome!!! lol
If you baked from a highpoly mesh, then there's certainly a problem, and it could be anywhere in the process, so if you could explain. For starters though, invert your green or red channels. The strange lighting on the jaw especially suggests that could be it. Even taking that into consideration though, it looks like you added normalmap details with the nvidia plugin or similar, in which case these smoothing errors are to be expected.
Duncan: Nice! I feel some rounder (or smaller) eyeballs might fit him though, so they pop out more. It would really complement his round head and multiple chins
Got really inspired by Poopinmymouth and Kotter doing those mid-poly models (3-6K) with all the clothing details, and after oggling way too much final fantasy I think I want to do that too. So, working on some orthos with clothing, all the stuff I've done over 1K has really bored me cause I always did naked characters. I should probably add more junk to this (like a fancy armour on one arm?), it also has a spear. TL;DR, image:
I rarely if ever post here (as I'm still very much a n00b) but I can definitely agree - when I was in Hong Kong it was a lot more . . . "gritty" like the reference photo!
I made two wire flow.. but I don't know Which one is better for the future..!!
I want you to give some opinion !!
It's based on that.
Racer kindly let me use his eotech
Drew++, do you mind posting some wires so I could mooch them?
looks perfect
hey can u post wire of the last shot? wondering how u detailed the botton(the one with the R on it)
--- Twins ---
--- Cosplay Party ---
Pretty much finish with this 2 pieces. Will start a new one soon!
_Revel
Some feedback would be great
And Jmiles, thats ridiculous... and awesome... ridiculously awesome