Sukotto, that is really cool! I'd say the render is a bit dark and the materials not really defined, specially the metal on the revolver. Can ya show some texture flats?
Would floaters do the job or do you really need it to be in the mesh?
Other than that, just use more subidivisions, create the baseshape with as few as you need, subdivide up to a level where you can add those indents without much chaning of the geo, collapse it and create the indents on this higher res geometry
A vehicle that flies over from time to time to create a more immersive feeling of a living world, and a raging war. Still need to figure out where to add details. It is nearly 6000 poly's already.
dtschultz: Thought I recognised that, looking good
Onilolz: Nice work
Getting back to my beastie. Been playing around with the anatomy trying to make it semiplausible. Got the oblique transitioning into the delts for the smaller arms, and the ab area as a second pectoral muscle (for the smaller arms again) using the buttom rib as a collarbone. Also added the wee abdominal legs.
Still playing around with the design some. Next I'm going to have a go a some new head designs, later want to see about incorporating more hard surfaces. Eventually want to sculpt this guy and maybe rig too.
@SFThree, Thanks man, but I'm just modeling the concept from this guy: http://frogbillgo.deviantart.com/ And your Aztec lizard is looking awesome. Did you just paint those scales individually? Must have been time consuming
@felipe, yeah, I realize its kinda dark should've paid more attention haha. Yeah I need to work on the specular, though I tweaked it a little bit in marmo. Here's the flats
@felipe, yeah, I realize its kinda dark should've paid more attention haha. Yeah I need to work on the specular, though I tweaked it a little bit in marmo. Here's the flats
Hmm, well, the model looks good but the texture isn't doing it justice, definitely needs more love. Skin looks a bit pale, to be honest everything seems a bit desaturated, and materials like metal and leather could be defined a bit better. Get the textures polished and I think it'll look pretty awesome.
Edit: you could save those .png files as jpg quality 10 in photoshop and have them be 1.6mb smaller. Im still on awful internet and it took me like 2 minutes to load them in... Why waste bandwidth when you can get practically the same quality @ a smaller file size.
Use 100 quality jpgs instead for -0.01-2% quality and 80% smaller file size. so that the images load in a few seconds instead of several minutes.
Otherwise it has a very strong bioshock feel.
It took ~5 seconds for this entire page to load for myself(standard Comcast cable internet), so I don't think the quality of his images have anything to do with your long load time.
With that said, I kinda got a mixed sense of Bioshock and Batman: Arkham City(if you've played the game, it reminds me of the interiors of the museum).
@felipefrango: Thanks so much! I've been looking at this for so long its nice to have another set of eyes on it. I'll be reworking the texture soon. And I looked at the cowboy on your site and he looks awesome! He's pretty much how I want my model to look like
Try not to use black and white AO, put a colour gradient on the AO pass so the skins more of a red and the cactus pieces are more of a dark green or brown (whatever works best) etc. So when you multiply it will give you a much more vibrant pallette and you will get rid of those muddy shadows.
Its why painters almost never use black to darken their colours as it completely desaturates them.
Finished Low Poly for this guy. Sitting at 13.9k tris. Most likely wont be making much more progress on him as I would have to learn how to unwrap in Maya :poly122: Or just do it in Max, but haven't used it in so long ha.
But this guy was mainly just to mess around with HP stuff in Maya. And then I did the LP for fun, ha. Idk we will see I guess.
posted previous work on this in speed sculpt thread. turned more into a project i guess. just trying to level up my char skills. going to start and focus more on the teeth tomorrow. using dynamesh for everything is so much fun.
i hope you dont mind me photoshoppin it a bit. the lighting is whats taking away from your work currently. everything looks freakin sweet, well done technically and visually sweet! heres the tweaks:
brought the contrast and brightness a lot more together. brightest brights and darkest darks (without pitch black) i also had to desaturate a little just to offset the fact that the contrast tweak made it very very colorful. more then i think you were intending. take the brightness i set with a grain of salt as well since its blowing out some of the details on the screen you would prob want to keep
screened a glow on the brightest areas and then screened in a blue tone color picked from your sky box. keep it up this place looks so awesome! hope this helps some.
Here is an entry I placed on 3dTotal.com for the latest speed modeling challenge. The challenge is to model something organic using either all inorganic things or a mix of organic and inorganic things within 90minutes.
This was a bit of a kickstarter to rebooting my thirst for creating art I suppose.
The wires:
My latest touch up job the goat:
Out of curiosity is 2 hours too long to update or rather edit the topology of a mesh of this magnitude? I am not sure per say.
[Edit]
For some reason the first two images are links an no matter what I do they stay as such while the final image appears. They are all located at the same source. I even tried uploading the first two images to this site.
5800 polys currently. Shoulder pads aren't optimized. Should end up around 5000.
For the other details (joint ridges, vents, armor panels) I'm rendering those in one large sheet with the uv's laid out to guide me. I'll then cut those details out and apply them to the normal in photoshop. From there I'll update the spec, diffuse/AO.
I really like the look of Games Workshop's miniatures. Not a big fan of the "realistic" marines out there. I've collected and painted this stuff for years.
Wouldn't the grain follow around the box? I'm speaking more for the box on the right side.
Actually all of the grain should flow vertical like the box on the right side, as that's part of the box's strength. If they flowed horizontal, then a box would be crushed more easily when stacked.
Reek- star wars creature, "re-imagined"(more rhinoish) for 3D Creature Planet #12" challange on CGhub.com that I didnt get to finish in time... ohh well maybe next time Timelapses here
this is excellent and all that, very ratchet and clank :poly136::thumbup:
however!
how did you imagine that the eyes would be animated?
I can fairly easily see him move around with those legs, even talk without a mouth but only with that mouthpiece thing.. but the eyes..?
the way you've got them modeled now, just as a smoothed box placed into the mesh like that.. no thoughts of giving him eyelids that can be animated? maybe have his eyes be like camera lenses, that contract and expand the iris as he squints or something?
I'd love to see something going into the eyes as they are the only part I can't see being animateable, and that would really be sad as the model looks - as I said in the beginning, like something straight out of ratchet and clank!
I mean, sure.. if it's a enemy npc just around in the level, then maybe you'd get away with just having a texture on those eyeballs.. even though the ratchet games have sweet-ly (it's a word!) animated eyes on all their enemies..
but I can't see it holding up in a cutscene or anything like that.. and that is sad
anyways, this is frekkin awesome, and just made me think of doing something like it! got to scavenge google for some model sheets! :poly142:
edit: google showed me that this is actually from a R&C concept, cool!
Haha sweet demon princess! i should test the latest version of MInecraft egain, haven't played since the beta :O
ok i put some more effort in shading and texturing, still a lot to do, but i decided for this time not to go the lowpoly ingame route, maybe i'll get tired of the ages renderings take and will go back to my comfort zone again but for now i like playing around with that
changed some minor details on the model but worked mostly on shading and texturing for the skinshader.
and a quick update with an early hair test, i tried max hair and the hairfarm trial but the rendering times are just to insane for my taste, its just not good to work with - doesn't make fun at all :X
so i decided to go for the classical approach, using planes - needs like 2-3 more
still a bit too much color variation, worked better with a brighter and more blonde color, now the differences are just a tad too big
tweaked a few things like the lips, still the wrinkles are to heavy in the middle but its better now, thankfully baking the displacements doesn#t take that long in zBrush
Yes! His expression makes him come alive! Love it!
Here is my sculpt. I spent a couple of lunch breaks working on this dude and I hope there are any metal heads here on Polycount that can recognize this fella:
Any crits? Suggestions? They are more than welcome!
Also, anyone heard Metallica´s album with Lou Reed?
Haha sweet demon princess! i should test the latest version of MInecraft egain, haven't played since the beta :O
ok i put some more effort in shading and texturing, still a lot to do, but i decided for this time not to go the lowpoly ingame route, maybe i'll get tired of the ages renderings take and will go back to my comfort zone again but for now i like playing around with that
changed some minor details on the model but worked mostly on shading and texturing for the skinshader.
Please, do share your lighting and material setup plez! I can never get anything out of Mental Ray that looks that good.
Texture is gorgeous man, although the lips need more work. The cracks in her lips are a bit too much imho.
Also: Is the texture Photosourced, handpainted or both?
Almost finished detailing this lamp post based on a concept from "Captain Blood." Many thanks to Jason Lavoie for letting me pick his brain on this. Still needs some ropes and skulls :-)
Finished Low Poly for this guy. Sitting at 13.9k tris. Most likely wont be making much more progress on him as I would have to learn how to unwrap in Maya :poly122: Or just do it in Max, but haven't used it in so long ha.
But this guy was mainly just to mess around with HP stuff in Maya. And then I did the LP for fun, ha. Idk we will see I guess.
Looking cool dude, but i still think you'd be better off sticking to how the legs work in the original concept. Yours are all backwards looking. There's also a subtle curve in the grill that gives it a lot of style that you're missing, looks real flat right now.
Replies
POW, Right in the kisser!
Would floaters do the job or do you really need it to be in the mesh?
Other than that, just use more subidivisions, create the baseshape with as few as you need, subdivide up to a level where you can add those indents without much chaning of the geo, collapse it and create the indents on this higher res geometry
Onilolz: Nice work
Getting back to my beastie. Been playing around with the anatomy trying to make it semiplausible. Got the oblique transitioning into the delts for the smaller arms, and the ab area as a second pectoral muscle (for the smaller arms again) using the buttom rib as a collarbone. Also added the wee abdominal legs.
Still playing around with the design some. Next I'm going to have a go a some new head designs, later want to see about incorporating more hard surfaces. Eventually want to sculpt this guy and maybe rig too.
Can't wait to see how it is gonna look in 3D. Are you going to animate it?
@felipe, yeah, I realize its kinda dark should've paid more attention haha. Yeah I need to work on the specular, though I tweaked it a little bit in marmo. Here's the flats
Otherwise it has a very strong bioshock feel.
Hmm, well, the model looks good but the texture isn't doing it justice, definitely needs more love. Skin looks a bit pale, to be honest everything seems a bit desaturated, and materials like metal and leather could be defined a bit better. Get the textures polished and I think it'll look pretty awesome.
Dewdles
It took ~5 seconds for this entire page to load for myself(standard Comcast cable internet), so I don't think the quality of his images have anything to do with your long load time.
With that said, I kinda got a mixed sense of Bioshock and Batman: Arkham City(if you've played the game, it reminds me of the interiors of the museum).
My current project, just reposting from my thread.
Try not to use black and white AO, put a colour gradient on the AO pass so the skins more of a red and the cactus pieces are more of a dark green or brown (whatever works best) etc. So when you multiply it will give you a much more vibrant pallette and you will get rid of those muddy shadows.
Its why painters almost never use black to darken their colours as it completely desaturates them.
Sooo yeah, just finished Glints UV~
(uni work is a bugger to keep up with so progress was slow)
Ill resurrect the thread once Ive baked the high poly down
But this guy was mainly just to mess around with HP stuff in Maya. And then I did the LP for fun, ha. Idk we will see I guess.
Had some fun sculpting this guy in Zbrush last night -
And cross bows
i hope you dont mind me photoshoppin it a bit. the lighting is whats taking away from your work currently. everything looks freakin sweet, well done technically and visually sweet! heres the tweaks:
brought the contrast and brightness a lot more together. brightest brights and darkest darks (without pitch black) i also had to desaturate a little just to offset the fact that the contrast tweak made it very very colorful. more then i think you were intending. take the brightness i set with a grain of salt as well since its blowing out some of the details on the screen you would prob want to keep
screened a glow on the brightest areas and then screened in a blue tone color picked from your sky box. keep it up this place looks so awesome! hope this helps some.
Here is an entry I placed on 3dTotal.com for the latest speed modeling challenge. The challenge is to model something organic using either all inorganic things or a mix of organic and inorganic things within 90minutes.
This was a bit of a kickstarter to rebooting my thirst for creating art I suppose.
The wires:
My latest touch up job the goat:
Out of curiosity is 2 hours too long to update or rather edit the topology of a mesh of this magnitude? I am not sure per say.
[Edit]
For some reason the first two images are links an no matter what I do they stay as such while the final image appears. They are all located at the same source. I even tried uploading the first two images to this site.
Anyhow, updating a lot of my work.
5800 polys currently. Shoulder pads aren't optimized. Should end up around 5000.
For the other details (joint ridges, vents, armor panels) I'm rendering those in one large sheet with the uv's laid out to guide me. I'll then cut those details out and apply them to the normal in photoshop. From there I'll update the spec, diffuse/AO.
I really like the look of Games Workshop's miniatures. Not a big fan of the "realistic" marines out there. I've collected and painted this stuff for years.
Actually all of the grain should flow vertical like the box on the right side, as that's part of the box's strength. If they flowed horizontal, then a box would be crushed more easily when stacked.
Download and more pics here: http://www.minecraftforum.net/topic/220918-16x19pre4-wayukian-pack-wipat-long-last/
Been popping in now in then in your thread over at minecraftforums, it's definitely one of my favorite packs!
I'm a big fan of yours as well, it's what inspired me to do mine! :poly142:
(:
however!
how did you imagine that the eyes would be animated?
I can fairly easily see him move around with those legs, even talk without a mouth but only with that mouthpiece thing.. but the eyes..?
the way you've got them modeled now, just as a smoothed box placed into the mesh like that.. no thoughts of giving him eyelids that can be animated? maybe have his eyes be like camera lenses, that contract and expand the iris as he squints or something?
I'd love to see something going into the eyes as they are the only part I can't see being animateable, and that would really be sad as the model looks - as I said in the beginning, like something straight out of ratchet and clank!
I mean, sure.. if it's a enemy npc just around in the level, then maybe you'd get away with just having a texture on those eyeballs.. even though the ratchet games have sweet-ly (it's a word!) animated eyes on all their enemies..
but I can't see it holding up in a cutscene or anything like that.. and that is sad
anyways, this is frekkin awesome, and just made me think of doing something like it! got to scavenge google for some model sheets! :poly142:
edit: google showed me that this is actually from a R&C concept, cool!
ok i put some more effort in shading and texturing, still a lot to do, but i decided for this time not to go the lowpoly ingame route, maybe i'll get tired of the ages renderings take and will go back to my comfort zone again but for now i like playing around with that
changed some minor details on the model but worked mostly on shading and texturing for the skinshader.
and a quick update with an early hair test, i tried max hair and the hairfarm trial but the rendering times are just to insane for my taste, its just not good to work with - doesn't make fun at all :X
so i decided to go for the classical approach, using planes - needs like 2-3 more
still a bit too much color variation, worked better with a brighter and more blonde color, now the differences are just a tad too big
tweaked a few things like the lips, still the wrinkles are to heavy in the middle but its better now, thankfully baking the displacements doesn#t take that long in zBrush
Yes! His expression makes him come alive! Love it!
Here is my sculpt. I spent a couple of lunch breaks working on this dude and I hope there are any metal heads here on Polycount that can recognize this fella:
Any crits? Suggestions? They are more than welcome!
Also, anyone heard Metallica´s album with Lou Reed?
Please, do share your lighting and material setup plez! I can never get anything out of Mental Ray that looks that good.
Texture is gorgeous man, although the lips need more work. The cracks in her lips are a bit too much imho.
Also: Is the texture Photosourced, handpainted or both?
Looking cool dude, but i still think you'd be better off sticking to how the legs work in the original concept. Yours are all backwards looking. There's also a subtle curve in the grill that gives it a lot of style that you're missing, looks real flat right now.