did a material study at work today, 100% handpainted, was really fun todo
Really nice work Lukey boy, it has a kind of vintage photo feel to it, which i really like! I'll maybe post the one i did at Frontier up in a bit, haha!
weekend anatomy fun, same base, different build type exploration inspired by SD's work on the brink character types....I think that I need to push this a lot further:
ace face fuse, she feels a little flat across the face to me, wadayarecon?
Just practicing my high poly baking stuff and texturing skills. The colors did not go as planned. But I will practice more and promise better results. It's based off from a tutorial on hard face texturing.
1024x1024 Texture Sheet. OCC and NRM maps baked in Xnormal at 2048x2048 and resized. Final mesh only 12 polygons, which probably wasn't the best idea, but I had to test it out. So in other words, it's REALLY game friendly. First time using this kind of method, so don't be too harsh. The high poly was 2822 polygons.
I finished up an environment challenge at World of Level Design. I finished late so I won't be in the judging but I wanted to finish to see it through.
This was done in UDK using all original assets and took about 2 weeks of spare time at home to get it done:
At any rate, this is not really optimized for a game environment (stuff should be lower poly in places and the overdraw/instruction count is out of bounds), but it was a fun thing to work on so ... there.
Mechanics nitpic, but the small waterfall behind your mill makes a breastshot waterwheel possible, or even an overshot wheel. or both on different waterfalls.
@WarrenMarshall
That's looking really nice, you've definitely got that underwater feel. I worked on something similar but it don't come out anywhere near as good. The bubbles and the light rays are really working.
Just finished texturing the AR10. Anything I missed?
I was inspired by Onelunglewis to go a further with my shoes. Not done yet, but ready to go "all the way" with stitches/polypaint. I like the results so far.
That's awesome. Maybe inflate laces a bit and make the loops a bit bulkier and larger to make the shapes read/bake better?
@TeriyakiStyle
Nice work yourself there! Those shoes have a lot of character even as they are now.
@Lroy
Thanks man. Been really trying to push my texture work so I'm glad to hear its showing through. As for workflow, I start with the high poly first in general just b/c it looks nice. Then I build the low poly on top and figure out what I'm going to re-use or mirror in the textures. I tend to unwrap as I go too. After that its just baking AO and normal maps.
For textures, I start with base colors in separate layers for selections (also broken between matte or shiny). I add in a "dust" layer just to break up the flat color, usually in mudbox just so i can be sure it tiles. This layer is somewhat blurred, not too much small detail. Then I add a "grease" layer which is like oil stains or shapely fading - crisp, sharp details. Then I make metal scratches on a new layer using a small sharp/random brush so it looks like chipped paint. Finally theres a "surface scratch" layer - not so deep as to nick the paint, but enough to lighten the plastic or metal, and clear away the grease and dust layers. the dust and grease are on overlay or something similar, and scratches are usually on screen.
I just try to think how this thing is used, what would get damaged if it was dropped or if the guy ran into something. I can't take all the credit though - I referenced Polygoo's work a lot, his texturing is epic :O
I was inspired by Onelunglewis to go a further with my shoes. Not done yet, but ready to go "all the way" with stitches/polypaint. I like the results so far.
Ya Man! Those look great, much more character than your orignal ones. Can't wait to see how you handle the textures and wrinkles. Great Work!
Really like your AR10, the only thing I would like to see is for the sharp edges to be dulled down a bit. All of the edges are super sharp. You have tons of nice battle damage and scratches on the entire body but almost nothing on the edges where most of the damage would be. Great job though really nice model.
Finishing up the legs as we speak. Going to adjust the helmet abit as well because it doesn't seem like a head could fit inside of it, might be abit small. Then onto texturing!!
Just a few low detail models I've made over the last couple of days to scatter around the levels & world as props, just to add a bit of visual detail here and there...
Currently working on a gun from the old '80s anime, Saber Rider. Got the highpoly done (with a few details missing which I will be adding to texture when I get to that) and working on a lowpoly now. Colors are just guidelines for me.
this is not necessarily the efficient way to sculp but dynamesh give me chance to explore the artistic aspect to sculp without symetry or polygon restriction ...
Still have quite a bit to do, and 2 weeks to finish. Sometimes I wish I ran with ideas I came up with before starting, instead of building on as ideas pop into my head...but C'est la vie. >.<
Mask_salesman - Thanks for the crit, youre right. Going to revisit some places on that and try to nail the material. Btw, those are some sweet folds man
onelunglewis - awesome progress man
PopoP & Luke Great painting guys, nice looking 2D pieces!
Breakneck - Sweet ass shield
tickwomp - sweet guns
SsSandu_C - haha, cool pumpkin
Knocked out the bolter high res this weekend. This took me two days (18 hours). Is that too slow?
Still need to add some minor quick details, screws, and a double headed aquila.
Knocking out the low res.
interesting weapon ! but i suggest you to remove alot of edge loop because there are way too many polies for a low poly, unless if it was done for cinematics, in this case it's ok. but otherwise, there are alot of work to do, hope this feedback help you out ^^
Mask_salesman - Thanks for the crit, youre right. Going to revisit some places on that and try to nail the material. Btw, those are some sweet folds man
onelunglewis - awesome progress man
PopoP & Luke Great painting guys, nice looking 2D pieces!
Breakneck - Sweet ass shield
tickwomp - sweet guns
SsSandu_C - haha, cool pumpkin
here is a speedsculpt I did today, good times
Amazing speedsculpt! I was wondering though, how did you go about making those accessories for her (hat, necklace)? Shadowbox?
Mask_salesman - Thanks for the crit, youre right. Going to revisit some places on that and try to nail the material. Btw, those are some sweet folds man
onelunglewis - awesome progress man
PopoP & Luke Great painting guys, nice looking 2D pieces!
Breakneck - Sweet ass shield
tickwomp - sweet guns
SsSandu_C - haha, cool pumpkin
here is a speedsculpt I did today, good times
@dannedadon: Really epic speed sculpt. How long did you spend on this one? Only suggestion I can give is that you might wanna pull the upper eyelids out a bit more next time. I know the expression is very alert and the eyes are wide open, but you've seemed to loose the upper eyelids almost completely. Really great piece overall.
Just a few low detail models I've made over the last couple of days to scatter around the levels & world as props, just to add a bit of visual detail here and there...
The doll head here looks quite odd. Aside from that fact that it has no ears, I can't imagine any doll manufacturer would sculpt their doll faces with one eye closed and one eye half open in such a creepy fashion. No matter how creepy a tattered doll may look, it was originally made to look cute, so the face sculpt would reflect that.
If you want the eyes partially open like that, they would need to have a "sleeping eye" mechanic, like so:
Replies
ah, gotcha. very nice work.
Thunk thunk thunk
Really nice work Lukey boy, it has a kind of vintage photo feel to it, which i really like! I'll maybe post the one i did at Frontier up in a bit, haha!
*updated
ace face fuse, she feels a little flat across the face to me, wadayarecon?
Luke and PogoP: killing it in 2 dimensions guys!
Just practicing my high poly baking stuff and texturing skills. The colors did not go as planned. But I will practice more and promise better results. It's based off from a tutorial on hard face texturing.
1024x1024 Texture Sheet. OCC and NRM maps baked in Xnormal at 2048x2048 and resized. Final mesh only 12 polygons, which probably wasn't the best idea, but I had to test it out. So in other words, it's REALLY game friendly. First time using this kind of method, so don't be too harsh. The high poly was 2822 polygons.
Pics:
Found meself a hardedge video tutorial and applied to to an applicable model.
This was done in UDK using all original assets and took about 2 weeks of spare time at home to get it done:
Also make a video for the submission :
http://dl.dropbox.com/u/161473/WOLD/10YrOldChallenge/Final/FinalVideo.wmv
At any rate, this is not really optimized for a game environment (stuff should be lower poly in places and the overdraw/instruction count is out of bounds), but it was a fun thing to work on so ... there.
Holy shit ! :poly115:
wip
Mechanics nitpic, but the small waterfall behind your mill makes a breastshot waterwheel possible, or even an overshot wheel. or both on different waterfalls.
Mini Scene WIP
Skydome and the fences are borrowed from Epic for now.(a quick composition test)
They will be replaced with my own version later on.
garbage bags and some other props will added as well..
That's looking really nice, you've definitely got that underwater feel. I worked on something similar but it don't come out anywhere near as good. The bubbles and the light rays are really working.
Just finished texturing the AR10. Anything I missed?
That's awesome. Maybe inflate laces a bit and make the loops a bit bulkier and larger to make the shapes read/bake better?
Nice work yourself there! Those shoes have a lot of character even as they are now.
@Lroy
Thanks man. Been really trying to push my texture work so I'm glad to hear its showing through. As for workflow, I start with the high poly first in general just b/c it looks nice. Then I build the low poly on top and figure out what I'm going to re-use or mirror in the textures. I tend to unwrap as I go too. After that its just baking AO and normal maps.
For textures, I start with base colors in separate layers for selections (also broken between matte or shiny). I add in a "dust" layer just to break up the flat color, usually in mudbox just so i can be sure it tiles. This layer is somewhat blurred, not too much small detail. Then I add a "grease" layer which is like oil stains or shapely fading - crisp, sharp details. Then I make metal scratches on a new layer using a small sharp/random brush so it looks like chipped paint. Finally theres a "surface scratch" layer - not so deep as to nick the paint, but enough to lighten the plastic or metal, and clear away the grease and dust layers. the dust and grease are on overlay or something similar, and scratches are usually on screen.
I just try to think how this thing is used, what would get damaged if it was dropped or if the guy ran into something. I can't take all the credit though - I referenced Polygoo's work a lot, his texturing is epic :O
Ya Man! Those look great, much more character than your orignal ones. Can't wait to see how you handle the textures and wrinkles. Great Work!
Really like your AR10, the only thing I would like to see is for the sharp edges to be dulled down a bit. All of the edges are super sharp. You have tons of nice battle damage and scratches on the entire body but almost nothing on the edges where most of the damage would be. Great job though really nice model.
You mean on the edges of the body like the corners and such? Thx for the feedback
Hope you guys like
Still need to add some minor quick details, screws, and a double headed aquila.
Knocking out the low res.
ok now. WTF. this is not funny
deus ex based scene
this is not necessarily the efficient way to sculp but dynamesh give me chance to explore the artistic aspect to sculp without symetry or polygon restriction ...
Still have quite a bit to do, and 2 weeks to finish. Sometimes I wish I ran with ideas I came up with before starting, instead of building on as ideas pop into my head...but C'est la vie. >.<
colors look nice and natural yet painterly. add some depth and it'll pop real well!
onelunglewis - awesome progress man
PopoP & Luke Great painting guys, nice looking 2D pieces!
Breakneck - Sweet ass shield
tickwomp - sweet guns
SsSandu_C - haha, cool pumpkin
here is a speedsculpt I did today, good times
interesting weapon ! but i suggest you to remove alot of edge loop because there are way too many polies for a low poly, unless if it was done for cinematics, in this case it's ok. but otherwise, there are alot of work to do, hope this feedback help you out ^^
http://www.polycount.com/forum/showthread.php?t=90285
@dannedadon: Really epic speed sculpt. How long did you spend on this one? Only suggestion I can give is that you might wanna pull the upper eyelids out a bit more next time. I know the expression is very alert and the eyes are wide open, but you've seemed to loose the upper eyelids almost completely. Really great piece overall.
The doll head here looks quite odd. Aside from that fact that it has no ears, I can't imagine any doll manufacturer would sculpt their doll faces with one eye closed and one eye half open in such a creepy fashion. No matter how creepy a tattered doll may look, it was originally made to look cute, so the face sculpt would reflect that.
If you want the eyes partially open like that, they would need to have a "sleeping eye" mechanic, like so:
http://www.photoree.com/photos/permalink/9482630-Adrian%20van%20Leen