@Lazerus Reborn: the brush set up I use is basically with two brushes. The first being Marc Brunet's rounded square brush and a simple air brush. I suggest sticking with only one or two brushes if you can. Remember to colour pick for blending colours and avoid using layers as much as possible. And lastly, sharpen the painting once or twice at the end if you want some defined edges. Hope that helps!
i think the wood(or the texture work so far) makes it look pirate-ish ...cool tho
In a way, it is kind of piratey, its made for "the resistance" which is a small group of low funded rebels, so its made out of things they had lying around, like barrels, old bits of pipe and poorly conditioned copper, glad you liked it
The thing with bakes is, anything that looks correct from the perspective of the lowpoly's mesh normals(ie, pretend you attach a camera to the normal of a face) is going to bake correctly. This is why floaters work, when you're baking displacement it gets tricky but noramls are only direction, as someone else noted above.
So, if it looks good on the model, its going to be fine, you can do anything you want. You can get away some some really "messy" geometry if the final result looks ok. Things like cutting out small holes in the mesh, and then throwing floaters in planar to the surface(without actually connecting) works as well for times when you do not want a floater to be too high off the mesh(to keep your cage tight).
If you're talking about the ridges in the knob, how well it bakes is relative to how much UV space he gives it, as long as he has the resolution to support the detail, it will bake fine. The method we use to model HP meshes has nothing to do with how they bake, only the end result.
Drew: Excellent, accurate modeling man. Those wires look anything but messy, there are no brownie points for "optimized" highpoly models!
I always enjoy seeing how people model the ridges for knobs like this, I tend to just use an insane amount of sides, like 96 and select/scale in every 3rd or 4th edge(or every other if i want simple even sized ridges). Everyone seems to do it a little differently.
Good stuff in the thread as of late! Did some more work on my plant, it's almost done. First pass normals, in UDK. C&C welcomed on my sketchbook thread
Planning on making an orpg with a surface/underdark with around 8ish races (4 to start with).
Im also looking for a partner (todo around 90% of the art)...
*the frog is temporary
Hey Poly-people, here's a car I modeled for an exercise. If you can recognize what it's supposed to be then I'll be happy.
It's 775 tris (probably eligible for the low poly thread, but I should probably cut it down to 500), and it's missing wheels and exhaust pipes.
I modeled it by tracing the important features of the reference photos, and sort of filling in the faces, and I think it turned out alright. Because Blender is lacking in smoothing groups (as far as I'm aware) edges are not shared along the sharp edges.
I'd add some more definition to the headlights, maybe add in another loop or poly (whatever you can get away with) at the back of the front wheelarch. Maybe another few verts round the taillight for a bit more shape.
Curious car for a low-poly exercise; it's a very curvaceous car and polygons...aren't.
Oh, and don't bother trying for 500 with this car. It's way too curvy (it'll become a mystery vehicle with 30% less detail) and the wheels, even basic ones, eat up triangles like there's no tomorrow.
EDIT:
You could probably make it work as an iPhone chase camera driving game, if you suck some of the detail out of the front lower intake flare/beveling and put it on the back of the car.
Replies
@Lazerus Reborn: the brush set up I use is basically with two brushes. The first being Marc Brunet's rounded square brush and a simple air brush. I suggest sticking with only one or two brushes if you can. Remember to colour pick for blending colours and avoid using layers as much as possible. And lastly, sharpen the painting once or twice at the end if you want some defined edges. Hope that helps!
Any critiques or suggestions would be appreciated.
In a way, it is kind of piratey, its made for "the resistance" which is a small group of low funded rebels, so its made out of things they had lying around, like barrels, old bits of pipe and poorly conditioned copper, glad you liked it
JackWhat: ditto, ace colours!
[ame]http://www.youtube.com/watch?v=6I9SadIRw4k[/ame]
@jackwall - always a pleasure to see your color splashes. fun reference
Currently weighing in at about 1800 triangles and a (very empty) 512² diffuse.
Inspired by that other ship I saw on polycount recently.
I didn't plan on this to become a demon so that why he has those boots.
yea makes sense
thanx
an ogre face for fun:
me and a friend gave ourselves an hour to model and paint a bird. here's how far i got:
and something for mah blog:
[ame]http://www.youtube.com/watch?v=S63H2I7SmAg[/ame]
Inspired by Mr Jack
http://mr-jack.cghub.com/images/zerg-fanart/
Super WIP, drawing of a Tauren I've been doing while I have no internet. Still lots and lots to do.
(Taurens are a race from WoW that I just really like)
Nice like the semi caustic effect you have going on on the rock.
Stop it stop it! now i wana play wow again.
As a tauren fanboy with many taurens on WoW I approve this!
Hah! Is it meant to look like a loaf of bread on a chopping board?
edit : ah, just saw the ref. that tickles me immensely.
also suburbum, i love them lines. Nice shapes going on in there
Got asked for input on adamantine armour design, and ended up drawing a bunch today.
Got drow?
loving the mood in these.
Im also looking for a partner (todo around 90% of the art)...
*the frog is temporary
I would help you but if you made the models for the game, you're probably better than I am ahaha.
I'm going to re-make the engine cover/airbox (the narrow bit behind the driver), maybe add some sort of shark fin like this year's Le Mans prototypes.
C&C welcome
It's 775 tris (probably eligible for the low poly thread, but I should probably cut it down to 500), and it's missing wheels and exhaust pipes.
I modeled it by tracing the important features of the reference photos, and sort of filling in the faces, and I think it turned out alright. Because Blender is lacking in smoothing groups (as far as I'm aware) edges are not shared along the sharp edges.
Crits are very welcome!
I'd add some more definition to the headlights, maybe add in another loop or poly (whatever you can get away with) at the back of the front wheelarch. Maybe another few verts round the taillight for a bit more shape.
Curious car for a low-poly exercise; it's a very curvaceous car and polygons...aren't.
Oh, and don't bother trying for 500 with this car. It's way too curvy (it'll become a mystery vehicle with 30% less detail) and the wheels, even basic ones, eat up triangles like there's no tomorrow.
EDIT:
You could probably make it work as an iPhone chase camera driving game, if you suck some of the detail out of the front lower intake flare/beveling and put it on the back of the car.
re-did this one, because the old one sucked... it's my steam and intertron avatar
Started making some modular pieces for our Aztec map..
Nice! How are you going to approach the textures? If gonna have any :P One single big one?
Also wondering how you went about and did the pillars unevenness? Zbrush, sure. But is it fuck the concrete up and then go back with a morph brush?
Keep em coming (:
hmmm an animated avatar would be even cooler... nah don't get me even thinking about it! I am way too lazy for that
nope, but for the rest of the sites I am using it... like PC