Hi i am new to Polycount, however not that new to 3D modeling, saying that though i have only done mostly low poly objects, the recent one would be this lantern model hanging from a piece of wood. Oh and i set it to a I map in 3ds max.
Overall i am very happy, and what pictures i have seen in this thread amaze me.
Wow dannedadon - meticulous textures and solid material definition; really believable. That head is fantastic too - almost a shame it's hidden behind that helmet
atm the robes look a bit bland, but once i've baked the normals down and start to texture, i'll be making them look all ragged through alpha maps.
also, the cloak is going to be made from something like dragon skin, providing i can figure out how i want to do that lol.
SsSandu_C - Nice wrench!
MM - Wow, nice detail... very lifelike. Lookin' forward to the tutorial.
LRoy - Lookin' awesome. Maybe braids or just simple locks... something that has a thickness to it.
dannedadon - Sweet texturing!
almighty_gir - I dig this guy... interesting idea with the cloak, you might wanna make sure it's UVed first so it can be easier to add some scales/skin.
Finally got around to texturing this guy... gotta work on his FPS arms next.
Marshal Banana! cool! feels very old lucasarts 3d adventure-esque!
hope it doesn't take away time from your top down game though, the one with the surprisingly cool characters! ;D
good job on the pose as well! what are you plans on animating the eyes? got some separate eyelid meshes so that he can squint and blink or?
meh..anyways, awesome!
I've started messing with Maya's wind/fluid/stuff. The goal is to get is near to FoilSim with regards to quality and accuracy. It's not gonna be BMW's F1 monstrosity, but if I can tune it to FoilSim then it should be good enough for model planes, etc.
Right now I'm starting to get to grips with the 'air' Maya thinks exists, and figuring out how to quantify the reynolds numbers in Maya so it works realistically.
It's going nicely; check out that vortex shedding!
Going for ink- flat materials for my new uni project. Rather fun to play with. Slightly got the idea from Matth haha. Saves UVmapping a whole load of stuff ;')
~ also rigged the robo for a little fight scene that ill have time to do since i wont be uv'ing ;'D
tokidokizenzen: Sweet concept, thought it was a model at first glance.
Realized I can't call myself a 3D artist if I've never made a wooden barrel.
So I've been working on the ubiquitous wooden barrel...
That's also a sentry robot.
Impractical? Yes. Fun? Oh yes.
Just testing out some of the mechanics. Still WIP
Is that gold ?
Just thinking out loud here, but what if you contrast it and part of the metal more ? which should break it up more compared to the cloth and blue crystal thing.
Hi
This is my first posting I'm currently working on this character I've been struggling with the edge loops although I'm not sure if I got them right so here it is a work in progress any feedback would be much appreciated thanks
Hi
This is my first posting I'm currently working on this character I've been struggling with the edge loops although I'm not sure if I got them right so here it is a work in progress any feedback would be much appreciated thanks
Pardon my french, but no reason to be stuck in 1996 mate.
Use a sculpting app (e.g. zbrush, mudbox), and do retopology afterwards if you really need them edge loops. (via 3dcoat, topogun, modo, maya's nex, etc ..)
Benji, Rion411, itismario, TeriyakiStyle and everyone who commented and helped me make it better - thanks for the kindness regarding my marine
zxcnab - Sculpting like a boss, like it but one thing is that the bottom parts of the dress feel really thick. Thicker than it should be. But its kinda hard to tell from that angle so I might be wrong.
MM - That sculpt is BAD-ASSS! moar please
klingos - I'm no animator but I like them. Specially the little stuff like the way he rolls the weight forward and then back before he lifts it.
Rion411 - Pretty nice character man. I do feel you could push the textures a little more. Maybe add something of interest that pulls the eye towards the jacket (insignia of some sort maybe?)
ScudzAlmighty - Sweet polypainting man
I started a small wip, this is also going to be a bust, but much simpler. Just doing a female. Going to add some stuff to make her a little more interesting (hair, glasses, neckless) and maybe do a shirt of some kind. dunno yet. A few things I'm not happy with right now (mouth and ears mostly) but hopefully this will get better Aiming to be finished by friday
I realize that this is just a study, but what I'm feeling from this is it's too hot. I think the shadow area's would go toward the desaturated blue-purple hue to add visual excitement and contrast. And the warm area's could use a bit higher hue, flayored with some yellow-orange at a higher saturation for more pop.
Very nice! Great sci-fi functionality! Looks like it actually could work! With your permission it would be great to model this sucker out in the future!
I just realized I haven't posted at this forum in like forever maybe even forever so it's time to do so!!
I am currently attending Visual Arts at the NHTV University in Breda Holland.
And for my course of texturing I wanted to start on some handpainting textures in Photoshop with my Wacom Bamboo tablet.
This is the first result. I know it is not that good yet but I was hoping some of you guys could help me out and give me some pointers.
Also i know this is not the right thread but i am looking for a new Monitor and i was wondering if it is vital for me to buy an IPS monitor. I am only a poor student and an normal IPS monitor is niet really affortable for me. Wat do you guys recommend?
Replies
Overall i am very happy, and what pictures i have seen in this thread amaze me.
Little update. I'm not sure how to handle hair coming out of the hood.
SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSssssssssssssss
Big thanks to JGcount for a really cool character. I love him.
[ame="http://www.youtube.com/watch?v=sJD9cqb5mFc"]strongman_lift[/ame]
[ame="http://www.youtube.com/watch?v=KmNIXkezsFU"]strongman_run[/ame]
[ame="http://www.youtube.com/watch?v=K5UB6A98fg8"]strongman_bow[/ame]
Handle scale is a bit off in this image, it's been corrected.
Moar !
A sleuth named Lawrence Law. Not the best render, but whatever.
more pics in my thread
I really should figure out how to work with shaders properly.
atm the robes look a bit bland, but once i've baked the normals down and start to texture, i'll be making them look all ragged through alpha maps.
also, the cloak is going to be made from something like dragon skin, providing i can figure out how i want to do that lol.
criticism greatly appreciated.
MM - Wow, nice detail... very lifelike. Lookin' forward to the tutorial.
LRoy - Lookin' awesome. Maybe braids or just simple locks... something that has a thickness to it.
dannedadon - Sweet texturing!
almighty_gir - I dig this guy... interesting idea with the cloak, you might wanna make sure it's UVed first so it can be easier to add some scales/skin.
Finally got around to texturing this guy... gotta work on his FPS arms next.
low-poly wires are on my blog but haven't baked yet so the normals and diffuse map are still coming.
MM, you're really something man. Bravo
More on 'im
hope it doesn't take away time from your top down game though, the one with the surprisingly cool characters! ;D
good job on the pose as well! what are you plans on animating the eyes? got some separate eyelid meshes so that he can squint and blink or?
meh..anyways, awesome!
Project thread
oh god, I can see this taking all of my time...
I've started messing with Maya's wind/fluid/stuff. The goal is to get is near to FoilSim with regards to quality and accuracy. It's not gonna be BMW's F1 monstrosity, but if I can tune it to FoilSim then it should be good enough for model planes, etc.
Right now I'm starting to get to grips with the 'air' Maya thinks exists, and figuring out how to quantify the reynolds numbers in Maya so it works realistically.
It's going nicely; check out that vortex shedding!
Going for ink- flat materials for my new uni project. Rather fun to play with. Slightly got the idea from Matth haha. Saves UVmapping a whole load of stuff ;')
~ also rigged the robo for a little fight scene that ill have time to do since i wont be uv'ing ;'D
Realized I can't call myself a 3D artist if I've never made a wooden barrel.
So I've been working on the ubiquitous wooden barrel...
That's also a sentry robot.
Impractical? Yes. Fun? Oh yes.
Just testing out some of the mechanics. Still WIP
Omnicypher, awesome!
Edit
Png's arent working for some strange reason, there coming out really bright. Any help as to why?
Is that gold ?
Just thinking out loud here, but what if you contrast it and part of the metal more ? which should break it up more compared to the cloth and blue crystal thing.
This is my first posting I'm currently working on this character I've been struggling with the edge loops although I'm not sure if I got them right so here it is a work in progress any feedback would be much appreciated thanks
Pardon my french, but no reason to be stuck in 1996 mate.
Use a sculpting app (e.g. zbrush, mudbox), and do retopology afterwards if you really need them edge loops. (via 3dcoat, topogun, modo, maya's nex, etc ..)
This is awesome, great sense of color and unification!
zxcnab - Sculpting like a boss, like it but one thing is that the bottom parts of the dress feel really thick. Thicker than it should be. But its kinda hard to tell from that angle so I might be wrong.
MM - That sculpt is BAD-ASSS! moar please
klingos - I'm no animator but I like them. Specially the little stuff like the way he rolls the weight forward and then back before he lifts it.
Rion411 - Pretty nice character man. I do feel you could push the textures a little more. Maybe add something of interest that pulls the eye towards the jacket (insignia of some sort maybe?)
ScudzAlmighty - Sweet polypainting man
I started a small wip, this is also going to be a bust, but much simpler. Just doing a female. Going to add some stuff to make her a little more interesting (hair, glasses, neckless) and maybe do a shirt of some kind. dunno yet. A few things I'm not happy with right now (mouth and ears mostly) but hopefully this will get better Aiming to be finished by friday
This one is mine.
I realize that this is just a study, but what I'm feeling from this is it's too hot. I think the shadow area's would go toward the desaturated blue-purple hue to add visual excitement and contrast. And the warm area's could use a bit higher hue, flayored with some yellow-orange at a higher saturation for more pop.
The fast brushstroke is pure win though.
Turntable here: http://vimeo.com/32115375
That belongs in a
Very nice! Great sci-fi functionality! Looks like it actually could work! With your permission it would be great to model this sucker out in the future!
Or Tim Burton's twisted live action Mario film.
I just realized I haven't posted at this forum in like forever maybe even forever so it's time to do so!!
I am currently attending Visual Arts at the NHTV University in Breda Holland.
And for my course of texturing I wanted to start on some handpainting textures in Photoshop with my Wacom Bamboo tablet.
This is the first result. I know it is not that good yet but I was hoping some of you guys could help me out and give me some pointers.
Also i know this is not the right thread but i am looking for a new Monitor and i was wondering if it is vital for me to buy an IPS monitor. I am only a poor student and an normal IPS monitor is niet really affortable for me. Wat do you guys recommend?