Looking good so far Metall. THere are two things that I see you can fix up. The first is the contrast. YOu need some more dark shadows and some more highlights. The second is that some of the dark strokes in the grain of the wood are a bit jagged.
hey Metall, monitor wise ya an IPS panel is really nice, but if you can't manage to swing it do some research and you should be able to find something you can work with. On the texture side I agree with Kosh you are very mid tone right now and need to start pushing your ranges.
Quick sketches for finding good proportions. I plan to make some colossus/golems for my game based on a common skeleton. Its hard to get various monster in the same theme with the same type of bones.
This is my first try at a tileable mesh. I was initially trying for a tileable texture, but i don't know how to go about doing that in zbrush. I've just realised that i've lost some detail, probably because i dont have the normal map applied. But yeah if there was anyway i could turn this into a tileable texture i'm sure you guys and girls would know!
L shaped paving stones look very, very odd to me, but solid work nonetheless, MrNinjutsu.
Thanks Yeah, just thought i'd throw them in to make it look a little different.
I solved the issue, pretty much - i got 9 parts to tile properly in max then rendered it out, then in photoshop just trimmed the excess and resized to 1024x1024 and it seems to do the trick!
jeremiah_bigley - thats awesome, really like those oranges and pinks on the face
a model I've been picking away at for a while, a Tau Kroot from Warhammer 40K...
KROOOOOOOOT! Poor guys never got enough love.
I don't know if it's just the perspective or what, but I didn't recognize it as a kroot right away. I feel like the bottom jaw is too overpowering and he needs more from his upper jaw. They always reminded me of parrots when I used to paint them.
I think his 'hair' droops too much as well (once again, I could be completely wrong, it's hard to tell from this angle). Right now he reads more like a predator because of the drooping. I always thought of their hair as quills like on a porcupine, very stiff and erect, as opposed to the predator's more floppy tentacles. (and no that's what she said jokes! lol!)
wow you guys, wonderful works in the last pages. keep it up
second prop work... would like to receive some crits on it, as im planning on making some good props for my folio. cant rely only on environment as i see many environment artists going to the prop side of force too hehe
polycount is 1729 polies, 1024 maps as always. would go lower, but as a folio work i think 1024 fits right
I normally don't do 2D work, but I started doodling and came up with this enchanted tiki thing. I put him on a post for now, but I think it would be fun to do a body. I'd still love to hear any crits on it too. Thanks!
Loving the work here as usual. Always so inspiring.
This is my latest character. Named Vincent. About 22k Tris (intended as a primary character in a current gen video game). Unrigged (pose was done in Zbrush), but otherwise game ready.
I sculpted everything in zbrush btw, so it should look a lot better with normalmaps activated (if unity manages to support directional lightmaps some day)
Nuns N Guns is a top down shooter. You are playing one out of 4 nuns and you have to kill as many zombies as possible
I'll post more updates the next days, already got a lot finished.
Like Nuns N' Guns on FB if you don't want to miss out, but i'll also create a polycount thread
@GoSsS: Don't know the exact polycount at the moment, but really low for a guy working at Crytek
One can fake a lot if the camera Angle is fixed.. used unique cages quite a lot.
I used one 256x256 for the ground, one 512x256 for assets and one 256x256 for self illuminated assets (windows, candles).
Unity right :)I sculpted everything in zbrush btw, so it should look a lot better with normalmaps activated (if unity manages to support directional lightmaps some day):)
It will very soon, with the 3.5 update (wich is coming before the end of this year).
Anyways, these environments are great! I love the lighting.
Cool, looking forward to it!! Was a big let down.. I made so many sculpts and normalmaps and then unity didn't support them.
Unity rocks most of the time though
I looked at the stats and most of the time the env has about 4k tris.
With zombies and shit hitting the fan we should reach 10k tris, seems to be ok on phones nowerdays.
cool!
not loving the shaky head at the start of his idle / idle variation..
can you do start/stops and turns? would be cool to see that!
That's actually what he does when you try to examine empty space. And yeah, I'll be able to do that eventually; I've not actually been able to get a handle on animation blending in Unity.
Replies
@ makecg: glad you like it
First time polypainting... what do you think? Would love some C&C.
Howitzer 2000 track:
And working on the M1117 Armored Security Vehicle (ASV) Tire
ZOMG!
SKAVENS!!!!
i love me some skavens
a model I've been picking away at for a while, a Tau Kroot from Warhammer 40K...
Thanks Yeah, just thought i'd throw them in to make it look a little different.
I solved the issue, pretty much - i got 9 parts to tile properly in max then rendered it out, then in photoshop just trimmed the excess and resized to 1024x1024 and it seems to do the trick!
I don't know if it's just the perspective or what, but I didn't recognize it as a kroot right away. I feel like the bottom jaw is too overpowering and he needs more from his upper jaw. They always reminded me of parrots when I used to paint them.
I think his 'hair' droops too much as well (once again, I could be completely wrong, it's hard to tell from this angle). Right now he reads more like a predator because of the drooping. I always thought of their hair as quills like on a porcupine, very stiff and erect, as opposed to the predator's more floppy tentacles. (and no that's what she said jokes! lol!)
Fun piece, needs some more work
Another shameless cross post from my wip thread, still ultra wip:
second prop work... would like to receive some crits on it, as im planning on making some good props for my folio. cant rely only on environment as i see many environment artists going to the prop side of force too hehe
polycount is 1729 polies, 1024 maps as always. would go lower, but as a folio work i think 1024 fits right
crits welcome
Here's an update :
Guedin - japanese gangster...I'm lovin' it
NICELY DONE! I could recognize what this was as soon as I saw it- I love how you handled everything
still working on this
[ame="http://www.youtube.com/watch?v=xKuYWo9IyBU"]Lawrence Law - Stuff - YouTube[/ame]
This is my latest character. Named Vincent. About 22k Tris (intended as a primary character in a current gen video game). Unrigged (pose was done in Zbrush), but otherwise game ready.
Uploaded with ImageShack.us
cool!
not loving the shaky head at the start of his idle / idle variation..
can you do start/stops and turns? would be cool to see that!
BTW, here is an update on the scifi prop i had been workin on..should have finished this last week
crits and suggestions please..
Awesome stuff! Using Unity? How's that going for you? It's a pretty awesome engine.
@thankupon@ Add some grunge to it? Scratches and the like. PRobably make it more interesting. Good work so far though!
This is our first fairly final level
Like Nuns n' Guns on facebook
Really like it! Respect for the looks with the limits of the game.
Same question !!
This is looking sick man !
How many tris / texture size are you using for this entire level ?
The Level runs on normal smartphones.
I sculpted everything in zbrush btw, so it should look a lot better with normalmaps activated (if unity manages to support directional lightmaps some day)
Nuns N Guns is a top down shooter. You are playing one out of 4 nuns and you have to kill as many zombies as possible
I'll post more updates the next days, already got a lot finished.
Like Nuns N' Guns on FB if you don't want to miss out, but i'll also create a polycount thread
One can fake a lot if the camera Angle is fixed.. used unique cages quite a lot.
I used one 256x256 for the ground, one 512x256 for assets and one 256x256 for self illuminated assets (windows, candles).
Anyways, these environments are great! I love the lighting.
Unity rocks most of the time though
I looked at the stats and most of the time the env has about 4k tris.
With zombies and shit hitting the fan we should reach 10k tris, seems to be ok on phones nowerdays.
This is my last work for my speedsculpt series.
Regards!!
http://danielorive.blogspot.com/
That's actually what he does when you try to examine empty space. And yeah, I'll be able to do that eventually; I've not actually been able to get a handle on animation blending in Unity.
Had my friend Sueann Williams do the design for me as she is way good at cute and colorful stuff, while I take care of the 3D'y part.
Here's what we got so far:
This thing has to be done by monday, and I'm going to WorkshopSF over the weekend. Oh my... :x