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 (:
My method sort of changed across the objects, I will probably go back and make everything match better. The way I found that I like to do it is mostly just carve out with the clay buildup brush and then use the noise brush followed by the dynamic trim to clean things up.
SnaFuBAR -finshed? you have only just started:) everything looks a bit unnatural right now, like you just quickly subdivided it
It is just sub-d'd. Looking to make it look more natural before I take it into mudbox for sculpting. Suggestions? Paintovers? All appreciated, as I'm entirely unfamiliar with head models and this is my first. :polytwitch:
I still need to go in and tweak the positions of a lot of these objects so they aren't floating. I will probably also hand place another hundred or so (right now its just under 500)
Here's some of what I've been up to for the last 48 hours.. I'm happier with some more than others, but here they are regardless. Maybe someone will get a kick out of em.
These are pulled from a game called All Aboard, which was a product of the 48-hour Global Game Jam this past weekend. A group of 4 people, including myself, put together a quirky little flash game revolving around the idea of extinction, Noah's Ark, and various mythological creatures. The whole process was a blast, and we were able to tie for first place in the Pittsburgh Region.
You can play the game if you'd like, but you may run into a few remaining bugs, but its nothing you can't double-click your way through. The sound does go a little crazy at the very end tho, so just watch out for that lol. Just a word of caution: We didn't get a pre-loader or anything like implemented, so it might be a good idea to let the game fully load before playing, lest something strange happen :poly122:.
I handled the creation of all of the creatures featured in the game, drew up some of the illustrations shown, and helped with design (what there is of it). I also helped with recording all of our custom sounds, which is always entertaining.
Finished up Ragnar. I still need to make a proper spec/bump map (engine doesn't support normals) and I may do some color/level adjustments to the diffuse. These are all in-game shots.
I modeled/textured Galactica over a year ago. Looking at it in game makes me want to tweak that again, too
re-did this one, because the old one sucked... it's my steam and intertron avatar
*snip*
mind if i asked how you got that effect? looks really sweet
my turn:
ok so thats my take of my own lightsaber, bit nerdy eh?
as you can see in the bottom right image i tried to get a render with vray and 3ds max with different combinations of lights but all are to dull and nothing lights well, any tips to get a simple render in vray? i am totally stumped, managed to get good ones with my pokeball :S
also, i thought about getting it into marmoset but i need uv and maps for that, and to get uv i need to unwrap, anyone have any tips to unwrap a turbosmoothed/sub d model?
Lots of tests here: First Normal Map, First time using Xoliul's Shader (thanks man), Umm yeah thats about it. One of my first time texturing too... only diffuse and normal (*cough* used diffuse for spec and gloss *end cough*)
Here's some things I've been working on lately. None of these are really finished yet... I think I'm going to spend the next few weeks just working on texturing, because I'm really really weak in that area.
Anyways, here's a dump of stuff:
Some of you might've seen this before when I posted the in game screenshot of her. I haven't had time to work on this at all since then, and it shows (that texture is so bad...). But that was over in the TF2 thread so lots of people probably missed it. As a note, yes, I intend to replace every TF2 character with a Guilty Gear character eventually. Time is a factor, though.
Melee weapon for aforementioned A.B.A. skin.
More character modeling practice. Didn't turn out as well as I would've hoped...
Some texturing and hair alpha mapping practice. WIP.
Sort of Sci Fi gun concept. Was interesting to do because I usually do organic modeling...
One of the stabbington brothers from tangled (1 hr 30 min study) absolutely loved the movie, only just came out in England and I had to sculpt something after seeing it haha, timelapse just uploaded aswell - http://vimeo.com/19398882
Back to my shaders and rendering. This is straight out of MAX, no post work.
Quick question, how do you get a smoother sphere at the poles? I scaled a sphere for the head but when I turbo smooth it it becomes a bit distorted and pinched in places. I know it's because turbosmooth likes quads, wonder if adding more loops will help? I'm going to try some things out.
Quick question, how do you get a smoother sphere at the poles? I scaled a sphere for the head but when I turbo smooth it it becomes a bit distorted and pinched in places. I know it's because turbosmooth likes quads, wonder if adding more loops will help? I'm going to try some things out.
Checking wiki for an answer right now too.
start with a square
make sure it has 4 or 5 equal cuts around all faces (add edges), add the modifier "spherify" and bump the amount to 100
Working on my Mass Effect hallway some more, rendered out the normals for two of the hall bits and the floor panels. I'm going to get all of the normals done for everything before I start texturing.
Replies
My method sort of changed across the objects, I will probably go back and make everything match better. The way I found that I like to do it is mostly just carve out with the clay buildup brush and then use the noise brush followed by the dynamic trim to clean things up.
Audi TT 2007?
It is just sub-d'd. Looking to make it look more natural before I take it into mudbox for sculpting. Suggestions? Paintovers? All appreciated, as I'm entirely unfamiliar with head models and this is my first. :polytwitch:
straight out of toolbag:
lowpoly mesh finished, and normalmaps baked. let me know what u guys think
1024 for the head, 1024 for all the clothes. hopefully be <6000 with the hair
max viewport grab
Slowly filling in the textures and fixing the lighting...
http://www.bischoffart.com/art/oger/oger01.jpg
Here's some of what I've been up to for the last 48 hours.. I'm happier with some more than others, but here they are regardless. Maybe someone will get a kick out of em.
These are pulled from a game called All Aboard, which was a product of the 48-hour Global Game Jam this past weekend. A group of 4 people, including myself, put together a quirky little flash game revolving around the idea of extinction, Noah's Ark, and various mythological creatures. The whole process was a blast, and we were able to tie for first place in the Pittsburgh Region.
You can play the game if you'd like, but you may run into a few remaining bugs, but its nothing you can't double-click your way through. The sound does go a little crazy at the very end tho, so just watch out for that lol. Just a word of caution: We didn't get a pre-loader or anything like implemented, so it might be a good idea to let the game fully load before playing, lest something strange happen :poly122:.
I handled the creation of all of the creatures featured in the game, drew up some of the illustrations shown, and helped with design (what there is of it). I also helped with recording all of our custom sounds, which is always entertaining.
I modeled/textured Galactica over a year ago. Looking at it in game makes me want to tweak that again, too
anyhoo, more on the 3point shader stuff.
mind if i asked how you got that effect? looks really sweet
my turn:
ok so thats my take of my own lightsaber, bit nerdy eh?
as you can see in the bottom right image i tried to get a render with vray and 3ds max with different combinations of lights but all are to dull and nothing lights well, any tips to get a simple render in vray? i am totally stumped, managed to get good ones with my pokeball :S
also, i thought about getting it into marmoset but i need uv and maps for that, and to get uv i need to unwrap, anyone have any tips to unwrap a turbosmoothed/sub d model?
(ps, like the tri-count? if you can read it..)
C+C's welcome.
Keep going with this. I knew exactly what it was without reading.
this was really some of the most fun work experience yet. Even though i could use some time off now ..
is that a realtime capture? or rendered? what shader u using
hot awesomesauce over all the stuff in here! woot
Anyways, here's a dump of stuff:
Some of you might've seen this before when I posted the in game screenshot of her. I haven't had time to work on this at all since then, and it shows (that texture is so bad...). But that was over in the TF2 thread so lots of people probably missed it. As a note, yes, I intend to replace every TF2 character with a Guilty Gear character eventually. Time is a factor, though.
Melee weapon for aforementioned A.B.A. skin.
More character modeling practice. Didn't turn out as well as I would've hoped...
Some texturing and hair alpha mapping practice. WIP.
Sort of Sci Fi gun concept. Was interesting to do because I usually do organic modeling...
Character concept I haven't had the time to complete. Based off this pencil test I did:
[ame="http://www.youtube.com/watch?v=jXMjPYSCu-8"]http://www.youtube.com/watch?v=jXMjPYSCu-8[/ame]
That's about all I've got for now. Crits and comments more than welcome.
Continuing on my robot :
Overall view with some design changes : (as I said i'm mainly inspired by these warjacks : http://privateerpress.com/warmachine/gallery/cygnar/warjacks)
And a close up on the pelvis :
All these great paintings make me want to improve in my painting as well.
jackwhat - nice paints!
gosss - sweet modeling man
swizzle - im digging the paint job on those guys
Ruz Wow. That's amazing. Lots of character.
Itsmario - Turned out really well. Looks good.
Swizzle - Love the colours and the shading.
My soldier character is coming along.
Quick question, how do you get a smoother sphere at the poles? I scaled a sphere for the head but when I turbo smooth it it becomes a bit distorted and pinched in places. I know it's because turbosmooth likes quads, wonder if adding more loops will help? I'm going to try some things out.
Checking wiki for an answer right now too.
go here for more
I was looking for the fullsize artworks on this banner, but can't find the waywo 2010, anybody can help ?
They are obviously scattered around, so happy searching!
attattattack fantastic!
I never expected such a 'simple' normalmap bake to be so hard, still painfully obvious that I am a novice. Onward towards textures!
start with a square
make sure it has 4 or 5 equal cuts around all faces (add edges), add the modifier "spherify" and bump the amount to 100
Making a battle vixxen, Vandal Hearts inspired
Finished my Thompson
thanks :poly142:
DKK> thx too
Working on my Mass Effect hallway some more, rendered out the normals for two of the hall bits and the floor panels. I'm going to get all of the normals done for everything before I start texturing.