Tweaked the mesh of the face a little bit and made it a bit more flat. I wan't to keep the face there slightly because this guy is going to end up having different textures, while most will probably still keep a black face, I'd like the option to be able to texture a mask or something else there
I'm doing this radar thingy from this wildstar online concept. I think im probably done with the high-poly (minus some proportion tweaks) and will make a lowpoly for it in the morning.
Inspired by another scene in this thread, I started playing with a library scene of my own. I think I'm going to try and blow a hole on the wall and have books and bricks scattered about as the focal point. Right now, I only have a book and a stack of candles modeled ... the wood textures were something I sculpted in ZBrush and then finished in Photoshop/CrazyBump.
So much badassery on the previous page! really inspirational
danitchu,
I love it, can you tell us how you go about designing something like this? It's so packed with detail I have no idea where you'd begin.
ladyknowles,
I love the wood texture, but the roof looks a little strange - what material are you trying to define here? maybe the roof could use some angles, to give it some character.
Shiv,
nice design, and a really fun style. but I feel the mud splats look too noisy. maybe you could vary their size and boost the spec/gloss to give a wet look that differentiates them from the base texture?
seforin,
I love this, the colour palette gives it a real WW1 style. Not sure if that's what you're aiming for, but it works
Harry,
nice work but the pale clumps on the mid-right side seem to pop out, they look very planar
Screwonhed,
great texture. very solid looking
dummyyou,
love it, amazing style. the red is glaringly saturated, but it works with this style I think
pinkbox,
looks good but I'd suggest reworking the facial proportions for a more feminine appearance. I think giving more thought to where the cloth folds, crumples, and stretches would help the realism too.
WarrenMarshall,
nice! the candles look a bit... rocky, in a way. a SSS material would really sell it
jramauri,
the clavicles seem at a very high angle, as do the traps. but I really like that face
Tweaked the mesh of the face a little bit and made it a bit more flat. I wan't to keep the face there slightly because this guy is going to end up having different textures, while most will probably still keep a black face, I'd like the option to be able to texture a mask or something else there
What'cha think?
I still really don't like the black face with the glowing eyes, but that's just a personal preference. Fixing the geometry so that the edge isn't in the middle of the eye helped a lot.
Chai - thanks for the input the underside is much brighter in the lowpoly.
Also if you want free photo reference I've got a couple hundred pictures here from all over the place (and thousands more I need to upload). Take anything you want. Use it any way you want.
I *think* the new ZBrush 4R2 can blend between MatCaps smoothly, check the ZClassroom, I remember seeing a tutorial on this.
I don't have find tutorial. However, I think I've found the feature you talking about: Materials Blend Radius. This page talk about it, but I don't have Zbrush 4R2 install for the moment to test this new feature.
Hey erich, maybe beef up the legs a bit? that would help the silhouette.
I think you could bring them a bit closer to the Hip as well. cool piece so far!
Good call, It may also be that I suck at rendering in maya and for some reason the DoF is super high be default. Anyone have any good tutorials for mental ray rendering in Maya?
Here is an update, I painted some more AO into the textures. Also stylized the building more. Pretty much done now. Hope you guys like
damn, it looks good man. One thing I would say is that you haven't taken full advantage of presenting it on a 2d plane, meaning I think you could make the composition better. Right now there's a big tangent on the building and the foreground post. I would try some different angles and what not.
skiv - yeah it wasn't that the hands themselves were overdone somehow it was just the feet being tiny seems a bit odd on a character so bulky. I thought a big pair of humungous boots might look better.
Carpet slippers are fine too though .
Screwonhed: Post some maps those textures look awesome, would love to see how it all looks flattened!
Any additional crits before I put a fork in this baby? I know its not the most exciting prop but I need the texturing and high to low poly practice.
1612 Tri's
1024x maps
Hey everyone this is a new guy im workin on. Im gonna try to put him into the marmoset engine. Im traking my progress in another thread if some of you peps want to help me out or give me some advise. (which would be great)
Sorry to keep everyone in suspense. Ha! I looked up a lot of reference while painting. I also found a couple really good tutorials from fellow polycounters that i took and ran with. Here's the flats, i only made a diffuse, no spec, and the unwrap is a little poopy (but it was easy to paint on). It was meant mostly to be a painting exercise. Enjoy!
dummyyou -- Really nice, I love the look of your insanely saturated colours! Really feels like a feast for the eyes!
jramauri -- The face on your model is great, but you need to work on getting that feeling into the rest of the body. If you haven't done this already, I'd suggest sketching out the pose you want loosely, pose it out yourself, and/or find good reference of the pose you want. Don't be afraid to really push and pull what you have now to get it how you want.
Replies
More texture work
Tweaked the mesh of the face a little bit and made it a bit more flat. I wan't to keep the face there slightly because this guy is going to end up having different textures, while most will probably still keep a black face, I'd like the option to be able to texture a mask or something else there
What'cha think?
@MM Masterful work! love everything about it!
I'm doing this radar thingy from this wildstar online concept. I think im probably done with the high-poly (minus some proportion tweaks) and will make a lowpoly for it in the morning.
Beautiful work guys!
reminds me of Australia... nice work nevertheless
@ beancube, Ruz, seforin, Peris.. amazing work guys.. lookin fwd to see the final piece. :poly136:
and wires (1016 tris)
If it had any more it'd be the ugliest thing possible, but maybe that was your intention?
either way it's got too much going on in general. need to tone down all that clutter and get some focused shapes and sillouette going.
@dummyyou, Nice style, I like it
Keep the good work coming up!
I really like the model/texture but the black face seems so 'cheap' compared to the quality of rest of the model. Maybe make it more like a mask?
Concept.
http://chainsawart.blogspot.com/search?updated-max=2008-03-11T13:44:00-07:00&max-results=50
been learning a lot on anatomy and using this as a test on workflow and trying out mudboxs features and becoming familiar with the sculpt tools
spent a few hours last night and this is where its at so far..
sarcasm spotting fail.
danitchu,
I love it, can you tell us how you go about designing something like this? It's so packed with detail I have no idea where you'd begin.
ladyknowles,
I love the wood texture, but the roof looks a little strange - what material are you trying to define here? maybe the roof could use some angles, to give it some character.
Shiv,
nice design, and a really fun style. but I feel the mud splats look too noisy. maybe you could vary their size and boost the spec/gloss to give a wet look that differentiates them from the base texture?
seforin,
I love this, the colour palette gives it a real WW1 style. Not sure if that's what you're aiming for, but it works
Harry,
nice work but the pale clumps on the mid-right side seem to pop out, they look very planar
Screwonhed,
great texture. very solid looking
dummyyou,
love it, amazing style. the red is glaringly saturated, but it works with this style I think
pinkbox,
looks good but I'd suggest reworking the facial proportions for a more feminine appearance. I think giving more thought to where the cloth folds, crumples, and stretches would help the realism too.
WarrenMarshall,
nice! the candles look a bit... rocky, in a way. a SSS material would really sell it
jramauri,
the clavicles seem at a very high angle, as do the traps. but I really like that face
I still really don't like the black face with the glowing eyes, but that's just a personal preference. Fixing the geometry so that the edge isn't in the middle of the eye helped a lot.
Not finished with the top left torso. Got one more to do before I move onto helmets and backpacks.
I finished in ZBrush
[:]
Nice! How are you handling textures for all these different parts?
Also if you want free photo reference I've got a couple hundred pictures here from all over the place (and thousands more I need to upload). Take anything you want. Use it any way you want.
My Photoref Site
See the thread: http://www.polycount.com/forum/showthread.php?t=91022
I don't have find tutorial. However, I think I've found the feature you talking about: Materials Blend Radius. This page talk about it, but I don't have Zbrush 4R2 install for the moment to test this new feature.
Thank you for your help.
Very nice. Loving the textures.
How are you doing those speculars? Are they painted into the texture, or is it a spec map? Can you post the maps?
Hey erich, maybe beef up the legs a bit? that would help the silhouette.
I think you could bring them a bit closer to the Hip as well. cool piece so far!
Ditto this, would love to see the breakdown. Looks great!
Here's my wip model. Still a lot of work... hope you like it
Uploaded with ImageShack.us
damn, it looks good man. One thing I would say is that you haven't taken full advantage of presenting it on a 2d plane, meaning I think you could make the composition better. Right now there's a big tangent on the building and the foreground post. I would try some different angles and what not.
yeah, it's a little exaggerated. and there's only four fingers on his hands
Screw, ditto with everyone else. How'd you get that specular looking so awesome?
Carpet slippers are fine too though .
stuff im working on:
Defenders of the last Colony
You can follow the development here in polycount:
http://www.polycount.com/forum/showthread.php?t=90700
Twitter: @knittedpixels
Trailer:
[ame="http://www.youtube.com/watch?v=toVXBYNH0pA&hd=1"]YouTube - Broadcast Yourself.[/ame]
Some Artworks:
More artworks at:
http://knittedpixels.tumblr.com/
Cheers!!
Any additional crits before I put a fork in this baby? I know its not the most exciting prop but I need the texturing and high to low poly practice.
1612 Tri's
1024x maps
used this 2-3 hour-ish pan to just try out my *cough* metal texturing *cough* and to just keep working on something
PS: I hate waviness *shoots self*
Thread: http://www.polycount.com/forum/showthread.php?p=1474585#post1474585
http://www.polycount.com/forum/showthread.php?t=91709
and here are the two tuts:
For the wood: http://www.tmhunt.com/pics/wood_tute.jpg
For the metal: http://www.3dtotal.com/tutorial/texturing_and_lighting/brief_consideration_about_materials/brief_consideration_about_materials_01.php
dummyyou -- Really nice, I love the look of your insanely saturated colours! Really feels like a feast for the eyes!
jramauri -- The face on your model is great, but you need to work on getting that feeling into the rest of the body. If you haven't done this already, I'd suggest sketching out the pose you want loosely, pose it out yourself, and/or find good reference of the pose you want. Don't be afraid to really push and pull what you have now to get it how you want.
Added hair and a few more touch ups to this walk, calling her done!
[ame="http://www.youtube.com/watch?v=O_siPawn1XY"]Sexy Walk Cycle -- 2D Animation - YouTube[/ame]