biofrost maybe work on your phong shading on those gold bits they look very rounded at the moment not sure what you are making it in but it might require slicing a few loops into the objects, once the shading is displaying the way you want perhaps the gold will look better? or is it meant to be rounded like that?
Nice too see your new stuff, Virtuosic.:) Looking solid so far, I like the palette.
With an some proper lighting it would be completely awesome. Keep it up!
darb: nice assets but you've got to fix that wobble on the toilet tank lid, i know there's a lot of talk about just how it's done but just go ahead and paint that out in photoshop.
KartoonHead: pictured in zbrush but are you building it in zb, rather than max? been seeing a lot of tutorials from guys who are going zb-only for hard surface workflow in nontraditional ways which i am curious about, that's not what you're up to here, is it? iok's got a pretty good looking 1911 too btw the race is on gentlemen
Here is a Nobleman that I have been working on over the last couple of months.
and heres some bling
Chivalry is up for voting in indiedb's annual 'indie of the year' competition and there are 2 days left of voting :O Any votes will be greatly appreciated, you don't need to register or fill out any forms , it is just a case of clicking the button on the countdown times - http://www.indiedb.com/games/chivalry
I voted Barnesy. The character looks great, as does the rest of the Chivalry project. I have been following the project for quite some time now. It's really looking quite good.
so he's like a space miner... and an old geezer or somthing >_>
(wip to the max, and i got no idea where i'm going with his outfit. Gotta concept some space mining tools)
ohh now that's a clever idea that i can't believe i didn't think of. no need for a mirror in front of the computer, durrr
Yeah man, people do actually like having their portrait done, so I believe they will actually sit still for a couple of hours, you know? Plus you can switch between talking to your friends/gf/family with video, and showing them the actual progress by sharing your monitor so it doesn't get boring. And who of us doesn't use at least two monitors anyway?
KartoonHead: pictured in zbrush but are you building it in zb, rather than max? been seeing a lot of tutorials from guys who are going zb-only for hard surface workflow in nontraditional ways which i am curious about, that's not what you're up to here, is it? iok's got a pretty good looking 1911 too btw the race is on gentlemen
Unfortunately not! I'm simply adding details in ZBrush that are quicker to do there than in Maya (using Maya btw, haven't really had a go with Max yet, but the general consensus is that Max is the way to go for gaming, if anyone fancies shouting out about this please go ahead; don't want to be working with tools that might damage my chances of finding a job!).
As for the race, I fully suspect that I'll be finishing last, I've go so much going on at University at the moment that it's really cutting into my modelling time (getting my priorities a little mixed up here, I know XD).
I really prefer B, but I am worried about how it will animate (for posing purposes), perhaps it will cause pinching?
No pinching is really going to happen. The edge loop where the bicep meets the deltoid shouldn't be crunching anyhow. Even if you blend your weights at that point at most the strength will be less than 0.1. The edge loop where the deltoid meets with the pectorals is where most of your crunching will occur.
Anyhow, if you're going to be using a normal map, I don't see why it matters. You may as well use which ever method works best for you and has the most flexibility with the least amount of crimping.
If you feel method A works best for you (least amount of crimping, most flexibility) then use that method. The normal map will give you the information that method B would be conveying anyhow. The difference is minimal.
Well, I thought I was satisfied with this however I woke up today and I dislike it. Any suggestions on how I could improve this guy? Or should I move onto another piece?
^ Looks awesome, the only thing that I reacted on was the thickness of the armor(?) plate on the front thighs, it looks a bit too thick.
Other than that, I think it looks nice!
Trying to do some fanart of 'Monkey' from Enslaved, I'm kinda struggling to get a likeness to him but I figure the more practice the better. Just a model & color blockout...
Very good stuff on this thread, keep it up
Here is my first attempt at hand painted texturing (rocks)
Model was sculpted in mudbox (rendered in UDK, vegetation from UDK)
Here is something I am doing in my spare time. Its the first time I am working in the Crysis engine so I am still learning its tricks Still adding some small frequency details like signs and what not.
Gave animating trees a go, pretty happy with the result though I've been a bit lazy on the vertex weighing. Now I just wish I worked in an engine that supported sun shadow maps...
[ame="http://www.youtube.com/watch?v=1OW7k9QAAOw"]Source Engine - Animated Trees - YouTube[/ame]
Replies
Havent posted in here for ages, back with a cross post yeeea
Block colour and early face work, sword and buckles soon!
With an some proper lighting it would be completely awesome. Keep it up!
KartoonHead: pictured in zbrush but are you building it in zb, rather than max? been seeing a lot of tutorials from guys who are going zb-only for hard surface workflow in nontraditional ways which i am curious about, that's not what you're up to here, is it? iok's got a pretty good looking 1911 too btw the race is on gentlemen
and heres some bling
Chivalry is up for voting in indiedb's annual 'indie of the year' competition and there are 2 days left of voting :O Any votes will be greatly appreciated, you don't need to register or fill out any forms , it is just a case of clicking the button on the countdown times - http://www.indiedb.com/games/chivalry
Thanks
~3 hour sculpt/portrait, through skype video chat.
More on this kid:
@POFFINGTON Thanks, done!
@konstruct Thanks, done!
You can check updated version here http://www.polycount.com/forum/showthread.php?t=92086
@MaVCArt no promblem
@Tigerfeet You are welcome!)
Cheers!
(wip to the max, and i got no idea where i'm going with his outfit. Gotta concept some space mining tools)
and the face
critiques on the edgeflow definately welcomed, particularly at this stage since I haven't gone in and done any details or anything.
-The thighs could use more polys to even things out.
-Shoulders too broad, too strong. Will fix those up once I complete the arms.
http://www.youtube.com/watch?v=60wULPvFOPw&feature=youtu.be
Uploaded with ImageShack.us
Georges! Very nice! Hope his ACL gets better. Was really looking forward to him fighting Diaz. sigh
ohh now that's a clever idea that i can't believe i didn't think of. no need for a mirror in front of the computer, durrr
i really dont know which way to go; i have decided it will definately be either;
A) 'bendy straw' method
'muscle shape' method
i really prefer B, but i am worried about how it will animate (for posing purposes), perhaps it will cause pinching?
Yeah man, people do actually like having their portrait done, so I believe they will actually sit still for a couple of hours, you know? Plus you can switch between talking to your friends/gf/family with video, and showing them the actual progress by sharing your monitor so it doesn't get boring. And who of us doesn't use at least two monitors anyway?
Unfortunately not! I'm simply adding details in ZBrush that are quicker to do there than in Maya (using Maya btw, haven't really had a go with Max yet, but the general consensus is that Max is the way to go for gaming, if anyone fancies shouting out about this please go ahead; don't want to be working with tools that might damage my chances of finding a job!).
As for the race, I fully suspect that I'll be finishing last, I've go so much going on at University at the moment that it's really cutting into my modelling time (getting my priorities a little mixed up here, I know XD).
(not correct smoothing groups everywhere)
No pinching is really going to happen. The edge loop where the bicep meets the deltoid shouldn't be crunching anyhow. Even if you blend your weights at that point at most the strength will be less than 0.1. The edge loop where the deltoid meets with the pectorals is where most of your crunching will occur.
Anyhow, if you're going to be using a normal map, I don't see why it matters. You may as well use which ever method works best for you and has the most flexibility with the least amount of crimping.
If you feel method A works best for you (least amount of crimping, most flexibility) then use that method. The normal map will give you the information that method B would be conveying anyhow. The difference is minimal.
I'm currently making these three pieces, concepts by Eric Ridgeway.
Other than that, I think it looks nice!
These look very nice. They came out clean except around the top of the toilet, I think you might have to tweak your cage around there.
hey thanks! yeah cant wait to see that fight!!!
Bake with Mudbox....never goes wrong... or make the envelope bigger
Rule of thumb is you only have hard edges on 90 degrees or tighter/smaller. Those edges look like they would be greater than 90 degrees.
You'd also want hard edges on your mesh where your UV shells borders are.
[ame="http://www.youtube.com/watch?v=gHq231cs5lE&feature=channel_video_title"]Lowpoly CANNIBAL turntable in Marmoset - YouTube[/ame]
Thanks man! I made this one with mudbox:
Crosspost from my wip thread! Click for more images or whatever if you like!
Volcano is all Landscape with a lanscape mat. UDK tree obvs :shifty:
Here is my first attempt at hand painted texturing (rocks)
Model was sculpted in mudbox (rendered in UDK, vegetation from UDK)
Well, I'm done with this, enough by now to me...
Uploaded with ImageShack.us
turntable of my character in marmoset
Any chance we can see a breakdown? Looks really nice
crit away :P
[ame="http://www.youtube.com/watch?v=1OW7k9QAAOw"]Source Engine - Animated Trees - YouTube[/ame]