I'll go over it again, and add a few more loops here and there. Maybe I'll base the wheel arches off perfect circles instead of tracing :P
I tried lower poly version and it lost all identity, so I guess you were right.
I'd like to have a got at an Iphone game but I don't have a Mac, so its kinda out of the question, but I'll hold onto this for a lightweight (<20MB) PC racing game or something.
Here's a video of an earlier version spinning: http://vimeo.com/19082054
Erik Rönnblom - everything is so 'liney'. would n't it make more sense to have bigger bevels as the light will catch them better. imagine if that texture gets reduced to 512x512, those lines/edges will pixelate like mad
I finally got around to doing some (semi)personal 3d, started this guy for a workshop last month and he's almost done.
Since I'm an idiot and new to Marmoset I didn't keep a higher res screenshot or the lights & post settings from that shot so I'm gonna have to redo that sometime. The hologram is a separate max render btw.
@peppi, looks awesome If you get around to render it out in marmoset again, you could add the hologram as an simple alpha with emessive.. You should add a blue light in marmoset to (:
No, unfortunately it's for an E.III. I couldn't find enough references for the UR.I so I went with what I had info on, and looked convincing enough.
Right after i finished modelling i found some great UR.I references
However, this and its prop are mapped to their own sheet so in theory if i can ever be bothered making the UR.I i can switch it out... and use this in a Dr.I.
My second go at sculpting a character in Zbrush. This is for a university module. I'm more of an environment artist but this turned out to be quite fun!
We have to make a character in a program of our choosing, and then import it into UT3 as a custom character. Hence the proportions; we have to fit it to the Unreal rig!
Made some wallpapers for friends, 1280 x 800 . Need to work on my materials and shadow more, I think I removed too much shadow with the lights .
Thanks for your help Mike Yevin! I used a cube and spherified it like you said, then just took the top of it and joined it with the top of my bullet, rather than modeling the whole thing, totally worked! Thanks again.
After seeing some of Jeremiah Bigley's work (which is fantastic) I thought it would be good practice to try to make a similar fire hydrant.
I still have a few areas and some stretching to fix. Rendered with the 3point shader.
Erik Rönnblom - that's better, but personally I would make the bevels even fatter.I suppose its just a case of zooming out a bit and see if the the thing pops from a distance, but I am no expert on env stuff:)
Hi, first post ever....
A ton of awe inspiring work on here, I love Polycount
Anyway, I have been doing this detectives office, 1930's film noire style, for the last few weeks now. The whole scene is just under 25K tris, I intend to put it in a next gen game engines (probably gonna be looking at using UDK).
Just finished all modelling and unwrapping, and threw in some basic lighting. A ton more detail to be done with texturing and normal maps.
Oh and sorry bout the massive image sizes, not sure about whats the norm, but yea these are full HD :S
I finally got around to doing some (semi)personal 3d, started this guy for a workshop last month and he's almost done.
Since I'm an idiot and new to Marmoset I didn't keep a higher res screenshot or the lights & post settings from that shot so I'm gonna have to redo that sometime. The hologram is a separate max render btw.
really like this - right up my alley, so to speak!
Thank you guys
JohnnyRaptor: Yes that shot is from Marmoset.. wires below. The tricount is slightly above 10k (the stand/hologram are another 3.5k together).
sltrOlsson: I'm sure there was a blue light in there at some point.. I'm going to increase the strength in the next version and make sure it doesn't get eaten in the post process.
ae.: Thanks man, yeah I'm working on some more stuff and hope to get the site back up sometime this year.. I doubt it'll be ready before summer though.
Replies
I'll go over it again, and add a few more loops here and there. Maybe I'll base the wheel arches off perfect circles instead of tracing :P
I tried lower poly version and it lost all identity, so I guess you were right.
I'd like to have a got at an Iphone game but I don't have a Mac, so its kinda out of the question, but I'll hold onto this for a lightweight (<20MB) PC racing game or something.
Here's a video of an earlier version spinning: http://vimeo.com/19082054
Thanks for the crits!
Finished!
Now to start working on some kind of wall...
I finally got around to doing some (semi)personal 3d, started this guy for a workshop last month and he's almost done.
Since I'm an idiot and new to Marmoset I didn't keep a higher res screenshot or the lights & post settings from that shot so I'm gonna have to redo that sometime. The hologram is a separate max render btw.
quick question is there an ETA on your site, its been empty for months and i was wondering if your gonna update it anytime soon? :P
just wanted to do something funier for my portfolio, I will probably keep it high res/rendered.
about 4500 tri
Harry, looking good. Fokker Dr.I?
Right after i finished modelling i found some great UR.I references
However, this and its prop are mapped to their own sheet so in theory if i can ever be bothered making the UR.I i can switch it out... and use this in a Dr.I.
We have to make a character in a program of our choosing, and then import it into UT3 as a custom character. Hence the proportions; we have to fit it to the Unreal rig!
Small contribution. Getting this warmup Victorian scene modelled out before moving on...
@peppi: i-is that a tentacle Michael Jackson?
@Ruz: thanks for the great crit, you mean make it more like this?
just my latest college brief
Brothers Grimm Tale, I chose rapunzel
also very nice jocz
applied a better skin matcap and did a little more painting.
im going to make a low rez of this and transfer the ploypaint
Thanks for your help Mike Yevin! I used a cube and spherified it like you said, then just took the top of it and joined it with the top of my bullet, rather than modeling the whole thing, totally worked! Thanks again.
I still have a few areas and some stretching to fix. Rendered with the 3point shader.
wireframe
This lady is almost done.
something that doodled with late last year as part of something else
I want your babies!
Pyramideadcubis?
This thing is messin wit me. All my preplanning meant nothing in the end. lol
nice attention to detail, rarely seen!
A ton of awe inspiring work on here, I love Polycount
Anyway, I have been doing this detectives office, 1930's film noire style, for the last few weeks now. The whole scene is just under 25K tris, I intend to put it in a next gen game engines (probably gonna be looking at using UDK).
Just finished all modelling and unwrapping, and threw in some basic lighting. A ton more detail to be done with texturing and normal maps.
Oh and sorry bout the massive image sizes, not sure about whats the norm, but yea these are full HD :S
Critiques definitely welcome!
I am currently working on an animation to improve my demo reel. I would really appreciate feedback on this, thanks.
Right now I am looking for critique on general movement and positioning, I am aware of some leg pops and other mistakes like it.
[ame]http://www.youtube.com/watch?v=JkZyODeD-Ls[/ame]
really like this - right up my alley, so to speak!
JohnnyRaptor: Yes that shot is from Marmoset.. wires below. The tricount is slightly above 10k (the stand/hologram are another 3.5k together).
sltrOlsson: I'm sure there was a blue light in there at some point.. I'm going to increase the strength in the next version and make sure it doesn't get eaten in the post process.
ae.: Thanks man, yeah I'm working on some more stuff and hope to get the site back up sometime this year.. I doubt it'll be ready before summer though.
Which was first.. chicken or egg..?