Thanks Swizzle, I see what you mean there, my drawings often look messy and disjointed. I think I'm too caught up on sacrificing nice flow for accuracy. I'll take that on board.
Hi everyone, this is my first post, sorry for the length lol.
I just wanted to share that I developed my own game for the iPhone and Android. If anyone is interested in checking it out, I created/ designed all of the art work in the game including ui using Photoshop. This was about a 5-6 month project including the game design process, but my game is finally up on the both the iTunes and Android market.
Any and all feedback would be highly encouraged and appreciated. Here is a link to my game Ball Crushers: Extreme Dodgeball. I should mention that the real beauty of my game is seen once items are unlocked. I put a lot of hard work and design into each one.
Currently my online portfolio and company website are being re-designed to look a bit more interesting and proffesional but if you want to have a gander at them...
Portfolio: www.mburca.com
Company Site: www.featurecreepstudios.com
Cheers!
More work on this badboy, I have an deadline tomorrow, so I'm just missing the last 1-2% before I can call it done ^^
Looks incredible. I am not an artist so I don't feel I could crit with anything useful :poly136:. May I ask what is this for? random painting, game concept etc?
Looks incredible. I am not an artist so I don't feel I could crit with anything useful :poly136:. May I ask what is this for? random painting, game concept etc?
Your criticism is as good as any, if you feel something is off, just shoot. Only way I'm gonna improve
It's just a piece of Diablo fanart I did for a school project
i started texturing this last night.. came into work this morning and realized i needed to change some things.
here's a shot from marmoset
i did record the process for the diffuse but im iffy as to whether or not i should upload it because half the time im just messing with colors until i get what i want.. and if i edit the video to look right then itll be a lot of jumps n cuts. but we'll see. im gonna try to have at least the first video uploaded by tonight.
i started texturing this last night.. came into work this morning and realized i needed to change some things.
here's a shot from marmoset
i did record the process for the diffuse but im iffy as to whether or not i should upload it because half the time im just messing with colors until i get what i want.. and if i edit the video to look right then itll be a lot of jumps n cuts. but we'll see. im gonna try to have at least the first video uploaded by tonight.
Thats a pretty cool looking rock wall. You aren't done with the diffuse are you? Right now it reads as close to a solid color. Some more tonal variety will help a lot- especially adding some lower saturation tones to the surfaces.
Thats a pretty cool looking rock wall. You aren't done with the diffuse are you? Right now it reads as close to a solid color. Some more tonal variety will help a lot- especially adding some lower saturation tones to the surfaces.
thanks. yeah ill be going in and adding in some blueish and red hues to some of the rocks. as of yesterday when i tried messing with color it just got way to out of hand, so i scrapped it and started back from an earlier stage. and then later on ill be adding snow into the mix to break things up as well.
Irodex: it's a couple mat caps combined to get that look along with ao and shadow pass from zbrush BPR. Combination of gw_grouce and gw_pewter and one of the skin shaders and some photoshop stuff
achillesian and chrisradsby: definitely! the GoW grenades are like 1000 tris or something like that! I just wanted to make something cool and detail it out regardless of what the poly count should be for that item in an actual game. Treated it like a hero asset when really grenades are not usually hero assets :poly122:
i started texturing this last night.. came into work this morning and realized i needed to change some things.
here's a shot from marmoset
i did record the process for the diffuse but im iffy as to whether or not i should upload it because half the time im just messing with colors until i get what i want.. and if i edit the video to look right then itll be a lot of jumps n cuts. but we'll see. im gonna try to have at least the first video uploaded by tonight.
btw, post it up man! I usually watch videos twice speed anyway just to run through them, I'm sure we could learn a lot from it
changed it up a bit. i think it may be a bit too bright.. thoughts?
Great looking rock wall texture man, your definitely getting it, better than the previous variation. I do agree that it is a bit too dominated by the lighter tone. I see the 2 different tones in there, but it's almost still not enough variation. Perhaps another shade / tone in-between the two you currently have will do the trick. 3rd shade's a charm lol.
Bart - thanks man! I'll get more in tonight/tomorrow that will hopefully represent a more full scene.
fearian - I like to build most of the scene in max before bringing it into UDK, because max is sort of like a quick prototype for me. The new viewport offers nice lighting and AO that will help me get a feel for how the scene will look before hand without having to worry about light maps and all that stuff. If i don't like a piece of geometry, i can just quickly change it. Sometimes i don't even have to worry about the UVs since the changes are so small.
An assignment at school, making a FPS weapon with 3000 tris. I'm happy with the result, although there's always room for improvement. I did what I could with the one week we had.
A presentation image for his weeks assignment at school. From concept to beauty render in one week. Rendered in Both Marmoset and Maya Hardware. Crit is welcomed.
Great looking rock wall texture man, your definitely getting it, better than the previous variation. I do agree that it is a bit too dominated by the lighter tone. I see the 2 different tones in there, but it's almost still not enough variation. Perhaps another shade / tone in-between the two you currently have will do the trick. 3rd shade's a charm lol.
ill definitely do that. thanks for the suggestions. i do have some layers there that are for color but every time i bring the opacity to an area where it shows a lot of color, it seems to look tacky. but i have an idea of what to do to fix it.
so i finally got 1 video uploaded for this process. its for creating a brush in zbrush like this one.
ill definitely do that. thanks for the suggestions. i do have some layers there that are for color but every time i bring the opacity to an area where it shows a lot of color, it seems to look tacky. but i have an idea of what to do to fix it.
so i finally got 1 video uploaded for this process. its for creating a brush in zbrush like this one.
ill definitely do that. thanks for the suggestions. i do have some layers there that are for color but every time i bring the opacity to an area where it shows a lot of color, it seems to look tacky. but i have an idea of what to do to fix it.
so i finally got 1 video uploaded for this process. its for creating a brush in zbrush like this one.
yeah thanks man!! never knew much about applying textures to a plane, and especially using a displacement from crazybump! i'm gonna make so many brushes.....
Yep, that´s it. Just one layer of digital paint of a pencil drawing. I´d create a new layer just to flat down some new colors, create a masked area and then start to paint. Collapse and repeat in the next head.
This is a UDK scene I have been working on for uni. Our assignment was to create a scene from a movie, I chose the Le Gamaar Cinema in Inglorious Basterds.
Theres things that bug me like the cinemas round window that I am already working on changing & the vertical cinema sign but Its been handed in already.! But any crits on the scene overall would be awesome as I want to include it within my portfolio
Replies
just a chunky little bat
any crits feel free to speak up or post on the thread i made for it
What matcap is this if you don't mind me asking?
That's double the tris of the buildings I'm creating Could probably need some optimisation Sweet work however! :thumbup:
I just wanted to share that I developed my own game for the iPhone and Android. If anyone is interested in checking it out, I created/ designed all of the art work in the game including ui using Photoshop. This was about a 5-6 month project including the game design process, but my game is finally up on the both the iTunes and Android market.
Any and all feedback would be highly encouraged and appreciated. Here is a link to my game Ball Crushers: Extreme Dodgeball. I should mention that the real beauty of my game is seen once items are unlocked. I put a lot of hard work and design into each one.
Currently my online portfolio and company website are being re-designed to look a bit more interesting and proffesional but if you want to have a gander at them...
Portfolio: www.mburca.com
Company Site: www.featurecreepstudios.com
Cheers!
Your criticism is as good as any, if you feel something is off, just shoot. Only way I'm gonna improve
It's just a piece of Diablo fanart I did for a school project
i started texturing this last night.. came into work this morning and realized i needed to change some things.
here's a shot from marmoset
i did record the process for the diffuse but im iffy as to whether or not i should upload it because half the time im just messing with colors until i get what i want.. and if i edit the video to look right then itll be a lot of jumps n cuts. but we'll see. im gonna try to have at least the first video uploaded by tonight.
Thats a pretty cool looking rock wall. You aren't done with the diffuse are you? Right now it reads as close to a solid color. Some more tonal variety will help a lot- especially adding some lower saturation tones to the surfaces.
thanks. yeah ill be going in and adding in some blueish and red hues to some of the rocks. as of yesterday when i tried messing with color it just got way to out of hand, so i scrapped it and started back from an earlier stage. and then later on ill be adding snow into the mix to break things up as well.
Irodex: it's a couple mat caps combined to get that look along with ao and shadow pass from zbrush BPR. Combination of gw_grouce and gw_pewter and one of the skin shaders and some photoshop stuff
achillesian and chrisradsby: definitely! the GoW grenades are like 1000 tris or something like that! I just wanted to make something cool and detail it out regardless of what the poly count should be for that item in an actual game. Treated it like a hero asset when really grenades are not usually hero assets :poly122:
btw, post it up man! I usually watch videos twice speed anyway just to run through them, I'm sure we could learn a lot from it
These are sooooo cool, I love your style
Little updates of my character:
Did you use Alchemy for these? If you did that takes some serious skill to get that amount of detail. Keep up the good work!
Started sculpting a generic guy, then did a crappy paintover.
needs a lot of work, might turn it into this nord / monk dude, or not.
*fart*
Great looking rock wall texture man, your definitely getting it, better than the previous variation. I do agree that it is a bit too dominated by the lighter tone. I see the 2 different tones in there, but it's almost still not enough variation. Perhaps another shade / tone in-between the two you currently have will do the trick. 3rd shade's a charm lol.
I'm liking this architecture Can't wait to see more !
I'm surprised at how far you went before getting it in editor! Do you usually build up the scene so much in max?
fearian - I like to build most of the scene in max before bringing it into UDK, because max is sort of like a quick prototype for me. The new viewport offers nice lighting and AO that will help me get a feel for how the scene will look before hand without having to worry about light maps and all that stuff. If i don't like a piece of geometry, i can just quickly change it. Sometimes i don't even have to worry about the UVs since the changes are so small.
ill definitely do that. thanks for the suggestions. i do have some layers there that are for color but every time i bring the opacity to an area where it shows a lot of color, it seems to look tacky. but i have an idea of what to do to fix it.
so i finally got 1 video uploaded for this process. its for creating a brush in zbrush like this one.
and here's the vid.
http://vimeo.com/33784207
512
Great stuff Oniram! I think it's great "collecting" these techniques and put your own little feel into it! Great work!
The thread : http://www.polycount.com/forum/showthread.php?t=87742
yeah thanks man!! never knew much about applying textures to a plane, and especially using a displacement from crazybump! i'm gonna make so many brushes.....
Cheers for the tips mate, much obliged
Theres things that bug me like the cinemas round window that I am already working on changing & the vertical cinema sign but Its been handed in already.! But any crits on the scene overall would be awesome as I want to include it within my portfolio