Working on two projects atm, ready for relaunching my portfolio site in a few weeks. The first is a sci fi pistol with some art deco elements, which I started as part of a cgsociety workshop in the summer. Currently working on the textures.
The second is resurecting a project i started ages ago based off of the pick up trucks from Dictrict 9. Ive just started the Diffuse on this one so still along way to go:
both of em look sweet...looking forward to see how these look once fully completed
Starting up my next scene ever so slowly. This is a WIP of one of the first props. Taking what I have learned from my labscene etc and applying that on highend-specs instead of lowend...
didn't have much time and i'm not on my machine so colours maybe a bit off, can't say from this laptop, i think for his age the eyebrows could also be a bit more bushy, but i'm not really happy with the result, but i gotta go, so hope it helps
Sweet! Thanks a ton, Neox; that's extremely helpful.
Also, regarding the eyebrows, I actually hadn't put any work into them whatsoever. I literally just scribbled a single color in there as a placeholder.
sorry guys don't mean to spam. Just put some texture on this guy and I need validation.
YES! lovely work as usual but the teeth is bothering me. i know it is stylized but if you atleast make the separations more angular than round it would look better imo. this will also help contrast the sharp dangerous teeth from the more organic flesh areas.
Thanks MM! yeah I see what you are saying, I was going off of what a Dunkleosteus looks like:
That being said, I think I should make them a bit more angular and menacing. Thanks for the Crit!
didn't have much time and i'm not on my machine so colours maybe a bit off, can't say from this laptop, i think for his age the eyebrows could also be a bit more bushy, but i'm not really happy with the result, but i gotta go, so hope it helps
sorry guys don't mean to spam. Just put some texture on this guy and I need validation.
pretty awesome colours! it seems like the sculpt isnt very sharp in places it should be(teeth, edges of fins etc)the whole model is just a little bit soft? Could also do with more small folds in its skin to emphasise the massive size? If this is due to a particular art style youre going for then please ignore me :P
While uploading my portfolio to a new site, I saw one of my old jungle scenes and thought it looked a bit crap:
So I spent an evening making it look less crap!
Since those last screens I have also added some nice texture blending and vertex paint to the statues to grunge them up a little
Edit: Have a breakdown of some of the new assets too:
In future, I think I'd prefer to model the trees using ZBrush and ZSpheres, as SpeedTrees can sometimes look a bit ropey. Especially since I now know that adjusting vertex colours in Max to affect the wind animation is child's play.
sorry guys don't mean to spam. Just put some texture on this guy and I need validation.
Looks nasty Josh
just a personal note from someone who had to make a ton of fish for his last game, always use photo ref over illustrated, I kow this guy isn't around anymore but his nasty-ass skull is.
Currently working on some floating islands for a game level.
The whole thing is just one big mesh. (screenshot taken in mudbox)
Still a lot of work to do. (about 4 hours of work so far)
Planning to bring it into UDK and use multiple UV sets to combine unique and tiled textures.
As for the texturing style, I'm probably going for hand painted ones, Miyazaki style.
Thanks for the Love on the River Boar Fishie! and now for a shameless Cross post, here are some assets I did for a free to play moble game for android if you have an android phone pick it up! it's Free! and you get to see your buddy Josh's sweet art all animating and blowing up! Android LINK
Characters:
looks like that was lots of fun to work on Josh, looking forward to more of the animation as well!- cleaning up projects for next year- Yojimbo mech I'll be finishing soon and a skin texture/zbrush render test on my fat guy sculpt
I'm working on a mountainous valley scene. It is based around a large central lake with surrounding hills and mountains. Basically I'm learning how to create realistic environments with UDK.
I am having some issues with the grass. Either I set it to transparancy and it gets no shadow but looks ok or I set it to masked which gives it shadow but makes it feel harsher. Is there a way to have a balance? For this shot it is set to dithered. But it has weird shadows on the ground.
Replies
both of em look sweet...looking forward to see how these look once fully completed
Sweet! Thanks a ton, Neox; that's extremely helpful.
Also, regarding the eyebrows, I actually hadn't put any work into them whatsoever. I literally just scribbled a single color in there as a placeholder.
Depending on how you bake this you might want to increase the handle thickness (not the size). Looks really good though. Love highpoly stuff.
WIP..scifi prop I have been working on.
Basic diffuse and normal.. Max Scanline render..
will finish the texture work and export it to UDK.
YES! lovely work as usual but the teeth is bothering me. i know it is stylized but if you atleast make the separations more angular than round it would look better imo. this will also help contrast the sharp dangerous teeth from the more organic flesh areas.
That being said, I think I should make them a bit more angular and menacing. Thanks for the Crit!
I'm workinon a HUD element for our fight game demo, here is the concept and first WIP ( big pics, sorry ) :
Here are a few things I've been working on: (textures coming soon I hope )
UNSC: Fury Bomb - Concept by Bungie
High Poly
Low Poly
Chest - Concept by Isaiah Sherman
High Poly
Low Poly
Thermos Bomb - Concept by Isaiah Sherman
High Poly
Really itchin to get to the unwrapping and texturing..
He's got shoes, chaps, a holster, tongue and the backpack is almost done.
blablablabla blaaa
of course thats what everyone was thinking :poly122:
pretty awesome colours! it seems like the sculpt isnt very sharp in places it should be(teeth, edges of fins etc)the whole model is just a little bit soft? Could also do with more small folds in its skin to emphasise the massive size? If this is due to a particular art style youre going for then please ignore me :P
eg this sharks nose skin
Nice model there, I did a speed model on that same thing a month or so ago:
Thanks, nope just a high poly speed model
Got detail shots here
Statue thing I did. It's in udk and I feel like the skin still isnt working, I'll have to play around with the shader some more.
Here is the final hp of it.
and this is one of my current projects, I have a lot of work to do on this thing still.
The Last Crusade?
Looks great! Wow! This looks wonderful! You have really got that icy cold, snowy blizzard feel down.
Very few snow scenes manage to get this just right like you have. Keep up the great work!
While uploading my portfolio to a new site, I saw one of my old jungle scenes and thought it looked a bit crap:
So I spent an evening making it look less crap!
Since those last screens I have also added some nice texture blending and vertex paint to the statues to grunge them up a little
Edit: Have a breakdown of some of the new assets too:
In future, I think I'd prefer to model the trees using ZBrush and ZSpheres, as SpeedTrees can sometimes look a bit ropey. Especially since I now know that adjusting vertex colours in Max to affect the wind animation is child's play.
The vertex-painted Statue:
The High-poly version:
Looks nasty Josh
just a personal note from someone who had to make a ton of fish for his last game, always use photo ref over illustrated, I kow this guy isn't around anymore but his nasty-ass skull is.
edit: udk viewport, dx9, fo info!
Neox and swizzle : great head and ace paintover....I feel like I have stolen some learnings from you both.
More demoncentaurimpthing fun from me
few bits missing in the normal but its getting there
6474 tris
The whole thing is just one big mesh. (screenshot taken in mudbox)
Still a lot of work to do. (about 4 hours of work so far)
Planning to bring it into UDK and use multiple UV sets to combine unique and tiled textures.
As for the texturing style, I'm probably going for hand painted ones, Miyazaki style.
Android LINK
Characters:
link to the Ginormous Image
UI and Environment:
Link to the Ginormous Image
Hope you guys play it and enjoy it!
heh
Been working on this piece for the port, crits welcome!
I am having some issues with the grass. Either I set it to transparancy and it gets no shadow but looks ok or I set it to masked which gives it shadow but makes it feel harsher. Is there a way to have a balance? For this shot it is set to dithered. But it has weird shadows on the ground.
playing a bit with the lighting for now... tell me you guys what you think
speaking of - made a little progress on my temple kit