danitchu, that is freaking insane! I keep swearing up and down I won't yet start switching to do all my hard surface work in Zbrush, but that's pretty convincing. I'm jealous of your level of detail. Good luck with the retopo.
Some cool hard surface stuff and environments in here recently.
Re-attempting this guy, i think he looks a lot stronger and burly than my last attempt. As always, kind of fumbling around with the anatomy, I need to tackle some real people soon.
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.
@dudealan2001 - haha yup - using 3 materials in the scene so far - roof tiles, wood, and walls. 1k for each mat, each piece of geo uses no more than 2 of the materials.
If you want any further breakdowns of the progress on this u can PM me, or keep an eye out for a thread of this, coming soon:)
How do you plan on texturing this? Your resolution is going to really bad if you keep it as one mesh.
I will be blending multiple textures together in the material editor (UDK) and blend detail normals with the main normal map. Same goes for the AO + cavity maps.
I'll use alpha maps to blend multiple detail textures together and 2 UV channels (one UV channel for unique UVs allowing me to take advantage of the highpoly model bakes, and the other one for tiled texturing and without seams).
If everything goes well, I should be getting a seamless landscape with this approach.
Low poly mesh is done btw, currently rendering high quality normals/AO/cavity/edge maps
Thanks Andreas. There are some really cool pieces here.
Choco, I'm interested in how that comes out, I love the sculpting on it.
I've worked on my post processing and lighting a bit while trying to make the scene more realistic. My next step is to finish some more foliage and tree models then add those to the scene. I also need to work on my sky texture, it looks a bit grainy for some reason.
Great work everyone .! Heres just a quick update on textures got it in UDK now just playing around with shaders. Still got a hell of a lot to do though Only worked on the red area not even touched any of the grey bits just yet. Im still just trying to capture that Borderlands look.
Great work everyone .! Heres just a quick update on textures got it in UDK now just playing around with shaders. Still got a hell of a lot to do though Only worked on the red area not even touched any of the grey bits just yet. Im still just trying to capture that Borderlands look.
Looks awesome However with the pipe I think personally the black line is slightly too thick in places; probably due to the shader I am guessing. The rest around the (guessing a fuel pump :P ) looks really good
Is that an exact replica of the intro bathroom in Splinter Cell: Conviction? Everything is in the same place.
yes it is, i tried indeed to stay as much faithful to the original scene as i could. only differences for now are the lamp bulbs, some grafittis and stickers, the color of the bottles on the floor (in the original scene theyre browner, like beer bottles), and the 4th right-most urinal, that in the scene is out of order i guess and has some black plastic bag wrapped around it.
trying to do my best to replicate it though, glad it's recognizable hehehe
EDIT: hell ya guys, wonderful works in the last pages... keep it up
Thanks Andreas. There are some really cool pieces here.
Choco, I'm interested in how that comes out, I love the sculpting on it.
I've worked on my post processing and lighting a bit while trying to make the scene more realistic. My next step is to finish some more foliage and tree models then add those to the scene. I also need to work on my sky texture, it looks a bit grainy for some reason.
If you match your ground texture with your grass texture and get it to blend I think it will improve the way it looks.
Good luck!
I lost some color on the ship when playing a bit too much in PS, but the bottom part of the hull is red in the render. I think you went a bit overboard with the CC on the hull as it detracts a bit from the composition me thinks, but cool. The added distress flare on the front dude is a nice touch, will definitely add that.
A smidge more progress on this guy. Got the ceiling caps done and re-mapped a lot of the lumber so it tiles better than it did before. I need to make some modular window/doors that I can slap on the exteriors of these pieces, and I'm considering adding some more ornate woodwork to the "plaster" areas on the walls before I move on to props and terrain.
Very cool looking cyborg Dan!,how about some more angles and more light. Orb : that looks so cool,dig the style and colors :poly142:
Shameless crosspost,my mutant for Mutant League challenge,more images on my thread cheers :
I lost some color on the ship when playing a bit too much in PS, but the bottom part of the hull is red in the render. I think you went a bit overboard with the CC on the hull as it detracts a bit from the composition me thinks, but cool. The added distress flare on the front dude is a nice touch, will definitely add that.
Lol at the markings on the crates
Just over your head, methinks. It's a reference to Half-Life, with the Borealis and Gordon with his crowbar.
/me puts his shamecap on. I Have only briefly watched my son play HL2... guess I have some catching up to do. I saw the logo but had no idea the game had a similar setting. The crowbar was a nice touch!
Here is a Tilling texture I;m working on after doing the 3D motive tutorial.
I started on the right half, doing as instructed in the video. After realizing That was nowhere near the look I need I played around and found a technique that works for me. Now I just have to go back and redo it.
I changed my skybox and fixed the grass. I also messed with some post processing as well. I gave the scene a bit more color but maybe a bit much with the pink rocks lol.
Replies
I think that the video is darker then it is ingame.
<iframe width="560" height="315" src="http://www.youtube.com/embed/b_7RiZVM43Q?rel=0" frameborder="0" allowfullscreen></iframe>
The embedding doesent seame to work.
http://youtu.be/b_7RiZVM43Q
http://danielorive.blogspot.com/
Re-attempting this guy, i think he looks a lot stronger and burly than my last attempt. As always, kind of fumbling around with the anatomy, I need to tackle some real people soon.
Done for the night on this one. Didn't expect it to go near this quickly, probably won't update again until it's done.
WIP... UDK test shot
I want to finish Diffuse texture by tomorrow and move on to specular..
Very cool
Any tips for process? lots o multisubs?
If you want any further breakdowns of the progress on this u can PM me, or keep an eye out for a thread of this, coming soon:)
I will be blending multiple textures together in the material editor (UDK) and blend detail normals with the main normal map. Same goes for the AO + cavity maps.
I'll use alpha maps to blend multiple detail textures together and 2 UV channels (one UV channel for unique UVs allowing me to take advantage of the highpoly model bakes, and the other one for tiled texturing and without seams).
If everything goes well, I should be getting a seamless landscape with this approach.
Low poly mesh is done btw, currently rendering high quality normals/AO/cavity/edge maps
character is complete wip
@danitchu amazing work man.
Choco, I'm interested in how that comes out, I love the sculpting on it.
I've worked on my post processing and lighting a bit while trying to make the scene more realistic. My next step is to finish some more foliage and tree models then add those to the scene. I also need to work on my sky texture, it looks a bit grainy for some reason.
Any and all crits are very appreciated.
Awesome work. Keep it up!
yes it is, i tried indeed to stay as much faithful to the original scene as i could. only differences for now are the lamp bulbs, some grafittis and stickers, the color of the bottles on the floor (in the original scene theyre browner, like beer bottles), and the 4th right-most urinal, that in the scene is out of order i guess and has some black plastic bag wrapped around it.
trying to do my best to replicate it though, glad it's recognizable hehehe
EDIT: hell ya guys, wonderful works in the last pages... keep it up
I fear it might be to dark? feedback is very appreciated
Good luck!
Concept for a 3d piece I'm planning... will see if I have the patience to follow through with full 3d, it's so goddamn slow compared to Photoshop.
Mind if i edit it a bit?
I lost some color on the ship when playing a bit too much in PS, but the bottom part of the hull is red in the render. I think you went a bit overboard with the CC on the hull as it detracts a bit from the composition me thinks, but cool. The added distress flare on the front dude is a nice touch, will definitely add that.
Lol at the markings on the crates
Was feelin crabby so I made this. get it? haha..anyone?
This started as a quick 20 min photo study I did with bounchfx, but I kept workin it afterwards. I think it paid off
Alberto, I appreciate it man.
Orb : that looks so cool,dig the style and colors :poly142:
Shameless crosspost,my mutant for Mutant League challenge,more images on my thread cheers :
Working on a super generic low poly animatable rig!
http://yfrog.com/z/oel1pvkj
When im happy il release it at some point..
Just over your head, methinks. It's a reference to Half-Life, with the Borealis and Gordon with his crowbar.
I started on the right half, doing as instructed in the video. After realizing That was nowhere near the look I need I played around and found a technique that works for me. Now I just have to go back and redo it.
looks great, by the way.
bloom is udk standard bloom... i just sharpened the center of the screenshot and blurred the edges in PS - cheating i know
haha, sure when lots of people request it, I dont mind doing another one when I get some time
Cross-posting : http://www.polycount.com/forum/showthread.php?t=92546
I wish CE3 had a material editor like the UDK does... sigh....
UDK shot :