/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!
Well, if you work in game industry, you should try to play this game. Analyze it. It has great story, great characters, great gameplay and great visual design. Also amazing feeling.
Not in the games industry, I'm a retoucher by trade... but I'll give it a shot. Will just have to dig it up in the mess that's called my sons room.
Continued with some prop modeling/texturing. The shader is rather customizable with AO-based rust modulated with a texture, a base color layer and several grunge and decal layers. Will need to make quite a few variants...
Ive been doing some personal work over Christmas, definately looking forward to getting back in the trenches next week. Nothing original im afraid, but I decided Id remake something that ive made in my portfolio before, better (I hope!) so here is it.
reference:
(Loooooose reference!)
Its very work in progress, just a couple of days tinkering so you're welcome to critique it.
Ive seen a few hydrants knocking around and I figured it would be nice to join the crew. Where do I get my badge..?
@choco....that looks jaw dropping amazing.....man the WAYWO thread constantly reminds me of the mountain of things i have to improve at...which makes me excited yet scared
@choco...that looks super amazing :0....the WAYWO thread constantly reminds me of the stuff i have to improve and all the amazing stuff ppl do...makes me constantly challenged and excited....yet scared at times
@choco...that looks super amazing :0....the WAYWO thread constantly reminds me of the stuff i have to improve and all the amazing stuff ppl do...makes me constantly challenged and excited....yet scared at times
@scotthomer, I think you went to fast to adding grime and dirt without taking in consideration material definition, your metal looks plastic, having an awesome reference as the one you post, you can really see it is low glossy, high reflective (also ior should be higher I think) and heavy bumped. Also to consider that the bump represents the color coating and have a direction. The dirt is now too strong and way too dark imo. Hope this helps. I know its a wip.
@choco...that looks super amazing :0....the WAYWO thread constantly reminds me of the stuff i have to improve and all the amazing stuff ppl do...makes me constantly challenged and excited....yet scared at times
@scotthomer, I think you went to fast to adding grime and dirt without taking in consideration material definition, your metal looks plastic, having an awesome reference as the one you post, you can really see it is low glossy, high reflective (also ior should be higher I think) and heavy bumped. Also to consider that the bump represents the color coating and have a direction. The dirt is now too strong and way too dark imo. Hope this helps. I know its a wip.
Cheers for the feedback man!
At present there isnt any dirt or grime, (which shows even more that there is perhaps a lack of material definition if paint looks like metal and metal looks like dirt!), the hydrant is supposed to be painted yellow, and the darker material underneath is the cast-iron that has been exposed from chipped away/worn paint. The reference image is more of the structure/silhoette of the hydrant, rather than the overall look/texture. The style of the texturing/material is better seen in this reference:
Im gunna have a play around with the materials and see if I can better define the texture, it could do with some more bump in terms of paint runs or the like I recon.
Cheers for the help Maze, really wanna nail the material definition in this.
(posting the main image again so you dont have to flick between pages to compare)
Puppet - did you use bruce willis as ref, he has similar facial features.. neck seems a little thin.
perhaps the forehead is a little wide too unless this is the style you were going for
Hey guys, I've been working on this character for a month for my now for my resume and I'm pretty overall happy with how she turned out. Not satisfied with the armpads but I'll redo them later. I'm goign to make the low poly and texture it and give her a nice pose. maybe I'll throw in a gun if I have time.
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.
its funny you should be doing a herringbone floor, i did one recently too
After 14 weeks, its finally finished. Thank you so much people of Polycount for critiquing me on this. It really helped.
15k tris. Normal, Spec and Diffuse used.
Presented with Xoliul.
Replies
My god that looks awesome. Good work bro.
he already has in the past
http://www.polycount.com/forum/showthread.php?t=88933
Continued with some prop modeling/texturing. The shader is rather customizable with AO-based rust modulated with a texture, a base color layer and several grunge and decal layers. Will need to make quite a few variants...
Ive been doing some personal work over Christmas, definately looking forward to getting back in the trenches next week. Nothing original im afraid, but I decided Id remake something that ive made in my portfolio before, better (I hope!) so here is it.
reference:
(Loooooose reference!)
Its very work in progress, just a couple of days tinkering so you're welcome to critique it.
Ive seen a few hydrants knocking around and I figured it would be nice to join the crew. Where do I get my badge..?
@scotthomer, I think you went to fast to adding grime and dirt without taking in consideration material definition, your metal looks plastic, having an awesome reference as the one you post, you can really see it is low glossy, high reflective (also ior should be higher I think) and heavy bumped. Also to consider that the bump represents the color coating and have a direction. The dirt is now too strong and way too dark imo. Hope this helps. I know its a wip.
Cheers for the feedback man!
At present there isnt any dirt or grime, (which shows even more that there is perhaps a lack of material definition if paint looks like metal and metal looks like dirt!), the hydrant is supposed to be painted yellow, and the darker material underneath is the cast-iron that has been exposed from chipped away/worn paint. The reference image is more of the structure/silhoette of the hydrant, rather than the overall look/texture. The style of the texturing/material is better seen in this reference:
Im gunna have a play around with the materials and see if I can better define the texture, it could do with some more bump in terms of paint runs or the like I recon.
Cheers for the help Maze, really wanna nail the material definition in this.
(posting the main image again so you dont have to flick between pages to compare)
perhaps the forehead is a little wide too unless this is the style you were going for
As always, my mod can be found in my signature.
Uploaded with ImageShack.us
its funny you should be doing a herringbone floor, i did one recently too
http://wireframebox.com/texture/herringbone.html
See you all in 2012!
Last paintin of the year~
Some dynamesh doodles to wrap up this year.
Going for a colossus ;D
Well this thread will be locked and moved, and a new one posted in a few hours.
likeness is 'almost' there I feel
Still not locked :P
EDIT: Locked now, I got the last post
nah ya didnt xD
I got the last post before it was moved >.>
15k tris. Normal, Spec and Diffuse used.
Presented with Xoliul.
I dont get the free thing between the legs right.
I you ask me i would prefer a decent torn jeans - but maybe just me
Finished my cryengine level after afking on it for 2 months..
OMG ppl still posting here O.O
and well... a silver medal is good enough for me xD
This is looking awesome! Hows this guy coming along?