I thought I would lend a hand with a mod. Here's a recent concept I finished colouring up to get a feel for that steam punk feel. I might try something else, but it is a nice refresher working this long on a digital piece. Granted I don't have to wait for it to dry HAH
I'm amazed I still have this in me since fine arts tries to beat it out of me.
I started working on a fun pin up- influenced heavily by busty anime/manga/rpg chicks. She'll eventually have a chibi demon sidekick, possibly a tail, and may or may not just be topless.
Fiddling with materials a bit. No info in the diffuse yet, aside from some solid colour blocks, mainly the specular, gloss, and normal maps that I've been tweaking.
This one's high poly is 100% made in ZBrush this time, character and rifle, nothing is traditionally modelled, except for the low poly version below. Rifle's a bit over-sized..
A few images of what I've been working on lately... bit generic sci-fi stuff...
I did the stars intentionally dense and painterly
(don't mind Mr Bond in the image, I took the screenshots in BloodStone and left the character in just to show the scale. I had nothing to do with modeling the character)
I started working on a fun pin up- influenced heavily by busty anime/manga/rpg chicks. She'll eventually have a chibi demon sidekick, possibly a tail, and may or may not just be topless.
Still very wip on the high poly... Some pinching going on that I haven't bothered to fix yet... Got most of the main shapes in on the gun and might tweak a few others to make it more interesting.
Also need to figure out the other side and how I want the ejection port to work and the slide to operate.
Looks nice Hazard, saw this in the 40k thread im working on one myself! xD Look forward to seeing where you take this i like the details so far...
Going to be fleshing out my tyranid in Zspheres later today hopefully!:)
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Nice rock there Pixelgoat, not too much difference between the DX versions from what i can see, 11 looks a little richer in depth though!
The only difference is the depth. DX11 is tesselated and displaced by a heightmap
What always bothered me here is, how large is the performance impact (or benefit) in comparison to example relief mapping? Since this (and standard parrallax mapping) would create similar results and add depth to the surface but work in dx 9/10? why are those not implemented into dx 11 titles in their dx9/10 mode since the textures already have heightinfo....
Not to rant here, nice work, the tesselated stuff looks goregous
What always bothered me here is, how large is the performance impact (or benefit) in comparison to example relief mapping? Since this (and standard parrallax mapping) would create similar results and add depth to the surface but work in dx 9/10? why are those not implemented into dx 11 titles in their dx9/10 mode since the textures already have heightinfo....
Not to rant here, nice work, the tesselated stuff looks goregous
First of all, thanks
The most important thing, if you ask me, that displacement does, that parallax or normalmapping cant do, is break the silhouette of the object, that is a HUGE thing as it takes away most all traces of the edges of the lowpoly.
Because of this, you can often build your lowpoly geometry more optimized to begin with, since having a rough sihouette on it matters less when you displace the hell out of it anyway. in the process you also take away some of the need to LOD objects, as that happens dynamically with the tesselation, and the base lowpoly serving as the final LOD.
But you are correct, parallax mapping is MUCH cheaper to use, but they only work well on relatively soft, noise free and rounded shapes, cobblestone for example, if you want sharper edges they usually look kinda shitty.
I think i'm close to done with the main parts except for the incredibly complicated undercarriage Need to figure out some decent render settings so i can do it justice and then i may try for a low poly.
The most important thing, if you ask me, that displacement does, that parallax or normalmapping cant do, is break the silhouette of the object, that is a HUGE thing as it takes away most all traces of the edges of the lowpoly.
Because of this, you can often build your lowpoly geometry more optimized to begin with, since having a rough sihouette on it matters less when you displace the hell out of it anyway. in the process you also take away some of the need to LOD objects, as that happens dynamically with the tesselation, and the base lowpoly serving as the final LOD.
But you are correct, parallax mapping is MUCH cheaper to use, but they only work well on relatively soft, noise free and rounded shapes, cobblestone for example, if you want sharper edges they usually look kinda shitty.
Jason: Looks awesome! I still think the light spilling into the back hall could be cooler, brighter & more blown out to add contrast to the scene and a more dynamic feel.
The only thing I dont like, besides the lack of AA (tho I understand why), is the little japanese sticker/red circle on the nearest door. Why so stretched man? Its painfully obvious. If this was stretched in the concept and I dont recall then fine, so be it, but to me it looks like a little lazy oversight.
Since this appears to be a ships wheel, I think you should ditch the valve handle thingy for a nice compass tilted up to the operator
Oh, like a nautical compass? I could see that. I'll run that by my director. In the meantime I'll make a separate file so I can make the changes there. Thanks for the crit.
was working on an indi/mod a while back which, i guess fell apart since there's been zero communication for about 2 months so I've decided to throw these up:
Mutant Cow low-poly maya screen with xoliul shader.
ZBrush/polypainted. Touched up the texture above in photoshop from this and added the spots seperately so i could do a few variants. I dunno what the festering hump thing is for.
The start of a whimsical wizards' tower as start of a fantasy outdoor environment for my portfolio.
I'll be adding a lot more details now but first I'd like to get the base of the tower all hashed out. The tower is based on this concept art, but I'm deviating from it to make it a bit more whimsical in nature. The stairs are also going to be cobblestone with wood plank tops, unlike the concept. I'll probably be Mudboxing all of the bricks and stones.
Replies
I thought I would lend a hand with a mod. Here's a recent concept I finished colouring up to get a feel for that steam punk feel. I might try something else, but it is a nice refresher working this long on a digital piece. Granted I don't have to wait for it to dry HAH
I'm amazed I still have this in me since fine arts tries to beat it out of me.
Cheers!
Taking another wack at designing and building an scifi assault rifle.
There should be a lot more tape on that thing if those machetes are expected to stay in place.
at first I thought what a masterpiece. So realistic, but then I realized that it's photograph ^^
samesies
concept done, go 3d today !
Defenetly want to see a wireframe BlvdNights :] great.
she's hot!!!!! awesome
done the modeling of this little plane... start uv and texture paint...
This one's high poly is 100% made in ZBrush this time, character and rifle, nothing is traditionally modelled, except for the low poly version below. Rifle's a bit over-sized..
With rifle it's all 12 450 triangles.
EDIT: Adding rifle high poly.
I did the stars intentionally dense and painterly
(don't mind Mr Bond in the image, I took the screenshots in BloodStone and left the character in just to show the scale. I had nothing to do with modeling the character)
Looks sweet.
just thought I'd link you this replica made by Mythbusters Adam Savage for reference. If you havent got it already.
http://boingboing.net/2010/03/09/adam-savage-my-blade.html
Uploaded with ImageShack.us
Here is finally a piece of my work I feel like I can share without being ashamed with all the great artist on here. Haha!
I hope you like what you see and I love to have some crits since I am a newbie when it comes to 3D art.
Posted this in my own thread as well, but what can I say, I love to spam!
Also need to figure out the other side and how I want the ejection port to work and the slide to operate.
Then on to low, bakes and materials.
Going to be fleshing out my tyranid in Zspheres later today hopefully!:)
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Nice rock there Pixelgoat, not too much difference between the DX versions from what i can see, 11 looks a little richer in depth though!
The only difference is the depth. DX11 is tesselated and displaced by a heightmap
Since this appears to be a ships wheel, I think you should ditch the valve handle thingy for a nice compass tilted up to the operator
What always bothered me here is, how large is the performance impact (or benefit) in comparison to example relief mapping? Since this (and standard parrallax mapping) would create similar results and add depth to the surface but work in dx 9/10? why are those not implemented into dx 11 titles in their dx9/10 mode since the textures already have heightinfo....
Not to rant here, nice work, the tesselated stuff looks goregous
First of all, thanks
The most important thing, if you ask me, that displacement does, that parallax or normalmapping cant do, is break the silhouette of the object, that is a HUGE thing as it takes away most all traces of the edges of the lowpoly.
Because of this, you can often build your lowpoly geometry more optimized to begin with, since having a rough sihouette on it matters less when you displace the hell out of it anyway. in the process you also take away some of the need to LOD objects, as that happens dynamically with the tesselation, and the base lowpoly serving as the final LOD.
But you are correct, parallax mapping is MUCH cheaper to use, but they only work well on relatively soft, noise free and rounded shapes, cobblestone for example, if you want sharper edges they usually look kinda shitty.
Hope that made any sense
Aye thank you!
The only thing I dont like, besides the lack of AA (tho I understand why), is the little japanese sticker/red circle on the nearest door. Why so stretched man? Its painfully obvious. If this was stretched in the concept and I dont recall then fine, so be it, but to me it looks like a little lazy oversight.
Will make a thread when I get some more done..
Made some proportion fixes and changed a few things up to fit how I like them better. Still got a bunch of surface detailing to do on this.
Oh, like a nautical compass? I could see that. I'll run that by my director. In the meantime I'll make a separate file so I can make the changes there. Thanks for the crit.
Haha, super awesome improvements on your stuff rens :P
Mutant Cow low-poly maya screen with xoliul shader.
ZBrush/polypainted. Touched up the texture above in photoshop from this and added the spots seperately so i could do a few variants. I dunno what the festering hump thing is for.
Mutant Worm, only had time for the ZB
zaku II nice!
divi: really liking what u have there. itd be great to c an enviroment from u
Hboybowen: thanks for the pic for the explanation on how to throw the windmill shuriken
REKLAS: thanks for the critique, i will add more tape.
small render of the coalition soldier from Cortex Command
The start of a whimsical wizards' tower as start of a fantasy outdoor environment for my portfolio.
I'll be adding a lot more details now but first I'd like to get the base of the tower all hashed out. The tower is based on this concept art, but I'm deviating from it to make it a bit more whimsical in nature. The stairs are also going to be cobblestone with wood plank tops, unlike the concept. I'll probably be Mudboxing all of the bricks and stones.