I'd do the metal rims as separate meshes willy. That way you avoid extruding cuts you've made on the main barrel, which is really gonna add to your polycount, and also then you can rims with far more segments, which would give you a far smoother look.
I'd do the metal rims as separate meshes willy. That way you avoid extruding cuts you've made on the main barrel, which is really gonna add to your polycount, and also then you can rims with far more segments, which would give you a far smoother look.
no worries, im going to be redoing it for sure, i forgot that mayas viewport normals are rendered different then real time so i have to re uv and rebake anyway.
Not sure if I am seeing this quite right, but it looks like the lights are reversed. The purple light seems to be coming from the orange sabre and the orange light from the purple sabre. Maybe I am seeing some cool ambient that is confusing me.
Seems everyone is posting up their daily sculpts over here. I have been putting them up over in the Speed Model Thread. Can't hurt to post them up here too.
Seems everyone is posting up their daily sculpts over here. I have been putting them up over in the Speed Model Thread. Can't hurt to post them up here too.
the shader is something a bit different. it does the uncharted fringy transition thing via vertex alpha ! vertex-color colors the object (i also baked ao into the verts) but not in the damaged areas there it only darkens the objects (chipped away paint) ! but the really funny part is i use the second uv set to control how much self illumination/cubemap/fresnel/specular i want to have on a vertex! giving me control over a vast arrey of looks all in the same object/drawcall. and also allowing for insane re-usability of one and the same material drastically improving framerate in my scenes
if there is any kind of interest i can release the shader and the graph network ...
Not sure if I am seeing this quite right, but it looks like the lights are reversed. The purple light seems to be coming from the orange sabre and the orange light from the purple sabre. Maybe I am seeing some cool ambient that is confusing me.
Yep. I agree, needs a plausible fix.
suburbbum : like your workflow. I'm not feeling the suit though. You have a helmet suggesting a dangerous environment, but then you also have her skin exposed for topical afflictions...
@Rogue One: I really dig the style of your alien guy. I don't really see any issues but I would suggest that you could chunk up some of the non-organic stuff. Things like the tube from the back of his helmet. In the concept it is thick and uneven, but in the mesh it is thin and a bit un-interesting. The same could be said about his cool little jetpack. If you thicken up a few things like that I think you will be happier with the over all look and vibe. He is such a cool little character, I am keen to see some more please.
Still struggling with this one. Unsure about a few things
I would love some crits on this guy as I am just unsure about a few things.
I am thankful for any feedback given!! Cheers.
I think the proportions are pretty good, but if you are really trying to nail the style, here are some ideas...
The feet flare out and have more curve to them.
The hoses are thicker and also taper.
The chest is missing.
And the top of the head also has a bit more concave curve.
The thing that looks like a flashlight (jet engine?) should be a bit bigger.
The teeth are pointed now in LP, but would smooth out closer to shape.
Overall though, it's a very fun character and I am looking forward to the finish.
Little scene I'm working on in UDK () for a contract! It's my first scene ever in UDK, so, any tips or feedback would be great. Still the plane left to texture, and then doing the final lighting (to add contrast in the jungle especially) and post-processing tweaks at the end.
Oh and should I be doing something special for my grass? The dark shaded parts make it look kind of meh (they're currently placed with a deco layer).
Dudeman95: It's looking good, but if you didn't point it out, I'm not sure I would have noticed the differences! That might be a sign that you're almost done.
Little scene I'm working on in UDK () for a contract! It's my first scene ever in UDK, so, any tips or feedback would be great. Still the plane left to texture, and then doing the final lighting (to add contrast in the jungle especially) and post-processing tweaks at the end.
Oh and should I be doing something special for my grass? The dark shaded parts make it look kind of meh (they're currently placed with a deco layer).
Don't use a decolayer, it only places objects on terrain verticies leaving really large gaps between static meshes. If you're using newer UDK builds that don't have foliage then I suggest you to use the static mesh tool. With it you can just hold alt + s and click on terrain (or on anything) and it'll place the static mesh you have selected in content browser and randomly rotate/scale it according to the values you put in the static mesh tool window.
Don't use a decolayer, it only places objects on terrain verticies leaving really large gaps between static meshes. If you're using newer UDK builds that don't have foliage then I suggest you to use the static mesh tool. With it you can just hold alt + s and click on terrain (or on anything) and it'll place the static mesh you have selected in content browser and randomly rotate/scale it according to the values you put in the static mesh tool window.
Oh sweet, thanks for that! I knew about that way, but didn't think it rotated and scaled randomly.
Little scene I'm working on in UDK () for a contract! It's my first scene ever in UDK, so, any tips or feedback would be great. Still the plane left to texture, and then doing the final lighting (to add contrast in the jungle especially) and post-processing tweaks at the end.
Oh and should I be doing something special for my grass? The dark shaded parts make it look kind of meh (they're currently placed with a deco layer).
hey man, looking cool. one way to get your grass to light a little more naturally is to manually adjust its normals. im no expert, and I dont know if there's a better standard, but what seems to work is dragging the grass plane's bottom normals so that they're facing straight up. For the upper plane's normals, have them facing roughly 45 degrees perpendicular to the way they're facing. What this does is make the grass receive the same kind of lighting that your terrain will be receiving.
Also, UDK does *something* (not sure what) to your asset's normals when you import them with the standard .ASE format. UDK will only use your exact normals if you import with the .FBX format, and the Explicit Normals tickbox checked when you're importing the model.
Some guys at work have started doing some lunch time speed paints/sculpts. Yesterday's topic was 'Steampunk velociraptor', so I did this little tribute to Limbo:
Nick Carver: awesome paint man, i really dig the style of limbo. if i had to crit something it would be the fact that both of your characters are standing on out of focus cogs, yet both of them are perfectly in focus. regardless, nice job
deceiver: im really liking that scene man, i cant believe that its your first in udk
while i really dig the speedies everyones posting up, i keep thinking to myself that these should all be going in the speed modeling thread? i mean that IS what its for and all :poly142:
Replies
willy-wilson - Looks good. You can get a detail map with a wood texture onto your normal maps and give it a bit more 'pop'. Otherwise, looking good.
Coming together.
wip of vegeta
I was looking at another image off the internet tried to recapture it
3hr sculpt - fatgirl
Do u like it? :poly122:
Will she eat me?
Not sure if I am seeing this quite right, but it looks like the lights are reversed. The purple light seems to be coming from the orange sabre and the orange light from the purple sabre. Maybe I am seeing some cool ambient that is confusing me.
This guy was about an hour.
So cute! I love him :poly121:
Quicky environment I plan on working on this weekend.
i felt like building something busy to test that awesome unity shader editor by tim "stramit" cooper:
http://forum.unity3d.com/threads/56180-Strumpy-Shader-Editor-3.3a-Full-Unity-3.2-support-bug-fixes
the shader is something a bit different. it does the uncharted fringy transition thing via vertex alpha ! vertex-color colors the object (i also baked ao into the verts) but not in the damaged areas there it only darkens the objects (chipped away paint) ! but the really funny part is i use the second uv set to control how much self illumination/cubemap/fresnel/specular i want to have on a vertex! giving me control over a vast arrey of looks all in the same object/drawcall. and also allowing for insane re-usability of one and the same material drastically improving framerate in my scenes
if there is any kind of interest i can release the shader and the graph network ...
Yep. I agree, needs a plausible fix.
suburbbum : like your workflow. I'm not feeling the suit though. You have a helmet suggesting a dangerous environment, but then you also have her skin exposed for topical afflictions...
Dudeman95 :YES! YES! Your dino EATS!
Closer.
Profile;
Where am at;
I thinking arched over, with large overbearing arms, sorta like a gorilla but more on all fours.
''Hes sorta squatting right now so he wont cock up on me when i rig the pistons in the legs.
crosspost from my dump
2 hours
I would love some crits on this guy as I am just unsure about a few things.
I am thankful for any feedback given!! Cheers.
I think the proportions are pretty good, but if you are really trying to nail the style, here are some ideas...
The feet flare out and have more curve to them.
The hoses are thicker and also taper.
The chest is missing.
And the top of the head also has a bit more concave curve.
The thing that looks like a flashlight (jet engine?) should be a bit bigger.
The teeth are pointed now in LP, but would smooth out closer to shape.
Overall though, it's a very fun character and I am looking forward to the finish.
Oh and should I be doing something special for my grass? The dark shaded parts make it look kind of meh (they're currently placed with a deco layer).
Don't use a decolayer, it only places objects on terrain verticies leaving really large gaps between static meshes. If you're using newer UDK builds that don't have foliage then I suggest you to use the static mesh tool. With it you can just hold alt + s and click on terrain (or on anything) and it'll place the static mesh you have selected in content browser and randomly rotate/scale it according to the values you put in the static mesh tool window.
Oh sweet, thanks for that! I knew about that way, but didn't think it rotated and scaled randomly.
If not, cocks.
hey man, looking cool. one way to get your grass to light a little more naturally is to manually adjust its normals. im no expert, and I dont know if there's a better standard, but what seems to work is dragging the grass plane's bottom normals so that they're facing straight up. For the upper plane's normals, have them facing roughly 45 degrees perpendicular to the way they're facing. What this does is make the grass receive the same kind of lighting that your terrain will be receiving.
Also, UDK does *something* (not sure what) to your asset's normals when you import them with the standard .ASE format. UDK will only use your exact normals if you import with the .FBX format, and the Explicit Normals tickbox checked when you're importing the model.
Cheers!
deceiver: im really liking that scene man, i cant believe that its your first in udk
while i really dig the speedies everyones posting up, i keep thinking to myself that these should all be going in the speed modeling thread? i mean that IS what its for and all :poly142: