nice anatomy Huntrluc! i think the wrist looks a little strange atm, probably just because of its bulk but the forearm looks a little flat on the backside.
achmed - sweet! glad someone knows these guys :P i thought the spikes were supposed to be inside their bodies, but now im not sure... i should probably try and find some descriptions from the books...
taking a short break from shadowrun project
Night Elf hunter in Dragonstalker armor
Very cool! So you finally decided to do a wow character
This will be interesting to see to say the least. Are you planning on hand-painting everything or using normal maps etc?
Work to show again, haven't posted work on polycount since 2001 probably.
The corbel is for a theatre I am building, it is based on one of the oldest neo classical theaters still standing, currently have a block out for the scene and doing my breakdowns for construction elements as I type.
Second is my early start for the SAF I am working on based on the work of the fantastic Kow Yokoyama, still so much detail I need to add to it and then the fun of adding the distress, looking forward to texturing time on this one.
Second is my early start for the SAF I am working on based on the work of the fantastic Kow Yokoyama, still so much detail I need to add to it and then the fun of adding the distress, looking forward to texturing time on this one.
Thanks guys! Is it wrong that I have an insatiable urge to model an arwing?
Bobo: I just used the gradient brush in this guy's basic-brush set. I used that brush almost exclusively except for a few details. http://www.djahalland.com/en/goodies
Some crit: As this looks like and adult skull. The sutures (gaps between the bones of the skull) are a little wrong. There isn't a suture at the centre of the forehead in adult skulls. The metopic suture is only visible in small children. I believe this later becomes the glabella suture. Which isn't really visible in a lot of the reference i've seen. Also the squamosal and coronal suture along the side of the head looks a bit unfinished.
I'm working on recreating a real location as lowpoly, in this case my parents kitchen But I run into a little snag, there is a bunch of cabinets and they all have different sizes (13 sizes). Normally I would just stretch them, but cant do it here because of the the inset there is on them and how the texture is. Most of the wood goes vertical, but the top and bottom section is horizontal.
Any suggestions to how I get around that? Or am I, in this case, stuck with having different textures/normalmaps? Of course I could just compromise, but this is more about how to get the most precise result with the optimality version. So far the cabinet lids are at 20 triangles and works quite well with a unique normalmap/texture.
You can see how the cabinet is broken down into individual panels. You could make the wood for those individual planks tile, and then cut the geometry up and move it around as you need. You would have to have a seam on the diagonal lines though on the inset part, but that's ok because it's still a separate piece of wood in the 'real life' version.
I think I'm finished with the high poly now. Modeling the lenses turned out to be pretty fun.
That is BEAUTIFUL detail you have there, I'm almost intrested to know if you based the model on just imagery or a physical object. The intracasy of it assumes it the latter, but tremendous work either way! When you say that the lenses were fun to model I presume none of the lenses ridges are textured on at all. Can't wait to see if a low-poly model can hold all that detail when normal mapped if thats what your planning on.
Replies
Night Elf hunter in Dragonstalker armor
dude, it helps him fap more effectively.
Need to fix the waviness in the hubcaps
achmed - sweet! glad someone knows these guys :P i thought the spikes were supposed to be inside their bodies, but now im not sure... i should probably try and find some descriptions from the books...
slipgate - thats looking nice!
This will be interesting to see to say the least. Are you planning on hand-painting everything or using normal maps etc?
Fixed the stupid face, I think
Work to show again, haven't posted work on polycount since 2001 probably.
The corbel is for a theatre I am building, it is based on one of the oldest neo classical theaters still standing, currently have a block out for the scene and doing my breakdowns for construction elements as I type.
Second is my early start for the SAF I am working on based on the work of the fantastic Kow Yokoyama, still so much detail I need to add to it and then the fun of adding the distress, looking forward to texturing time on this one.
- BoBo
Oooh... I remember those old model kits...
http://toyconstruct.blogspot.com/2010/08/maschinen-krieger.html
why are the squads click based, wouldn't keyboard short cuts be more precise/quicker?
progress:
Bobo: I just used the gradient brush in this guy's basic-brush set. I used that brush almost exclusively except for a few details.
http://www.djahalland.com/en/goodies
If you don't plan on combining it with that Fox in some sort of Drew Struzan-esque piece then yes.
Really nice sketch so far.
Some crit: As this looks like and adult skull. The sutures (gaps between the bones of the skull) are a little wrong. There isn't a suture at the centre of the forehead in adult skulls. The metopic suture is only visible in small children. I believe this later becomes the glabella suture. Which isn't really visible in a lot of the reference i've seen. Also the squamosal and coronal suture along the side of the head looks a bit unfinished.
[ame]http://www.youtube.com/watch?v=Nc5IRj3OJhE[/ame]
Shameless promotion of my own anatomy studies
http://www.polycount.com/forum/showthread.php?t=81109
Small details I know but I noticed them. Hope that helps.
beautiful modelling
Any suggestions to how I get around that? Or am I, in this case, stuck with having different textures/normalmaps? Of course I could just compromise, but this is more about how to get the most precise result with the optimality version. So far the cabinet lids are at 20 triangles and works quite well with a unique normalmap/texture.
Lowpoly
Highpoly
Hope that made a little sense!
That is BEAUTIFUL detail you have there, I'm almost intrested to know if you based the model on just imagery or a physical object. The intracasy of it assumes it the latter, but tremendous work either way! When you say that the lenses were fun to model I presume none of the lenses ridges are textured on at all. Can't wait to see if a low-poly model can hold all that detail when normal mapped if thats what your planning on.
photostudy from; http://renoux.deviantart.com/
can you tell who it is?:poly122:
Just messing around in photoshop trying to destroy my images. Good fun! But hard to get desirable results at times.
(Half game res)
Moss, I was going for
If it's not too obvious I guess I could desaturate it a bit so it doesn't stand out so much...
Looking at it shrunk like this, I think I need some more low-frequency details.