Nice work and very inspiring thread.
Although this thread is with work from this year I'll post this as an wip as this was done last year but I still have to add a few final touches.
Here the image :
btw, it's rendered in marmoset and the differences between them is next gen post processing applied.
Did a small scene for OverDose for the camera to pan around while in the main menu. I had to do it all with materials and tris, so no brush work or particle effects as we don't want to use them in the UI for various reasons:
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.
Thanks, I modeled it off google references, with this being the main one. I moved my lights closer together for composition purposes, and I based the lens model off a more close-up image. Here is a closeup shot of the lens model. It's probably overkill, but hopefully it'll help get the specular to look right in the end. Starting the low poly tonight.
Did a bit more of this chap and just doodled where I kind of want to go with it, much to do (when I stop being lazy )
Fur should be tricky...and fun. Also I plan to make variations of the face and armor (separate from the body) to demonstrate a customizable character. Bah it's almost 2am...
SunSetter> Cool. I also like the design. Not convinced that the small curve (the prod) at the end of those horns is enough to keep the bow-string in place.
Nice work guys... Digging the helicopter Fewes! Though the color of the glass bothers me. Makes them look like metal plates rather than glass. Maybe make them darker and just let the spec/reflections do the work?
Here is what I am working on... I know we there are already sites like this *cough polycountwiki cough* but I still wanted to have my own that has things like tool/ scripts and such.
Would love some links from you guys if you have any to share.
SunSetter> Cool. I also like the design. Not convinced that the small curve (the prod) at the end of those horns is enough to keep the bow-string in place.
yep, you;re right ...but is a fantasy crossbow so the power that makes it functional is magic ) ....I came up with this explanation as an excuse for stupid design:poly142:
It's been awhile since I have shared any art with all of you. I am currently working on an Earthworm Jim Redesign. I started a doodle of him quite awhile ago for a competition mini but abandoned it. Here are some shots of the High Poly, I'm moving onto building the low poly next! Comments and crits are most welcome
@joesolo: I like the armor a lot, did you do it all in ZBrush? IMHO the face is a little weird, he looks a bit...evil? Maybe it's the overdefined teeth, or the wavy mouth.
Mr Bear : Barrel looks nice but has a little bit of mirroring in the texture between the shell logos that can just be painted out easily by the looks of it and would help a lot, also contrast between the bare metal and paint will help it pop a little more.
Not sure if this is the ref you are using but it has some great examples of detailing that could be incorporated to make it more believable and also a few more things that could be introduced to the normal map to help reinforce the texture. http://www.usafricaonline.com/wp-content/uploads/2010/07/shell-barrel-street-storage-nigeria.9jafd.jpg
joesolo : Very nice I can see it now Earth Worm Jim of WAR.
For such an aerobic character he misses a bit with such heavy legs but it works for your design well, should look a whole lot less evil when he has pupils too.
Beaten upp barrel, hp and lp unwraping and baking coming upp soon. The lp is so far on 1052 tris and maybe will get more since im thinking about adding some more loops to get better baking results, been looking on that normals thread and i think it needs it in some places. :poly121:
Sorry for the shitty image. WIP new york city subway entrance, just a normal map with base colors and AO so far, about 60 or 70 percent of the mesh is instanced, viewed in xoliul shader, 3,872 tris
gibson: seen a bunch of improvement in your work so far, nice job :thumbup: i wish you would post higher res pictures though, that image is pretty small
also is that tri count (719,616) for that subway entrance or is it taking into account high poly objects in the scene as well?
hey thanks Mike and yeah I'm kinda stuck with Prnt Scrn at the moment because I dont know how to do it any other way, and yeah the tricount is actually 3,872 with all the instances haha the high poly is in the scene
so yeah some rough texturing, just a couple image overlays on everything, I'm actually kinda lost on how to texture this thing >.< I've never textured something this big or this material type. I'll just add text and what not and go from there
Replies
I am working on some human base mesh on zbrush, here is the wip!
Nice work and very inspiring thread.
Although this thread is with work from this year I'll post this as an wip as this was done last year but I still have to add a few final touches.
Here the image :
btw, it's rendered in marmoset and the differences between them is next gen post processing applied.
Hope you like it.
Edit: By the way, this is Bumblebee's incomplete leg, not a vacuum.
I can actually see how you'd get that lol
[ame]http://www.youtube.com/watch?v=GOr1tPgnod0[/ame]
Thanks, I modeled it off google references, with this being the main one. I moved my lights closer together for composition purposes, and I based the lens model off a more close-up image. Here is a closeup shot of the lens model. It's probably overkill, but hopefully it'll help get the specular to look right in the end. Starting the low poly tonight.
--
Did a bit more of this chap and just doodled where I kind of want to go with it, much to do (when I stop being lazy )
Fur should be tricky...and fun. Also I plan to make variations of the face and armor (separate from the body) to demonstrate a customizable character. Bah it's almost 2am...
thread can be found here: http://www.polycount.com/forum/showthread.php?t=78911
Barrel of impending doom for a scene I'm working on. Gonna add stuff to the top and bottom then It's finito!
Here is what I am working on... I know we there are already sites like this *cough polycountwiki cough* but I still wanted to have my own that has things like tool/ scripts and such.
Would love some links from you guys if you have any to share.
It's 3690 triangles, as is.
Legend of zelda poe i made
This started out as a demon, but ended up looking more alien-
Adrian Smith inspired Demon from hell-
Game character: Thane- (Thane Zbrush Timelapse on Vimeo)
yep, you;re right ...but is a fantasy crossbow so the power that makes it functional is magic ) ....I came up with this explanation as an excuse for stupid design:poly142:
Its getting there
@Zmarco, Nice Improve, overall itยดs ok, but needs more definition on the anatomy i think.
It's been awhile since I have shared any art with all of you. I am currently working on an Earthworm Jim Redesign. I started a doodle of him quite awhile ago for a competition mini but abandoned it. Here are some shots of the High Poly, I'm moving onto building the low poly next! Comments and crits are most welcome
Thank you all for taking the time to look.
-J
fewes : Nice job on the heli!
joesolo : Excellent, can't wait to see more progress
Not sure if this is the ref you are using but it has some great examples of detailing that could be incorporated to make it more believable and also a few more things that could be introduced to the normal map to help reinforce the texture.
http://www.usafricaonline.com/wp-content/uploads/2010/07/shell-barrel-street-storage-nigeria.9jafd.jpg
joesolo : Very nice I can see it now Earth Worm Jim of WAR.
For such an aerobic character he misses a bit with such heavy legs but it works for your design well, should look a whole lot less evil when he has pupils too.
Uploaded with ImageShack.us
Sorry for the shitty image. WIP new york city subway entrance, just a normal map with base colors and AO so far, about 60 or 70 percent of the mesh is instanced, viewed in xoliul shader, 3,872 tris
edit - better pic
also is that tri count (719,616) for that subway entrance or is it taking into account high poly objects in the scene as well?
here's a sketch for the mini comp over at CGFeedback. Hopefully I'm going to have the time to turn this into a sculpt:
Uploaded with ImageShack.us
so yeah some rough texturing, just a couple image overlays on everything, I'm actually kinda lost on how to texture this thing >.< I've never textured something this big or this material type. I'll just add text and what not and go from there
Gettin dis done by 1pm, got about 11 hours left to do the shoes + finish belts and get dangly bits and bobs on there.
[ame]http://www.youtube.com/watch?v=7DZ0sQHd8rI[/ame]
reminds me of 'God of War'
started working on a torsostudy