FunkyBunnies: Fantastic work! If I had to give you any crits, I would say that the face bugs me just a little bit. Compared to the rest of the body it seems a bit too seductive for my taste. I feel that a more petite looking face with less exaggerated features would be more appealing here. But it all comes down to a stylistic choice I guess, so feel free to ignore my pointless rambling :poly142: Sweet stuff regardless.
Cremuss: I'm digging the atmosphere Cremuss, I love that handpainted stuff One thing sticks out however and it's the blending between the grass and road textures. Then again, I realize it's still WIP.
Axios: There is still some major optimizations that can be done on that light. The clips are one major place.
If you are baking this down those pieces are so small they don't have to have the gaps in the low poly. Making them solid would be just fine since once the textures are baked down, applied, painted, in game, etc not too many people would care or even notice.
Hello Polycount!
Long time listener, first time caller.
I've had this personal project rattling around for a while - here's an "Elite Dwarf Operator" I'm modeling and texturing. Crits and comments welcome.
Actually, I was also hoping I could ask for some help here with texture maps. I'm using xNormal to create maps from my Sculptris high-poly mesh for my low-poly mesh. However... I can't get my Diffuse texture I painted in Sculptris to map to the low-poly UVs. The other layers (Normal, AO, etc.) bake and export correctly. The texture layer is a flat red fill of the UVs. Any insight on this?
Jesse: Thanks, I put those clips together and dropped the polycount down elsewhere. If this were for an actual game, I probably wouldn't have modeled the low poly accessories to begin with. But here's my texture work for now:
I'm trying to not to go too overkill with grunge, but I'm finding it tricky with nearly the whole thing being the same color. Overall, I'm feeling happy with the texture thus far.
Hold the phone. Robotic Power Armor Mounties? I cannot endorse this idea enough.
As far as general critique, idea is beyond solid, no question. His posing is awkward, though, and there is plenty of cleanup to be done. Sorry, but film grain filters don't cut the mustard. Also, the color work is flattening out the image. The whole thing still reads, but it can be improved.
wrapped up an environment yesterday, image links to thread. worried my primary monitor might be a little too dark, and as a result my shit is too bright. :[
:poly122:
I've been making edits to this head, time to do the ears again. Open mouth is kind of awkward, almost a dazed look, but hey, it helps me keep my edges in check to create the inside of the mouth. :poly141:
this is obviously just a meshsmoothed lowpoly. No sculpting yet. Any pointers for getting this into mudbox?
sanfu: the jaw needs some work, i would move it back closer in line with the front of the ear. as far as getting it into mudbox, just make sure your mesh is in all quads, save as .obj and import
Poorly planned sculpting session in Mudbox ends up as an ode to Beksinski. Giant statue for a spec scene for my game (UDK) I'm building tomorrow to show around at GDC to friends and colleagues--but don't worry it'll be posted online too.
Jesse: Thanks, I put those clips together and dropped the polycount down elsewhere. If this were for an actual game, I probably wouldn't have modeled the low poly accessories to begin with. But here's my texture work for now:
I'm trying to not to go too overkill with grunge, but I'm finding it tricky with nearly the whole thing being the same color. Overall, I'm feeling happy with the texture thus far.
Maybe try adding dirt under the parts so it looks like it have been coming from rain or something.
jramauri:
Yes, that looks more interesting, with more of the detail popping out of the outfit.
He looks BIG, so maybe his face would be hard to see for a shorter mortal, behind that chestplate protrusion thing. Small head, big arms. I hope you give him some weapons back though ;D
oh also, it looks Indian, but one of the swords is def. Egyptian kopesh looking, intentional? and are you dropping the snakes for good?
You guys may have seen this on my portfolio thread, but I just thought I'd show what I've been working on since my last post in this thread.
I've tried to keep my website extremely simple and easy to navigate, using it mainly just for content. It loads great on the iphone if you want to view it there, and it seems to work on all different resolutions.
I'm happy with how it's turned out seeming as I only picked up HTML 2 days ago!
sanfu: the jaw needs some work, i would move it back closer in line with the front of the ear. as far as getting it into mudbox, just make sure your mesh is in all quads, save as .obj and import
Glad to know my train of thought was on the right track. Good to get some fresh eyes on it before I get more involved. The mesh is all quads, unlike last time, when I had a couple of pentagons and triangles. The mesh also runs towards the ear, rather than being a stack of quads going front to back.
A remake of an almist ~10 year old model I did when I started modelling in 2001.
The Design is drowning in techical errors but he's still my favorite Movie Robot.
jramauri:
Yes, that looks more interesting, with more of the detail popping out of the outfit.
He looks BIG, so maybe his face would be hard to see for a shorter mortal, behind that chestplate protrusion thing. Small head, big arms. I hope you give him some weapons back though ;D
oh also, it looks Indian, but one of the swords is def. Egyptian kopesh looking, intentional? and are you dropping the snakes for good?
Thank you for the feedback. I'll change head's size later. The snakes were cut, forever. And about the weapons, I have to think about them yet. The ones I used on first version I got from the web, no further research. I hope I can do them Indian enough next time :P
Tonights messing around with Zbrush...Not very tidy I know....just running through the motions without any real creative direction...had a lot of fun with it.
Replies
listened to: [ame]http://www.youtube.com/watch?v=Oi2oC_G9l_Q[/ame]
So much nice stuff on this thread
Been busy working on my little scene..
Cremuss: I'm digging the atmosphere Cremuss, I love that handpainted stuff One thing sticks out however and it's the blending between the grass and road textures. Then again, I realize it's still WIP.
Me like! Care to show some breakdowns?
If you are baking this down those pieces are so small they don't have to have the gaps in the low poly. Making them solid would be just fine since once the textures are baked down, applied, painted, in game, etc not too many people would care or even notice.
Long time listener, first time caller.
I've had this personal project rattling around for a while - here's an "Elite Dwarf Operator" I'm modeling and texturing. Crits and comments welcome.
Actually, I was also hoping I could ask for some help here with texture maps. I'm using xNormal to create maps from my Sculptris high-poly mesh for my low-poly mesh. However... I can't get my Diffuse texture I painted in Sculptris to map to the low-poly UVs. The other layers (Normal, AO, etc.) bake and export correctly. The texture layer is a flat red fill of the UVs. Any insight on this?
Thanks,
Attila
I'm trying to not to go too overkill with grunge, but I'm finding it tricky with nearly the whole thing being the same color. Overall, I'm feeling happy with the texture thus far.
I've been brushing up on my 2D skills. I might model this for Dom War if I can.
As far as general critique, idea is beyond solid, no question. His posing is awkward, though, and there is plenty of cleanup to be done. Sorry, but film grain filters don't cut the mustard. Also, the color work is flattening out the image. The whole thing still reads, but it can be improved.
Also, please don't feed the troll.
wrapped up an environment yesterday, image links to thread. worried my primary monitor might be a little too dark, and as a result my shit is too bright. :[
Its a little shiny, but hey, I thought it was a reference photo the first time I looked at it. congratulations.
:poly122:
I've been making edits to this head, time to do the ears again. Open mouth is kind of awkward, almost a dazed look, but hey, it helps me keep my edges in check to create the inside of the mouth. :poly141:
this is obviously just a meshsmoothed lowpoly. No sculpting yet. Any pointers for getting this into mudbox?
@ Uly - Looks solid. How did you get that "lense flare'ish" effect? Or is it PS?
leilei: Yeah I love Q-Bee, she was an inspiration for the project
MrSkullface: Thanks bro!
gmax5: get a room! :poly121:
teaandcigarettes: ah hm maybe I didn't quite get the cohesive style i was shooting for. I'll keep it in mind next time
Uly: that's lookin great man
XRevan23: I'm a page late! but I dig that shot
Maybe try adding dirt under the parts so it looks like it have been coming from rain or something.
Oh... she's awesome! Excellent work, man!
Yes, that looks more interesting, with more of the detail popping out of the outfit.
He looks BIG, so maybe his face would be hard to see for a shorter mortal, behind that chestplate protrusion thing. Small head, big arms. I hope you give him some weapons back though ;D
oh also, it looks Indian, but one of the swords is def. Egyptian kopesh looking, intentional? and are you dropping the snakes for good?
[ame]http://www.youtube.com/watch?v=dbbj5QNlMNw[/ame]
no real specular for the white/grey bits, just diffuse in the spec slot
The Zbrush model was based on a a model over at schellstudio.com
I used one of lawndart's "Dunkin - Bust starter kit" as a base mesh.
The textures were created in Zbrush using polypainting.
The image was rendered in Maya using Mi SSS fast skin, post in Photoshop.
Looks good, Marine (I've always wanted to sound like a drill sergeant!).
A decent specular/gloss map will bring out those materials and make it look even more awesome.
awesome!
I've tried to keep my website extremely simple and easy to navigate, using it mainly just for content. It loads great on the iphone if you want to view it there, and it seems to work on all different resolutions.
I'm happy with how it's turned out seeming as I only picked up HTML 2 days ago!
Here's my portfolio: http://www.liamtart.com
And a link to my forum thread if you find anything I can fix, or have any feedback whatsoever: http://www.polycount.com/forum/showthread.php?t=81581
Glad to know my train of thought was on the right track. Good to get some fresh eyes on it before I get more involved. The mesh is all quads, unlike last time, when I had a couple of pentagons and triangles. The mesh also runs towards the ear, rather than being a stack of quads going front to back.
A remake of an almist ~10 year old model I did when I started modelling in 2001.
The Design is drowning in techical errors but he's still my favorite Movie Robot.
Just in case someone doesn't know him:
[ame]http://www.youtube.com/watch?v=kIAW2ZAfrWo[/ame]
http://www.onesixthwarriors.com/forum/sixth-scale-action-figure-news-reviews-discussion/231722-robocain-custom-build-34.html
this was my first go with this technic:
[ame]http://www.youtube.com/watch?v=FyaCtiwHtuQ[/ame]
Thank you for the feedback. I'll change head's size later. The snakes were cut, forever. And about the weapons, I have to think about them yet. The ones I used on first version I got from the web, no further research. I hope I can do them Indian enough next time :P
There it goes a caricature's practice.
working on Assault APC Thing for kicks. Not much time for modeling these days, trying to keep it fun.