Koryface and Slipgatecentral: Loving the work!
I've been working on German WW2 MP40 for a uni project. low poly is to come, hopefully I'll get it out of the way before Dominance War starts
I think your edges/details could be a bit softer/more exaggerated. Edges that sharp won't transfer well into normal maps really
And very very nice, daphz. Looks like you're really pushing mental ray to it's max. Are you doing any post-processing on that, or is it a straight render shot?
Just blocking it all in at the minute and trying out making models from a texture sheet. This entire top floor of the building uses around 3/4s of a 1024x1024 map, going to use a separate one for the bottom floor and use a few smaller ones for individual props.
Excuse the shading errors, this is just stuff from today. Oh, and the roof support on the corner all the way on the left is just a placeholder (its the small one duplicated and scaled right up!)
More Deadpool Wip
Having problems with transpose master. When i bind mesh and pose it, the high poly detail doesn't translate, the detail gets smoothed out.
Looks awesome so far Pope Adam!
Has a concepty feel too.
Inspired by mirrors edge, started my own small bachelor pad / apartment. Main whitebox pretty much completed. Messing about with color scheme and Starting the visual meshes to import into UDK! Being unemployed for the time being is great
I'm inspired by what jramauri is doing. So I decided to do my own take, still a work in progress. Shelly Duvall.
Hey Allan-p, glad to see I inspired anyone here!
If you don't mind, I'd like to make some comments about your pic. It seems you're using this ref - http://www.mondo-video.com/wp-content/uploads/2010/10/shelly-duvall-making-of-the-shining.jpg - so your shadows are terribly strong compared with the original. Try not to use black as shadows, because people and objects always receive ambiente light - light coming from everywhere, that makes shadows look brighter and much times suffer influence of near colors (people call this radiosity). Figure out how the light comes from her right side (our left) and make her left just subtly darker. And notice the influence of her red blouse over the chin and face. This kind of detail you'll make your pic much more real.
About the likeness, her nose is not too long, her chin is slightly bigger, the shape of face is different of you have drawn. Put in mind, when you do a portrait, that is not about just make the separated parts, you have to sketch the entire face, to capture the overall look of the person. The personality of a person is on his/her face, on the expression he/she use to keep on face. To me, Shelley looks fragile, dreamer, smart, sympathetic. I'd try to represent this when making a portrait of her.
You could try to make a caricature, before start the actual portrait too. This could help you to figure out how exactly you see that person.
I'll try to tweak them a little so they seem a little bit less... lucky charm ish. As if they were beaten into the blade. Make them a little more jagged.
Replies
I think your edges/details could be a bit softer/more exaggerated. Edges that sharp won't transfer well into normal maps really
Quick and dirty asteroid field space suit thing:
Woah!! This is outstanding!
High Poly. Speaker Model for a Garry's Mod Addon.
Just beautiful.
Comin along sweet man!
Awesome paint koryface
Rooster, lovely sketches
Nice one SanderDL, I didn't even realize Neox posted that up
i think you might need to invert the greenchannel of the normalmap, dunno where you are rendering it in, but something is odd
more mental ray stuffs.
And very very nice, daphz. Looks like you're really pushing mental ray to it's max. Are you doing any post-processing on that, or is it a straight render shot?
http://upload.wikimedia.org/wikipedia/commons/2/2a/Russell_Lee_street_corner_Dillon_Montana.jpg
Just blocking it all in at the minute and trying out making models from a texture sheet. This entire top floor of the building uses around 3/4s of a 1024x1024 map, going to use a separate one for the bottom floor and use a few smaller ones for individual props.
Excuse the shading errors, this is just stuff from today. Oh, and the roof support on the corner all the way on the left is just a placeholder (its the small one duplicated and scaled right up!)
@ daphz: Sick render.
@ sampson: HAHAHAH nah lense flares make everything like 12 times better . Yeah it is a joke.
@duncan - cheers bro!
@dudeman95 - thats looking pretty ferocious, are you doing the scales by hand individually or with alphas?
No problem man. Came out gorgeous!
I find that the best result I can get out of scales is to do them by hand.
Having problems with transpose master. When i bind mesh and pose it, the high poly detail doesn't translate, the detail gets smoothed out.
lolz
Has a concepty feel too.
Inspired by mirrors edge, started my own small bachelor pad / apartment. Main whitebox pretty much completed. Messing about with color scheme and Starting the visual meshes to import into UDK! Being unemployed for the time being is great
very cool staff, very nice shape and realistic , i dont see any probleme and i like it , i want to see the progress of your head ^^
Pope Adam greaat !
onetru,cool love deadpool , do you have play to capcom vs marvel 3 ? he is very funny combo
@daphz-- I love the bust. My only crit is that the skin tone is very monochromatic-- could use more blues, reds, greens and yellows in there.
@Xenobond-- I've loved those kinds of models ever since I was given some of my own from the Talisman board game as a kid.. fun stuff.
plaint over some render...
Hey Allan-p, glad to see I inspired anyone here!
If you don't mind, I'd like to make some comments about your pic. It seems you're using this ref - http://www.mondo-video.com/wp-content/uploads/2010/10/shelly-duvall-making-of-the-shining.jpg - so your shadows are terribly strong compared with the original. Try not to use black as shadows, because people and objects always receive ambiente light - light coming from everywhere, that makes shadows look brighter and much times suffer influence of near colors (people call this radiosity). Figure out how the light comes from her right side (our left) and make her left just subtly darker. And notice the influence of her red blouse over the chin and face. This kind of detail you'll make your pic much more real.
About the likeness, her nose is not too long, her chin is slightly bigger, the shape of face is different of you have drawn. Put in mind, when you do a portrait, that is not about just make the separated parts, you have to sketch the entire face, to capture the overall look of the person. The personality of a person is on his/her face, on the expression he/she use to keep on face. To me, Shelley looks fragile, dreamer, smart, sympathetic. I'd try to represent this when making a portrait of her.
You could try to make a caricature, before start the actual portrait too. This could help you to figure out how exactly you see that person.
Hope this helps, good look man.
no progress made designing hilts that don't look like dildos
I wonder if I could mimic translucency by duplicating the blade a couple of times, slimming down, so there's extra layers in the blade.
Guy I'm working on at the moment
duncan Awesome stylized characters. Love your style! Can recognize it even without signature
Finished, I guess
Another practice of me.
And a progression GIF:
seriously, some of the small details were a bitch to model....
http://vimeo.com/20710013
more layzor beemz