Still working on Cain... Haven't gotten that far though:
Getting good reference images from all sides was a major problem and I was missing a crucial one till
yesterday so I had to fix some major scaling errors I made while I was missing the Picture.
I'm seriously thinking about getting him Laser Sinthered once I'm done with him.
Still working on Cain... Haven't gotten that far though:
Getting good reference images from all sides was a major problem and I was missing a crucial one till
yesterday so I had to fix some major scaling errors I made while I was missing the Picture.
I'm seriously thinking about getting him Laser Sinthered once I'm done with him.
+1 for breakdowns, especially lighting. I love that soft and clean ambient occlusion you have - is it pre-baked in diffuse maps or coming from lighting/tweaked sceenspace AO?
good eyes Snader, she is duh law in training..(oh Stalone what did you do to Dredd!) ... its based on a Judge Cadet concept a friend of mine let me steal
looking good! love it, remind me young Pete Postlethwaite (RIP) I think you can tweak some shape to bring it more realistic, like maybe rebuild near the zigomatic bone on the side, the gobale shape of the mouth, the shape of the "down lips " more like a "W", the mouth corner look too smooth, the nasal bone maybe a bit too deep between the eyes, and the mouth a bit too high, it's only suggestion but here the firt thing I see first...
good ref btw : http://laternamagika.files.wordpress.com/2011/01/au-nom-du-pere-1993-02-g.jpg
Thks a lot viv !! also i appreciated your good work, thks for the good advice,
yeah him look like Pete Postlethwaite ^^ ( in begining my reference is Daniel D lewis but i know it s far to like him ^^ )
i have try too more realistic, the mouth and lips, but it s not finish ,
i have "flatten" the deep betwween the eyes,
i have change the type of this character like more asian , but juste one search
Just knocked out a base head heavily influenced by Taron's 'neckling' and spent about 20 minutes doodling with it. Not really sure where it's going yet. Subd level 2 so far.
+1 for breakdowns, especially lighting. I love that soft and clean ambient occlusion you have - is it pre-baked in diffuse maps or coming from lighting/tweaked sceenspace AO?
good stuff rick, dig it!
edit, oh for crying out loud: (who puts a quote button under the post..)
Quoting this to bring it to the next page, awesome work!!!!!! :poly142:
You should do some sort of texture tutorial or at least choosing a solid colour pallete tutorial, seems like each of your pieces have colours that work so well together. Fits the stylized look as well
"i missed leilei posting but suddely it's JATOTEN RASCOT OUT OF NOWHERE. YES, YES, YES. If all y'all haters thinking of cracking wise best realize he was posting on q2pmp/polycount before your balls dropped, children!"
> Hey gauss, I haven't seen you in ages. I didn't expect there would be too many people still around here from the time I left Polycount, much less anyone who would remember me. I can't say how long I'm going to be here this time around, but I'll try to make it worthwhile.
A quick test of dynamic radiance in the engine I've been working on. Still a number of optimization's to do including the performance of shadows, which were disabled in this video. The lack of red/blue bounce onto the greentooths is most likely due to shadows not being rendered. I need to run some more tests, but not tonight.
It's a 3D Environment prop I did this morning with ZBrush, 3DSMax and Photoshop. Its a game-ready prop with diffuse, spec and normal (1024x) and at 860 polygons. This is the first time I do nature-related stuff so I'm still a bit new to this, but I'm enjoying it a lot and will keep trying :P
As for the process, I just did the whole thing in ZBrush, then used Decimation Master to reduce polygons, UV Unwrap Master (was it?) to unwrap the UV and brought it all to 3DSMax where I used the Xoliul shader to get the real time result.
Oh hey, thanks! Yeah, the texture is photo reference touched up (colors, contrast, and lots of stamp tool and whatnot, plus info from the cavity map to get some small details).
I am in my second year at Uni and we have to make a deathmatch level, im going for a Japanese theme! Here is just a bit of the level with the palace being the main focal point of the level
Reverenddevil this scene looks like it is almost there, I am glad you added some points of intrest with the fire flames. I would try to put one closer to the foreground (if this is your compositional shot) That way you would get some nice red glow to contrast the blue over tone. Just pay attention to what your focal point is, and what you want the viewer to see. Rocks look great! Keep up the good work.
Replies
Getting good reference images from all sides was a major problem and I was missing a crucial one till
yesterday so I had to fix some major scaling errors I made while I was missing the Picture.
I'm seriously thinking about getting him Laser Sinthered once I'm done with him.
wip
Awesome work.
I have this:
[ame]http://www.youtube.com/watch?v=GXyBh6acTi0[/ame]
[ame]http://www.amazon.com/Kotobukiya-Robocop-MK-Model-Kit/dp/B000GQ0XPU[/ame]
It's small but pretty detailed, might be worth tracking down for reference.
Daphz, love the balaclava man!
spent the day in PS reworking a broken texture...still much to do to the face, so I'm hiding it under a helmet for now
+1 for breakdowns, especially lighting. I love that soft and clean ambient occlusion you have - is it pre-baked in diffuse maps or coming from lighting/tweaked sceenspace AO?
This is awesome, I love the style. Would lower the shoulders a bit if anything, but it looks great. Any plans on making it low poly?
Long time no scary baby!
[ame]http://www.youtube.com/watch?v=wvJiYrRcfQo[/ame]
Thks a lot viv !! also i appreciated your good work, thks for the good advice,
yeah him look like Pete Postlethwaite ^^ ( in begining my reference is Daniel D lewis but i know it s far to like him ^^ )
i have try too more realistic, the mouth and lips, but it s not finish ,
i have "flatten" the deep betwween the eyes,
i have change the type of this character like more asian , but juste one search
coms and crit are welcome again
its jaw is awesome
good stuff rick, dig it!
edit, oh for crying out loud: (who puts a quote button under the post..)
Quoting this to bring it to the next page, awesome work!!!!!! :poly142:
You should do some sort of texture tutorial or at least choosing a solid colour pallete tutorial, seems like each of your pieces have colours that work so well together. Fits the stylized look as well
"@Creamy Goodnesss- .. dude that's fucking cool."
> Thanks. If you'd like to keep up with the progress of my MUGEN characters, you can check out my MUGEN characters page at http://creamyg.hugelaser.com/Games/MUGEN/Characters%28fs%29.html . I'll have my Creamy character up there as soon as I finish coding his first three animations. If you want to know more about MUGEN in general, check out http://shinchoujin.50webs.com/mugen/english.htm .
@gauss
"i missed leilei posting but suddely it's JATOTEN RASCOT OUT OF NOWHERE. YES, YES, YES. If all y'all haters thinking of cracking wise best realize he was posting on q2pmp/polycount before your balls dropped, children!"
> Hey gauss, I haven't seen you in ages. I didn't expect there would be too many people still around here from the time I left Polycount, much less anyone who would remember me. I can't say how long I'm going to be here this time around, but I'll try to make it worthwhile.
Cheers!
Feel like I've forgotten how to model
A quick test of dynamic radiance in the engine I've been working on. Still a number of optimization's to do including the performance of shadows, which were disabled in this video. The lack of red/blue bounce onto the greentooths is most likely due to shadows not being rendered. I need to run some more tests, but not tonight.
Nice colour firstkeeper
Youtube iframe doesn't seem to work here so I'm just posting the URL. If there's any way to post the actual video here, please let me know!.
[ame]http://www.youtube.com/watch?v=h44h_DDgaMw[/ame]
It's a 3D Environment prop I did this morning with ZBrush, 3DSMax and Photoshop. Its a game-ready prop with diffuse, spec and normal (1024x) and at 860 polygons. This is the first time I do nature-related stuff so I'm still a bit new to this, but I'm enjoying it a lot and will keep trying :P
As for the process, I just did the whole thing in ZBrush, then used Decimation Master to reduce polygons, UV Unwrap Master (was it?) to unwrap the UV and brought it all to 3DSMax where I used the Xoliul shader to get the real time result.
http://www.freesound.org/samplesViewSingle.php?id=115819
I know I know, it's not the usual kind of art posted here!
Dont use iframe. Use the youtube page url
(minus quotes)"http://www.youtube.com/watch?v=h44h_DDgaMw"
nice rock btw. Is the texture photo reference?
[ame]http://www.youtube.com/watch?v=h44h_DDgaMw[/ame]
Oh hey, thanks! Yeah, the texture is photo reference touched up (colors, contrast, and lots of stamp tool and whatnot, plus info from the cavity map to get some small details).
but it's realy great
That looks absolutely awesome! Please tell me you have a prototype of the game online somewhere.
Massbot this sculpt is fantatstic! what brushes did you use? The cloth is my favorite part. I can't wait to see more of this.
Reverenddevil this scene looks like it is almost there, I am glad you added some points of intrest with the fire flames. I would try to put one closer to the foreground (if this is your compositional shot) That way you would get some nice red glow to contrast the blue over tone. Just pay attention to what your focal point is, and what you want the viewer to see. Rocks look great! Keep up the good work.