felipefrango /MM (All of your work is a reference )/ burger ninja /Mongrelman /afisher great work guys !!
Super Happy Cow / Swizzle / SnaFuBAR
thanks a lot !! you are right, i ve try to make good place for eyes and i change the shape of face
hope you like it and it s better ^^
Statue I am working on- still too soft but once I get the shapes I will try to give it more stony look.
I posted the concept I am working from in my thread.
My take on the splash damage env test. As I couldnt actually find the actual spec, I just went off on my own and not really worried about the actual poly count :poly124: Keeping it realistic though! So, anyway, its my first UDK experience.. so I`m a total noob still. Its also not finished quite yet..
***Oh yea.. The Wire fences are not mine! they are from the UDK, as standin. I also used the Decal map from one of the other maps! I am running out of time to do it, so cut those corners! I`ll also make my own weeds to replace the test flowers you might see.***
as for the shader nothing special, just standard phong shader with these maps pluggued in:
diffuse, normal, specular, spec power, reflection mask, environment map and glow.
here is a screengrab from Maya, let me know if you have any other questions.
sketching away, at blockout stage using Paul Richards darksiders stuff as reference......www.autodestruct.com like you didn't know the site - so much goodness!
Mr. Mishu, very impressive LP work! Really shows that you don't need crazy much cuts and hard edge splits everywhere to get it to bake! Way to show you are the master! Awe!
I recently came back from San Fran for GDC and thought this was a awesome object because they dont have pulic bathrooms like this where im from so taking that as inspiration I modeled this "Sanisette(French term)" or public toilets. Crits welcome!
I recently came back from San Fran for GDC and thought this was a awesome object because they dont have pulic bathrooms like this where im from so taking that as inspiration I modeled this "Sanisette(French term)" or public toilets. Crits welcome!
Looks good, but you're missing some of the small details, look for more reference.
just a wind down doodle for the night of finishing tweaks and sculpting in some hair to wrap this chick up. the corner of the mouth might be a bit sharp....
Almost done with this, having a little bit of trouble translating the signs if anyone can help me out with that I would be very VERY appreciative! Still need to do a lightmap unwrap and model a few odd bits. Trying to keep it under 6k tris.
Vig: That storefront is really neat! I think that nailing those colour shifts that are there in the concept when you do the diffuse will really help to capture the flavour.
A couple of bits from me. Some more WIPage on that sculpt for the CGFeedback comp:
Nick Carver - that body sculpt for the cgfeedback tihng looks sick.
so i did this little thing cuz my friend challenged me to a sculpt off, i wasn't really digging it like 10 minutes after i started but im pretty happy with how it came out and thought i'd share.
sculpt took about 3 hours.
based off this concept from a friend of mine, and i did take some liberties to keep it interesting for me, i pretty much made a joker demon.
What exactly do you mean by finishing touches? Usually yeah, carefully placed strokes of smooth and polish brushes do the trick, but first define the major shapes and the sillouette.
As for smoothing out curves, have you tried using Lazy Mouse? Hotkey 'L' if I'm not mistaken.
Thanks for the suggestion! really cool tool right there.
Well i was wondering though if there's a tool witch allows me to kinda cut out some polygons to give a piece a better shape, because with more clay and smooth it doesn't always work out the best.
thanks a lot though
@ae. : looks cool dude, though the mechanics make me wonder if this thing won't actually break in the middle lol @Mark Dygert: looks beast, keep it up @Nick Carver: No. 3 looks hot, Nice work on the dude there. @truedeja: 10 mins ? you make me cry, i spend like hours in order to do stuff like that haha, it doesn't look too sketchy aswell
I got her posed so I'm calling this finished, sooo sick of looking at this. Good learning experience though, never sculpted anything that high poly before.
Damnit! haha oh well, yeah I sort of lost interest in refining the head and fingers/toes, so I guess it was more of study on form. Thanks for the honesty.
Mask and move brush is good for creases like that. Mask below the breast and move the breast down to form the crease. Then add extra definition with the Dam standard or slash brush. Pinch if need be.
Almost done with this, having a little bit of trouble translating the signs if anyone can help me out with that I would be very VERY appreciative! Still need to do a lightmap unwrap and model a few odd bits. Trying to keep it under 6k tris.
Hello Mark, the signs means 'hairstylist'
nice modeling btw, i like the style.
here's something i started recently, inspired by slipgate and firstkeepers busts.
still lots more to do, especially the contrast issues. but its been very fun so far
StevenEgan, that's pretty sweet. I really like that his torso looks like a power lifter instead of the usual bodybuilder look you see on a lot of models.
I hate to spam, but I've had some crits about him being too orange, did some colour corrections in PS... plus gave him a cigar... though I think he would need to loose the loincloth to be able to pull off the tattoo and the cigar, but blah!
@SaferDan Was the mesh in triangles or something? Make sure stuff is quads when it goes to ZB, also don't be afraid to subdivide up to the hundreds of thousands and millions if you aren't.
Also: if you're sculpting from a sphere or something, you either have to subdivide excessively, or retopo and make a new basemesh that better fits the shape of the object.
Well i had massive issues with this tbh i made a base mesh in maya but left a massive hole where the back legs are ¬_¬ i have no idea how i did that! but yeah after 2 hours in Z-brush i realised! so i decimated it , fixed the hole in maya and then put it back in Z-brush. It was probably a bad thing to do! But yeah i realise that i can sub divide loads its more a case of what brushes to use etc! but yeah thanks for the advice guys
here's something i started recently, inspired by slipgate and firstkeepers busts.
still lots more to do, especially the contrast issues. but its been very fun so far
Omg it's smo
I know you since the good old Esforces mod Forums lul yeh still need some work on it but looks really clean!
As for myself i'm kinda clueless now after refining and reshaping some parts how to get a decent hard-surface looks. I'm out of my capability atm, i dont know any good/better methods to do that. So i'm calling this one done and moving onto a next concept to sculpt on:
Replies
Super Happy Cow / Swizzle / SnaFuBAR
thanks a lot !! you are right, i ve try to make good place for eyes and i change the shape of face
hope you like it and it s better ^^
comment and crit are welcome again for next buste
I posted the concept I am working from in my thread.
***Oh yea.. The Wire fences are not mine! they are from the UDK, as standin. I also used the Decal map from one of the other maps! I am running out of time to do it, so cut those corners! I`ll also make my own weeds to replace the test flowers you might see.***
Dude, super helpful. Thanks so much!
The gatling is probably going to kill me tomorrow.
*EDIT* excelent hard surface modelling monolith
sketching away, at blockout stage using Paul Richards darksiders stuff as reference......www.autodestruct.com like you didn't know the site - so much goodness!
anyway.....
I started playing with these guys again. Still plenty of work to do just a little less than before.
Together again
http://www.polycount.com/forum/showthread.php?t=78911&page=3
Looks good, but you're missing some of the small details, look for more reference.
just a wind down doodle for the night of finishing tweaks and sculpting in some hair to wrap this chick up. the corner of the mouth might be a bit sharp....
Almost done with this, having a little bit of trouble translating the signs if anyone can help me out with that I would be very VERY appreciative! Still need to do a lightmap unwrap and model a few odd bits. Trying to keep it under 6k tris.
A couple of bits from me. Some more WIPage on that sculpt for the CGFeedback comp:
And some little tribal huts, awwwww:
Cheers!
EDIT: I like it Swiz! Very cool!
Nick Carver - that body sculpt for the cgfeedback tihng looks sick.
so i did this little thing cuz my friend challenged me to a sculpt off, i wasn't really digging it like 10 minutes after i started but im pretty happy with how it came out and thought i'd share.
sculpt took about 3 hours.
based off this concept from a friend of mine, and i did take some liberties to keep it interesting for me, i pretty much made a joker demon.
Thanks for the suggestion! really cool tool right there.
Well i was wondering though if there's a tool witch allows me to kinda cut out some polygons to give a piece a better shape, because with more clay and smooth it doesn't always work out the best.
thanks a lot though
@ae. : looks cool dude, though the mechanics make me wonder if this thing won't actually break in the middle lol
@Mark Dygert: looks beast, keep it up
@Nick Carver: No. 3 looks hot, Nice work on the dude there.
@truedeja: 10 mins ? you make me cry, i spend like hours in order to do stuff like that haha, it doesn't look too sketchy aswell
Nick, loving the huts. Fun.
I got her posed so I'm calling this finished, sooo sick of looking at this. Good learning experience though, never sculpted anything that high poly before.
I am a total nube...
Sarting of with a baked global illumination ^^
Hello Mark, the signs means 'hairstylist'
nice modeling btw, i like the style.
here's something i started recently, inspired by slipgate and firstkeepers busts.
still lots more to do, especially the contrast issues. but its been very fun so far
Current tri count is 3250. Will texture and whatnot when finished. C:
Awesome!!!
quick ravine practice, about 2 hours in
I hate to spam, but I've had some crits about him being too orange, did some colour corrections in PS... plus gave him a cigar... though I think he would need to loose the loincloth to be able to pull off the tattoo and the cigar, but blah!
Still needs his forearms fixing:
sub-divide your mesh
Thanks man! I know that its just even when i go higher i just can't seem to get the finer, finer details i need to go and find some tutorials!
Also: if you're sculpting from a sphere or something, you either have to subdivide excessively, or retopo and make a new basemesh that better fits the shape of the object.
Omg it's smo
I know you since the good old Esforces mod Forums lul yeh still need some work on it but looks really clean!
As for myself i'm kinda clueless now after refining and reshaping some parts how to get a decent hard-surface looks. I'm out of my capability atm, i dont know any good/better methods to do that. So i'm calling this one done and moving onto a next concept to sculpt on:
Trying to finish some old stuff.
I´m kind of having trouble with the pixel style on the guy, so any advice is welcome.