haha poop, I love you. Trying so hard to keep it lowpoly, cutting polies out of the face even to keep it low, but you keep the polies for the sausage. Well played.
haha poop, I love you. Trying so hard to keep it lowpoly, cutting polies out of the face even to keep it low, but you keep the polies for the sausage. Well played.
haha poop, I love you. Trying so hard to keep it lowpoly, cutting polies out of the face even to keep it low, but you keep the polies for the sausage. Well played.
probably not going to get to finish this before the brawl is over, so calling it done (for now) (tm)
Whats up with his skull? Looks like there is a second layer of skin over it, something covering up the teeth which would continue going straight; they just seem to...stop. Also normally the 'handle' is orientated the other way, so it can be gripped properly.
Did something a bit different for fun. Self portrait cartoon runner version.
I like it man, but the unnatural pose is totally ruining it, the human body isn't straight and it looks like this guy will fall on his back.
If you look a few pages back you can see Duncan posted a cartoon character as well, but it had a really strong pose which really sold it.
Been working on buildings, props and textures sice my last post. Still lots of stuff to do but I think I'm starting to get satisfied with the overall feeling.
Been working on buildings, props and textures sice my last post. Still lots of stuff to do but I think I'm starting to get satisfied with the overall feeling.
Looking good, but way too heavy on the DOF - the far buildings look to be no farther than 100ft away. Either my eyes suck or the fog is completely transparent :P.
Coming along nicely though.. start a thread up to get more input.
So first time posting here, minus a bugged post from a while ago, but I've been working on this for a class assignment for a few weeks now and I'm looking for some feedback, on both the high poly model and the render quality. Any advice would be appreciated
Wow! Didn't expect so much good feedback!
I have a few more poses to demonstrate how flexible the rig is
I just hate how meshes loose volume in extreme poses. I always wanted to make a fighting game character but my rigging skills are insufficient. This rig works for most moves, but there are still plenty of instances where the weighting just does not cut it.
Gonna be making some armor and accessories soon! This is just the base mesh so to say.
Hi everyone, this is my first attempt to make a female torso, and i think my first 'real' attempt to actually make a person per-se. You see im a hard surface modler mainly, ships guns etc, and i wanted to make some armor for fun. One thing led to another and i ended up modeling the torso but no armor yet.
Pre-subdivision form, she is 492 verts
current view is 8200 verts.
all crits are welcome, especially since this is my first try
@omnione: Jumping Jesus on a pogo stick, these are awesome! Easily the best low poly stuff I've seen in quite a while. Only flaw is your screencaps are too small, I wish I could see more of your models. :v
Basically she is just a flat shaded low poly model with a hand painted texture. I used the character rigging tools that come with maya 2011 (they are awesome btw.) and I had a look at how blizzard does the UV layout for their WOW chars so I tried to do something similar for my model as it makes it easy to swap textures around and make variations for future characters to come.
Instead of putting together images I thought it would be easier to just capture a quick video of me fiddling around with the model... I am not going to speak cause I hate my voice. Hope this will show what you want to know.
I always make other kind of props or architecture, so this is my first try at some plants. I'm not quite happy with it, but I'm posting it here anyway. Here's a video and a couple pics:
So long long ago I thought I'd make a transforming Ork trukk.... though the robot stage is still well off I thought I'd show the Trukk forms thus far. Any opinions please so far folks?
I'd like to sculpt in the fine details and make the surfaces appear a bit rougher after the sub d version is finished. I haven't really kept consistent with the Games Workshop style I've wandered a bit, my bad.
AlecMoody: using zbrush, the woman is made from a plane, and made a cube as a seperate subtool that i sculpted in.
would be hard to do that in zbrush indeed
Sorry for the software render, I know it's "cheating" but I cannot find any good SDKs on OS X, anyone know of something?
Maybe at one time software renders were considered 'cheating' but now high end game engines can almost match mental ray in quality, from what I have seen lately. Anyway this looks great man, the mushroom reminds me of the caves in Fallout 3
@StevenEgan great stuff, left a comment in your thread!
bit of high poly work finished today amongst some coding work;
Replies
Ha ve to do it very quickly because i only have 2 days to finish it (high + retopo + texture)
Priorities, man!!! :-D
Whats up with his skull? Looks like there is a second layer of skin over it, something covering up the teeth which would continue going straight; they just seem to...stop. Also normally the 'handle' is orientated the other way, so it can be gripped properly.
Hypnotizing, eh?
WHATS WRONG WITH YOU ?
Are you actually working subtractive from a block? Is it 3dcoat? It seems like zbrush would have a really hard time with that.
I like it man, but the unnatural pose is totally ruining it, the human body isn't straight and it looks like this guy will fall on his back.
If you look a few pages back you can see Duncan posted a cartoon character as well, but it had a really strong pose which really sold it.
Davision3D love your Evil Knight , you make a game ?
Here is my first try with hair in Zbrush. Hope you got some advises for me.
Looking good, but way too heavy on the DOF - the far buildings look to be no farther than 100ft away. Either my eyes suck or the fog is completely transparent :P.
Coming along nicely though.. start a thread up to get more input.
I have a few more poses to demonstrate how flexible the rig is
I just hate how meshes loose volume in extreme poses. I always wanted to make a fighting game character but my rigging skills are insufficient. This rig works for most moves, but there are still plenty of instances where the weighting just does not cut it.
Gonna be making some armor and accessories soon! This is just the base mesh so to say.
Pre-subdivision form, she is 492 verts
current view is 8200 verts.
all crits are welcome, especially since this is my first try
Instead of putting together images I thought it would be easier to just capture a quick video of me fiddling around with the model... I am not going to speak cause I hate my voice. Hope this will show what you want to know.
http://www.screencast.com/users/MatthiasA/folders/Jing/media/6064eaa3-8b8c-4abe-811a-edff336163b4
AND I also made this micro chicken today to continue the series...
I know its nothing special, but its meant to be viewed at a distance anyway PLUS both the pig and the chicken fit into the tank like so...
YAY!
so awesome :poly127:
poop -hahahah great work, now my eyes are bleeding...can't wait to see your brawl fighter with a phallic surprise
here is my latest stuffs...
thanx
Got this baked out, there's some weird artifacting that I don't know how to fix since I suck at UVing and texturing.
Sorry for the software render, I know it's "cheating" but I cannot find any good SDKs on OS X, anyone know of something?
[ame]http://www.youtube.com/watch?v=a7GJ38vJ9Hs&hd=1[/ame]
So long long ago I thought I'd make a transforming Ork trukk.... though the robot stage is still well off I thought I'd show the Trukk forms thus far. Any opinions please so far folks?
I'd like to sculpt in the fine details and make the surfaces appear a bit rougher after the sub d version is finished. I haven't really kept consistent with the Games Workshop style I've wandered a bit, my bad.
All the best
Greg
Ork Robot Concept here:- still a bit naf tho
http://i269.photobucket.com/albums/jj41/UKShowster/OrkBot.jpg
Got the forearms fixed!
would be hard to do that in zbrush indeed
Maybe at one time software renders were considered 'cheating' but now high end game engines can almost match mental ray in quality, from what I have seen lately. Anyway this looks great man, the mushroom reminds me of the caves in Fallout 3
@StevenEgan great stuff, left a comment in your thread!
bit of high poly work finished today amongst some coding work;
here's a muscled loincloth brute from me haha.
just got it baked, lots to fix.