Ok guys here is a quick update, still a bit aways to go to get this thing ready for graduation. I had to bust out this pocket area in a week essentially. Needs tons of love on the chair and couch. Deff a WIP
@paulsvoboda
Thanks man! Your work is a great inspiration to me. That prop is killin it! I want to see that level asap.
@Yano @Lachtan
Yano is right it is a Fiat 500, with a few modifications to make it match the car in the movie. Lachtan some of my textures might be a bit low res, the couch and chair are both sharing the same 1024 as well as the blankets. The car is on a 1024x2048 map and still looks lowres. I think it is because of the mipmaping in Unreal. But thank you for pointing it out I hope to make those fixes soon.
Blaizer, could you post up your wireframe for that? I'm getting into shapes like those and its kicking my ass, and any wireframes would help a boat load.
Blaizer, could you post up your wireframe for that? I'm getting into shapes like those and its kicking my ass, and any wireframes would help a boat load.
nicocabbalero - Looks interesting, can't wait to see more of your scene
Kurry - Scene is looking gorgeous.
MikeB - Excellent textures, nice details you got in there.
POFFINGTON - Your scene is awesome, can't wait to see an update :poly142:
Here's something I've been working on over the last week. There's more shots in my sketchbook, C&C always welcomed
Liking this Ferg. Worked/Finished my anaglyph post process shader. Bit of an older image and ignore the stuff happening on the right lol.
lol, I was just about to complain about the chromatic abberation in your image. Then I googled "anaglyph"
very nais.
I have some concepts, character renders and environment stuff to post soon, I'm looking forward to some scathing and demoralising criticisms, it is much needed to motivate me.
A couple of questions, can anyone help?
when building environments with modularity in mind, is it generally better to build, then split into components, or to model components and then build?
also, when using Xref geometry in 3ds max, is there a way to add decals to this instanced geometry, WITHOUT having to create a new material for each instance? because that would be a bitch...
benji - Post! If you don't have one, I suggest a Digital Sketchbook thread here in PC so when you pimp out in this thread, people can write C&C in your sketchbook.
"when building environments with modularity in mind, is it generally better to build, then split into components, or to model components and then build?"
In regards to modular environments, you will probably be doing a little of both. Depends on how you plan your scene. Figure out which props can share parts, let alone be broken apart to use elements of the prop throughout the environment. It's all in the planning I think
An alien quick sculpt. My hope is to end up doing full high rez production characters and creatures, as soon as i findout the skin shader/rendering business.
c&c is welcome
Still WIP, gonna work on rims/tires and small stuff on day 5
Looking Good dude!
Noice work on the interior, you seem to have the shapes down (from what I can tell)
My only crits are on the topology, just a few spots could be a bit more refined.
Looks nice brandon! I think you spec needs a little adjustment - for example at the base the rust seems to have the same spec as the paint around it. Maybe a gloss map?
Just finished baking this and got myself started on the textures. It's part of a larger scene I've been working on, so wip thread due soon! edit: here!
(low poly on left is the original blockout, not the low poly.)
You seem to have some crimping around the rear where the body meets the arches. You might need to refine the looping around that area to make it a bit neater. Also on the top of the car where the front support strut comes into it, looks like there is a slight dip too.
1st post here, was advised to come along by scotthomer. Im working on a KTM SX-F (MotoX bike) at the moment. Hoping to have a lot more done by the end of the week to show you guys.
Worked on a preliminary sculpt for a character for my Design class.
I would love some feedback on the silhouette and the general shapes/anatomy (ive been screwing with the musculature)
Mladen - That is looking really nice, makes me want to watch Wizards by Ralph Bakshi. Can't wait to see the final renders you do for it.
Have been blocking out a scene I am working on, it is based on the Drottningholm Slottsteater http://i1137.photobucket.com/albums/n508/needsglue/droimg14.jpg.
Have been laying it out based on plans and sketches from the original construction and reconstruction of the Court Theatre, everything is to grid for when I take it into UDK.
Still cleaning lots up and getting scale right, will start to split off the construction elements to take into zbrush this week.
Lachtan, may I ask for a brief overview of the techniques you are using for modelling cars in hi poly? do you separate each major component? do you use NURB surfaces?
Your Beetle is looking beautiful (although as others have mentioned, some minor pinching caused by topology issues). I'm also modelling a Beetle right now but I'm inexperienced at this kind of thing so I keep getting stuck...
Dado, that is sick, reminds me of a dream I had the other night about a rattle snake that doesn't bend, and only travels in straight lines. it can also fly, but only directly upwards.
Wildmax, very nice, how do you create that smoke in PS? brushes?
some edges on the face look a little too hard to me but maybe that's the style you're going for.
Daphz, totally badass. Is this some kind of futuristic plague doctor? only crit is that some of the folds in the fabric don't look like they are responding right
Mladen, that is glorious... so much personality. the materials are amazing, I love the textureing on the robe, and the marble looks great. Only one crit: I think the wrists and chin appear too soft - they would look better with a bit of prominent bone I think, to match the guy's gaunt face and bony fingers.
eY3lEs5, the textures look good although perhaps lacking in contrast. also the lighting could use some work I think, there are some shadows lacking!
Growgor, that is badass, strong silhouette!
Thrillkill, it looks good but the face is not very feminine, but perhaps you want to avoid uber femininity? depending on this, maybe the figure could use some slight adjustments too.
Also some of the folds look unrealistic; the upper arm fabric looks too silken and loose I think. And the folds at the bottom of the trousers look too tight and crisp.
one more thing, the boot on the left looks small and flattened and skinny from this angle
Replies
@HonkyPunch
@Amsterdam Hilton Hotel
@rooster
Thanks guys! More to come.
@paulsvoboda
Thanks man! Your work is a great inspiration to me. That prop is killin it! I want to see that level asap.
@Yano
@Lachtan
Yano is right it is a Fiat 500, with a few modifications to make it match the car in the movie. Lachtan some of my textures might be a bit low res, the couch and chair are both sharing the same 1024 as well as the blankets. The car is on a 1024x2048 map and still looks lowres. I think it is because of the mipmaping in Unreal. But thank you for pointing it out I hope to make those fixes soon.
[ame]http://www.youtube.com/watch?v=QJyj-GDQqyw[/ame]
Seconded, it looks great!
not really new, but figured a few of you might enjoy seeing this
Kurry - Scene is looking gorgeous.
MikeB - Excellent textures, nice details you got in there.
POFFINGTON - Your scene is awesome, can't wait to see an update :poly142:
Here's something I've been working on over the last week. There's more shots in my sketchbook, C&C always welcomed
love it
...
I think the anatomy on thee.... thing. is....
I feel like im going to be sucked into his mouth
Thats what She said:
Thanks HitmonInfinity and eY3lEs5
Alberto, that's some nice modeling there with no floats! It's so clean, nice work!
Just finished this project up a little while ago.
Liking this Ferg. Worked/Finished my anaglyph post process shader. Bit of an older image and ignore the stuff happening on the right lol.
lol, I was just about to complain about the chromatic abberation in your image. Then I googled "anaglyph"
very nais.
I have some concepts, character renders and environment stuff to post soon, I'm looking forward to some scathing and demoralising criticisms, it is much needed to motivate me.
A couple of questions, can anyone help?
when building environments with modularity in mind, is it generally better to build, then split into components, or to model components and then build?
also, when using Xref geometry in 3ds max, is there a way to add decals to this instanced geometry, WITHOUT having to create a new material for each instance? because that would be a bitch...
benji - Post! If you don't have one, I suggest a Digital Sketchbook thread here in PC so when you pimp out in this thread, people can write C&C in your sketchbook.
"when building environments with modularity in mind, is it generally better to build, then split into components, or to model components and then build?"
In regards to modular environments, you will probably be doing a little of both. Depends on how you plan your scene. Figure out which props can share parts, let alone be broken apart to use elements of the prop throughout the environment. It's all in the planning I think
they are 2 minions of the Mime King from NOLF 2; they'll be discussing the philosophy of pantomime in their off duty hours.
Main Hallway bits with self illum maps for the lights.
Ceiling tile
Jordu Schell alien
Was bored. Done in Mudbox from a sphere.
Wires:
c&c is welcome
Still WIP, gonna work on rims/tires and small stuff on day 5
@ Keen ; I reallly like your concept
playing in scluptrix/fast Photoshop paintover
Noice work on the interior, you seem to have the shapes down (from what I can tell)
My only crits are on the topology, just a few spots could be a bit more refined.
Most important thing you need to make sure your doing is keeping everything in quads, its really important for highpoly stuff.
heres a little piantover/fix image
http://img27.imageshack.us/img27/7485/xinwyqr8fixes.jpg
DAphz: that looks sick, Im playing AC:brohood right now. looks like it could be the doctor from the next assasins creed game thats in the year 20xx :P
Just finished baking this and got myself started on the textures. It's part of a larger scene I've been working on, so wip thread due soon! edit: here!
(low poly on left is the original blockout, not the low poly.)
You seem to have some crimping around the rear where the body meets the arches. You might need to refine the looping around that area to make it a bit neater. Also on the top of the car where the front support strut comes into it, looks like there is a slight dip too.
1st post here, was advised to come along by scotthomer. Im working on a KTM SX-F (MotoX bike) at the moment. Hoping to have a lot more done by the end of the week to show you guys.
I would love some feedback on the silhouette and the general shapes/anatomy (ive been screwing with the musculature)
wester- i really like your jordu shell sculpt
a drunk painting of glen hansard from last night
almost done with this. took forever, but slowly finishing it up.
..yup too much post grain/blur
Have been blocking out a scene I am working on, it is based on the Drottningholm Slottsteater http://i1137.photobucket.com/albums/n508/needsglue/droimg14.jpg.
Have been laying it out based on plans and sketches from the original construction and reconstruction of the Court Theatre, everything is to grid for when I take it into UDK.
Still cleaning lots up and getting scale right, will start to split off the construction elements to take into zbrush this week.
So much left to do...
Reference that anatomy!
nice one Mladen
bonebrew: check your pic links, they're not showin up on my end
still wippin away, not totally sold on the hair... and I'm not really sure when it started but this is becoming the creepiest thing ever
Starting the sculpting now.
http://www.polycount.com/forum/showthread.php?t=82264
Feedback is very appreciated.
Grow
Gonna give her a grenadelauncher aswell.
Lachtan, may I ask for a brief overview of the techniques you are using for modelling cars in hi poly? do you separate each major component? do you use NURB surfaces?
Your Beetle is looking beautiful (although as others have mentioned, some minor pinching caused by topology issues). I'm also modelling a Beetle right now but I'm inexperienced at this kind of thing so I keep getting stuck...
Dado, that is sick, reminds me of a dream I had the other night about a rattle snake that doesn't bend, and only travels in straight lines. it can also fly, but only directly upwards.
Wildmax, very nice, how do you create that smoke in PS? brushes?
some edges on the face look a little too hard to me but maybe that's the style you're going for.
Daphz, totally badass. Is this some kind of futuristic plague doctor? only crit is that some of the folds in the fabric don't look like they are responding right
Mladen, that is glorious... so much personality. the materials are amazing, I love the textureing on the robe, and the marble looks great. Only one crit: I think the wrists and chin appear too soft - they would look better with a bit of prominent bone I think, to match the guy's gaunt face and bony fingers.
eY3lEs5, the textures look good although perhaps lacking in contrast. also the lighting could use some work I think, there are some shadows lacking!
Growgor, that is badass, strong silhouette!
Thrillkill, it looks good but the face is not very feminine, but perhaps you want to avoid uber femininity? depending on this, maybe the figure could use some slight adjustments too.
Also some of the folds look unrealistic; the upper arm fabric looks too silken and loose I think. And the folds at the bottom of the trousers look too tight and crisp.
one more thing, the boot on the left looks small and flattened and skinny from this angle
[most overused word in this post: "badass"]
scary! you really have a nice "sculpting style", i saw it was you before i even see your name.
@wester: love your alien, nice work on the details and design (mostly this strange organique part on the back of his head)
Highpoly robot i made. will be UVMapping it soon.
any crits?
I suggest you to put a Mesh> smooth on it to make it higher poly, the more the better.