thanks guys! i'll post some texture flats when i'm closer to being finished. i'll be adding more detail and overlays soon, thanks for the link SeanEG. I'm trying to rig him right now.
Spitty, thats just lovely. Some more "denim" feeling on the jeans though and it'll look just smashing.
Reminds me of those goombas from the live action mario movie.
Finally got it into UDK. Still plenty of work to be done. Here is what I have at the moment.
My goal with this project is to achieve "atmosphere." Something my older pieces are all missing. That and to push story. So here is where I am hoping to take this one.
Well I got about all the effects I want in the scene now all setup in kismet.
All I need to do is build a modular set of buildings and then take unreals modularity tools for a test drive and layout that bigo city in the background.
Then I can actually do a lighting + lightmass pass on this bad boy since right now its all just standard lights just tossed around with no real settings.
And then I need to setup depth of field / bloom on a timer for when the moon explodes to focus on a key point. need to look more in to that one how to isolate meshes to "not" get DOF settings on it...
lots of great work up here. I finally made my low poly of killer croc, and just burned my normals and diffuse. my texture is pretty much just polypaint and AO. i'll go in and fix it up in 3dcoat and photoshop. this is a screen grab from max using the 3point shader.
I guess this is a little bit out of the context of this forum, but I made a small music video slash short film for the band Sons of Perdition. It's mainly just hand drawing, Photoshop and some compositing in Fusion with a bit of 3D here and there. My time was limited so not everything is where I wanted it to be, but I'm happy enough with it as it is.
Hope you enjoy, feel free to criticize the Hell out of it. I'm curios if you even get what's going on.
Rayph : Your color range for the BG and the characters are to close together They are already pretty desaturated, so either punch up the colors on the figures or desaturate the BG a bit more. its a very energergitic piece, maybe the fast moving blur pieces need
more focues and burn particle?
Thanks for the feedback everyone! I was getting a bit sick of looking at her, so I really appreciate the crits from fresh eyes. After all the encouraging comments, I might push it a bit more. As requested, a higher res grab of the face...
MM, NBLM: I didn't even notice there was anything wrong with the collar bone area, but now that you mention it, I can really see it!
Delerium, ScoobyDoofus: Yeah I hate hair. I'm using an anisotropic shader, but I'm going to go back to it and see what I can do.
DKK: yes! Its just a little strip of transparent polys with a high gloss (red surface). I also copied an idea I saw on Kodde's website (Felix Waubert de Puiseau's work) to put a surface under the upper eyelid to darken down that area of the eyeball (yellow surface).
crazyfool: Forgot to mention before - props to Kosta Gialiakis and Leo Covarrubias who has kindly modified his skin shader just for me!
Evil, odium: you're right, it is insane. I was looking at the face count. OOPS! Triangles is more like 21k! Sorry!
SniperGen: When I've rigged it up I might do a full presentation in a thread on here or my website or something.
Need some critic on this medieval banner im working on. I have only sculpted on the fabric yet so how does the wrinkles look? (I could also add that im beginner in zbrush) :poly108:
S_ource check out some hanging cloth references on cgtextures and google etc, really check how the cloth would deform when hanging like that, check this out if you've not seen it
I did look on google but did nor find so much good refrences for this kind of object, but i will keep looking and thanks for comment and link to tut
Made this after luke´s comment i think i did overdo the wrinkles, Zwebbie i did not see your comment untill after i made this so i will might do one more subtle with less big folds and more small ones from seames like you suggested, thanks for comment.:poly142:
Made this after luke´s comment i think i did overdo the wrinkles, Zwebbie i did not see your comment untill after i made this so i will might do one more subtle with less big folds and more small ones from seames like you suggested, thanks for comment.:poly142:
have you considered using a cloth physics simulation? Here is an example of similar cloth I did with a straight physics simulation. I know other people also like to start with physics and the sculpt details on top.
S_ource, you should only be getting V-shaped folds like that if the cloth is supported just at the corners. Since it has supports the entire length of the top, it should have more wavy, vertical folds that get looser towards the bottom.
Rough concept to pitch to my instructor. Have to pitch 3 ideas and I guess he chooses which one we'll actually be making. The other ideas I'm just going to use reference pics for... I'm no concept artist heh.
Replies
Also, greetings from us here in 2011
This is what I submitted. Didn't do everything I wanted, but it's not TOO bad I guess.
Reminds me of those goombas from the live action mario movie.
Medestruit
Your designs are awesome.
+1
The low-poly mesh tally: 585 quads.
My goal with this project is to achieve "atmosphere." Something my older pieces are all missing. That and to push story. So here is where I am hoping to take this one.
wip head of a viking centaur/water buffalo...
Well I got about all the effects I want in the scene now all setup in kismet.
All I need to do is build a modular set of buildings and then take unreals modularity tools for a test drive and layout that bigo city in the background.
Then I can actually do a lighting + lightmass pass on this bad boy since right now its all just standard lights just tossed around with no real settings.
And then I need to setup depth of field / bloom on a timer for when the moon explodes to focus on a key point. need to look more in to that one how to isolate meshes to "not" get DOF settings on it...
Well here's a quick screen ;p
Here's what I'm working on now.
The character is Noctis from Final Fantasy Versus XIII. I'm trying to emulate square-enix's modeling and texturing style.
Mladen Jovicic - me likey too The looseness is really nice
richithekiller - I still cant stop looking at her lol. Your sites real nice too.
so much amazing stuff in the past few days on here
Yay for Airships!
I just started on the U.S.S Akron:
Also had a quick play around with the textures for my Remington 870 MCS. CE2 seems to make them look really flat
Spitty...Wowza man great stuff!
Prototyp3 verry cool man!
Hope you enjoy, feel free to criticize the Hell out of it. I'm curios if you even get what's going on.
http://vimeo.com/18472058
Looks like you've got a few smoothing errors here, and some bad seams, due to uv issues or not using an averaged cage?
Oh, it's on.
I've been working on a couple of fictive airships for a small UDK game:
I salute you for this. Will it transform eventually?
Here is mine for the burn pile...ugh trying to slog through and fix this train wreck..
more focues and burn particle?
MM, NBLM: I didn't even notice there was anything wrong with the collar bone area, but now that you mention it, I can really see it!
Delerium, ScoobyDoofus: Yeah I hate hair. I'm using an anisotropic shader, but I'm going to go back to it and see what I can do.
DKK: yes! Its just a little strip of transparent polys with a high gloss (red surface). I also copied an idea I saw on Kodde's website (Felix Waubert de Puiseau's work) to put a surface under the upper eyelid to darken down that area of the eyeball (yellow surface).
crazyfool: Forgot to mention before - props to Kosta Gialiakis and Leo Covarrubias who has kindly modified his skin shader just for me!
Evil, odium: you're right, it is insane. I was looking at the face count. OOPS! Triangles is more like 21k! Sorry!
SniperGen: When I've rigged it up I might do a full presentation in a thread on here or my website or something.
Might be some smoothing issues.
If I'm correct, an averaged cage is just a cage the hugs the model completely, with a similar smoothing group. UV's unconnected an obtuse angels?
Feel like I'm catching up on my cage making skills tbh. Last job never did anything like 'proper' cage baking :P .
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man this is looking like a really cool project.
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cool! Never thought of the use of spec gloss (red strip) before. neato
Modular!
have you considered using a cloth physics simulation? Here is an example of similar cloth I did with a straight physics simulation. I know other people also like to start with physics and the sculpt details on top.
Asset for a new Mass Effect scene, hopefully I'll finish this one.
Any tips, comments, crits?