modeled large scale modular guard rails for the golden gate bridge, I discovered that, guard rails for the pedestrian walkway repeat at the same interval, and that is the same interval as the repetition of the lamp posts
haven't posted in a great while, lots of excellent work in this thread as always!
@nilknarf815 absoltutely love that idea! awesome that you posted a step by step of your process too!!
getting back into 3d after going without a computer of my own for nearly 7 months. just a generic woman in progress, forearms, lower legs and head have been relatively unchanged from the base as of yet.
yeah that has to be it... but why two for each function i wonder? usually one does the job
Not to start a discussion about this, but in short it seems: More than 2 valves per cylinder (in most cases 4 valves) will give better engine performance. Read more here
Now show us moarr engine !
For those roof tiles, are the all one continuous mesh or are the cyclindrical parts seperate?
Hey man, the round tiles and the flat tiles are just separate, yay for floating geo! And then for each wall piece there are four versions of the completed roof in the picture. This is so i can have different length walls around my level! If that didn't make sense i'll make another picture, I think i confused myself!
I'm feeling kinda lonely on polycount with my interest in 2D whimsical stuff lol
Here is a little preso we've done for a game project. It includes first prototype and some basic models.
Basically, my job is to populate this game universe. Any suggestions? Ides for utilising animated textures? How to go about doing RTS and what to avoid?
Not 'technically' what I'm working on unless you count "uploading video to blog" as work... But found this on my drive the other day and decided to share it!
Awesome work beancube. Very sharp and clean light build, is that UDK/lightmass?
Cheers Sandro, yep all in udk using lightmass. There is still a fair few baking errors and blotchyness in alot of areas in the lighmaps. Hopefully can iron them out later on!
just finished re-UV-ing and re-texturing this character. this was originally a school project. i graduated last month: yay.
would anyone be interested in rigging this character for posing? we could put it on eachother's demo reels; mine will say "rigged by _yourNameHere_." tried to do that with fellow students but they are flakey and cause me significant sadness. despair. bagels.
Not 'technically' what I'm working on unless you count "uploading video to blog" as work... But found this on my drive the other day and decided to share it!
Thanks Rogue One That was in Mental Ray and I've gone back and made a final for the folio. Just gonna start showing all my sculpt work in similar fashions instead of straight up matcap ZBrush renders.
waaaait a minute i didn't realize it was you max till i saw the signature in the bottom right. amazing stuff as always, good to see you posting your stuff on polycount.
splendid concept max!
almighty_gir: obiwan matches great.
currently i'm pushig this scene forward
dont know how far i'll go. only bump maps used so far. currently only a mental ray rendering with a silly glare camera filter on it
heavy use of lowpoly support edges and dirtmaps
Replies
Something i'm working on. A facade texture of a house i'm doing..
Kodde shader and viewport 2.0 shadows and AA
Another piece for my death match level, i need to speed up!
Anybody ever do the whole sculpt -> bake AO -> 100% diffuse character? I've never done it but I'm sure as hell gonna try!
For those roof tiles, are the all one continuous mesh or are the cyclindrical parts seperate?
@nilknarf815 absoltutely love that idea! awesome that you posted a step by step of your process too!!
getting back into 3d after going without a computer of my own for nearly 7 months. just a generic woman in progress, forearms, lower legs and head have been relatively unchanged from the base as of yet.
Just blocking in this guy atm crits welcome
gonna start texturing on the weekend
any suggestions are welcome
Now show us moarr engine !
Hey man, the round tiles and the flat tiles are just separate, yay for floating geo! And then for each wall piece there are four versions of the completed roof in the picture. This is so i can have different length walls around my level! If that didn't make sense i'll make another picture, I think i confused myself!
Here is a little preso we've done for a game project. It includes first prototype and some basic models.
Basically, my job is to populate this game universe. Any suggestions? Ides for utilising animated textures? How to go about doing RTS and what to avoid?
[ame="http://www.youtube.com/watch?v=00t7xkC3fSY"]http://www.youtube.com/watch?v=00t7xkC3fSY[/ame]
high poly after concept of Jake Parker i stumbled over on cghub
(http://cghub.com/images/view/64275/)
almost done, crits always appreciated
reminds me of those balls from gundam
heres a moto concept I ve been playing around in zbrush... I think I'll retopo it in max and texture it!
still needs lots of work, I am defining the shapes basically then I ll go more in detail...
[ame]http://www.youtube.com/watch?v=rdWrWfL5E4c[/ame]
small brawl wip pimp
I really wish that subdivision modelling for hard surfaces wasn't so obtuse.
Gimme yer doubloons! Gold! Gold, I say, gooooold! *ahem*
how so i find things work as expected and give you a good degree of control with both hard surface and organic modeling with subdivs
Prop Time!
Did you take reference from Killy's gun in BLAME by any chance? Looks cool!:thumbup:
[ame="http://www.youtube.com/watch?v=5ZwFN0tkfrc"]http://www.youtube.com/watch?v=5ZwFN0tkfrc[/ame]
Fleshing out the Kitchen Area this weekend!
The box hole is for the oven, right hand side of benchtop will be stove top and Range hood.
Cheers Sandro, yep all in udk using lightmass. There is still a fair few baking errors and blotchyness in alot of areas in the lighmaps. Hopefully can iron them out later on!
passerby: It always feels really awkward making so many edge cuts all over something. Just feels strange compared to low-poly modelling.
Got in more work and tried to get the rest of the structure a more uniform flow.
just finished re-UV-ing and re-texturing this character. this was originally a school project. i graduated last month: yay.
would anyone be interested in rigging this character for posing? we could put it on eachother's demo reels; mine will say "rigged by _yourNameHere_." tried to do that with fellow students but they are flakey and cause me significant sadness. despair. bagels.
great! wish you would post more work. that arm study in your blog looks perfect.
Noise may be a bit much............ yeah.
waaaait a minute i didn't realize it was you max till i saw the signature in the bottom right. amazing stuff as always, good to see you posting your stuff on polycount.
lol I'm not really sure who you are, but thanks
almighty_gir: obiwan matches great.
currently i'm pushig this scene forward
dont know how far i'll go. only bump maps used so far. currently only a mental ray rendering with a silly glare camera filter on it
heavy use of lowpoly support edges and dirtmaps
Also, do you bring in a decimated version? Or just the highest subdiv? What about the background?