Yeah, personally I think it looks great. Kind of rendered-looking; how did you create it?
Plain Photoshop, that was really easy to put up. It's just a big overlay of 32 identical layers, but every one of it has been rotated, mirrored and moved differently from the others.
BigJohn: I know I STILL don't know everything about MR and I probably never will.
Would take a long time to do a proper tut, but here's a breakdown of the setup.
Like you mentioned, a decimated mesh out of ZB. The background is duplicated meshes from nCloth simulations (meaning one simulation is run, the state of the simulation is stored, the mesh is duplicated and hidden, then the next simulation is run for the next drapery). Only two drapery meshes are raw duplicates. The others are all individual sims.
I also had "light cards" where the are lights were, but they got in the way of showing the light setup, so they are not in the image.
and here's some of the photoshop process. at the end of this table (not included) is the addition of the ZDepth Pass and more level and color adjustments. there's a lot of settings in photoshop's lens blur filter that really aid in the look. all just experimentation on what you are trying to achieve.
really wish I would have played around with the light color more.
really want to mess more with the particle pass. wasn't very happy with how it worked out and want to study up more on it. i think if used correctly in conjunction with a volume though, it would work very well. still need to perfect it.
First real high poly model not in zbrush, made for a school assignment, pretty pleased with it (just need to work on a high poly render scene, excuse the gross brown colour).
superb stuff in the last posts.
nice military crate CJE
very nice weapon jordan. will you paint the highpoly and bake also the diffuse?
jmiles this helmet has style. is it part of some bigger project?
Hi All,
This is my first post at polycount Here I am showing some of my textures which I am using it for a personal works,All the textures are tileables.
C & C are most welcome,
Thanks
GEorgy
@ Aphexx-- not at the moment, however a few people have suggested that I take it to full character, or grunge it up further with barnacles and sea life.. It was a project for school, so depending on what the teach wants me to do, I'll ask if I can push it further or if I have to move on to something new..
Hello guys, I'm new here, I stumbled upon this site quite a few times before and finally decided to sign up)
I've been modeling for around four years but haven't made any significant progress (mostly due to the fact that I'm lazy and I lose interest quite fast), but not long ago I picked it up seriously and I've been working on a few things, one of them is my first (more or less) decent character model, which I would like to show you guys))
(Please don't kill me I know I'm horrible :poly136:)
Still haven't figured out facial modelling, sorry)
A building from a student project that fizzled out. A number of textures are placeholder. I recently put in the ivy, hopefully I can get this portfolio worthy soon.
This is an update of what I posted before. This is now in unreal and not a maya render. I have a proper uv2 on most of it with AO maps but there are a few pieces left to do. then it's on to texturing and mats and what'n.
Scudz / Maphitron: Cheers guys, there's only a little post going on. I originally wanted to do a nice render or something but got lazy. Basically, a few mats (chav11 and sludge...I think) combined, colour corrected and a few gradients splashed here and there.
here's a quick render of a half-finished, half-assed character I've been "working" on for 6 freaking months...
It's for a university unit: the brief was to design, model, sculpt, map, rig, animate, light and render a character and thematically consistent environment. My environment is a run-down urban dystopia taking heavy influence from Kowloon city in Hong Kong. The character is a female militia member exploring her new surroundings.
The character is almost done - a bit of high-poly work, optimisation, texturing, rigging and applying mocap data to be done still.
But the character is not my priority right now - I have 3 weeks until the deadline and I have barely made a start on the environment yet - progress will happen soon
Replies
I need to add the blades
(actually a 256*256 texture repeated 3 times)
yea how did you make that its really cool looking?
I'm modelling one of these things myself, found it very difficult to find reference for it, got some you could share?
Going to add big flag hanging from the front. Still working on the texture any ideas would be helpful.
BigJohn: I know I STILL don't know everything about MR and I probably never will.
Would take a long time to do a proper tut, but here's a breakdown of the setup.
Like you mentioned, a decimated mesh out of ZB. The background is duplicated meshes from nCloth simulations (meaning one simulation is run, the state of the simulation is stored, the mesh is duplicated and hidden, then the next simulation is run for the next drapery). Only two drapery meshes are raw duplicates. The others are all individual sims.
I also had "light cards" where the are lights were, but they got in the way of showing the light setup, so they are not in the image.
and here's some of the photoshop process. at the end of this table (not included) is the addition of the ZDepth Pass and more level and color adjustments. there's a lot of settings in photoshop's lens blur filter that really aid in the look. all just experimentation on what you are trying to achieve.
really wish I would have played around with the light color more.
really want to mess more with the particle pass. wasn't very happy with how it worked out and want to study up more on it. i think if used correctly in conjunction with a volume though, it would work very well. still need to perfect it.
3 x 512x512 (Main tower + Windows)
3 x 512x512 (Shop fronts)
1 x 512x256
1 x 256x256
Other building is here :
I've spent my whole day doing this...
It stands at 32077 Tris
That is beautiful!
nice military crate CJE
very nice weapon jordan. will you paint the highpoly and bake also the diffuse?
jmiles this helmet has style. is it part of some bigger project?
Hi All,
This is my first post at polycount Here I am showing some of my textures which I am using it for a personal works,All the textures are tileables.
C & C are most welcome,
Thanks
GEorgy
Yeah, no problem:
http://img839.imageshack.us/img839/3097/rds4.jpg
http://img859.imageshack.us/img859/2923/168590.jpg
http://img828.imageshack.us/img828/2370/8955.jpg
http://img696.imageshack.us/img696/1928/001tfp.jpg
http://img641.imageshack.us/img641/6303/scope5.jpg
@ Aphexx-- not at the moment, however a few people have suggested that I take it to full character, or grunge it up further with barnacles and sea life.. It was a project for school, so depending on what the teach wants me to do, I'll ask if I can push it further or if I have to move on to something new..
I've been modeling for around four years but haven't made any significant progress (mostly due to the fact that I'm lazy and I lose interest quite fast), but not long ago I picked it up seriously and I've been working on a few things, one of them is my first (more or less) decent character model, which I would like to show you guys))
(Please don't kill me I know I'm horrible :poly136:)
Still haven't figured out facial modelling, sorry)
Agreed! That is lovely. Superb texturing there. Loving those different metals.
WIP Katana
Blender 2.57
The blade needs some work.
Alien Quickie...
Really nice bust Gav, there's a great sense of intelligence in that face and I really like the simplicity of the presentation.
Did you do any 'post' work to it or is that just a cool matcap?
kio: cute little tank.
Mind showing some wires?
this is awesome.. I am waiting to see the textured version.
thanks
CJE still a good crate perhaps some more dirt?
I finished this gal up eventually. Not so much a WIP now so there's not much point posting it in this thread I guess
Full thread with more pics etc. here http://www.polycount.com/forum/showthread.php?p=1335083#post1335083
FAT_CAP - jeeeeeeeeeze...so nice, definitely main character/playable character worthy of any modern game!!
i love this!
^ My character bases made from Blender 2.49. Supposed to be low-poly, to be laptop-friendly.
@Fwap- Here ya go
Cross-posting this from my sketchbook thread:
Nice! That thing is cracking (Aaaah )
Ready to be textured