dougjuno: looking sick! im wondering how you modelled and laid out your fallen wooden slats. I sometimes find it takes too long to create those details when your pressed for time on a retail project. looking forward to seeing more
now plants or characters, plants or characters, can't decide
Looking awesome, also I'd say plants first, then they're less likely to be an after thought after the characters. Sure it wouldn't be the case anyway :thumbup:.
Neox, that is sick! Are you sculpting them posed or in T-pose with the pose in a new layer?
thats what i was wondering about as well, right now i just grabbed the next best riggen character to do some quick poses, will exchange them with the real characters later - but hmm maybe i'll mix, pose a rough sculpt and then sculpt in pose with posable symmetry, but i'm not sure yet. doing the full character and posing it later might be a waste of time, hmmmmmm
Working on updating my website with the work ive been doing this semester, (this is only like a third of it too!)
Mocking up a section to fit in my front page to link to the individual pages over at ScottHomer.co.uk.
What do you guys think? too busy?
it's awesome, but put the polycount instead of the money and some other text that gives information already. also make the prices more like in cheap advertisments (with stars and labels)... loving the idea!!!
it's awesome, but put the polycount instead of the money and some other text that gives information already. also make the prices more like in cheap advertisments (with stars and labels)... loving the idea!!!
AWESOME! YES. Thats gunna look so sick. Ill post up the changes shortly.
thats what i was wondering about as well, right now i just grabbed the next best riggen character to do some quick poses, will exchange them with the real characters later - but hmm maybe i'll mix, pose a rough sculpt and then sculpt in pose with posable symmetry, but i'm not sure yet. doing the full character and posing it later might be a waste of time, hmmmmmm
Depends on what you want to do with the scene I guess, but I personally had some really big problems with posable symmetry... It breaks way to easy imho! You can only use a handful of brushes without worrying too much, but the minute you start using any of the hardsurface brushes like trimdynamic and polish, posable symmetry gets all apeshit on you.
I'd advice against using posable sym; but that's just me.
I am working on a suit of armour as my first foray into any sort of clothes, and atm would appreciate any suggestions on how to make the metal segments of the armour a little less dull. Lots of work yet to do, but am having a lot of fun with it.
Ok, last time i post this here. I managed to work the final details in between other projects.
So, next post i do about this gun will be with the lowpolys and shit.
Hi everyone this is one of my first posts on this site
Here is a character I have been working on lately, I did use a generic human base mesh to start sculpting him but I am just not sure who made it...
Pedro: Is awesome! Not sure I'd want a dangly chain so close to the revolving part of my gun, though :P
More work on this character for my Unity game. Starting to rush a bit as I'm nowhere near where I wanted to be by now progress-wise. Been working on the face texture and trying to get hair in and looking good using a stupidly complex shader so I don't have to alphatest it.
It's fun, though. Writing all my own shaders and programming the game mechanics and whatnot. She'll be the only character on-screen so I'm enjoying going a little further than would usually be acceptable.
I know you all love rocks. 3 hours on dis one. Started from ZSketch
This is so full of win.
I'm actually ploughing my graphic tablet learning to paint rocks at least on flat textures... Looks quite impossible at the beginning.
Hboybowen - Cheers
gwad - Thanks mate, I'm having heaps of fun doing this. I do have a site but it hasn't been updated for ages, this is a link to my deviantArt although its pretty empty too :P <Link>
No because my pipeline limits me (I go from Blender > IQM > PSK). I wish I could at least have a few more bones added to simply waggle hair and whatever's on these with the tools I use.
I'd use the PSK exporter if it weren't a nasty sonofabitch script that welds all vertices on export, destroying any edges I wanted to be sharp. I can't import PSA either so i'm unable to improve on even canned animations
Yeah, Unity's editor camera fov sucks, not a lot I can do about it
You could create a camera and set it to a specific FOV. You can then get the angle right for the shot in the editor then, with the camera selected, select ctrl+shift+f to align it to view. :thumbup:
Replies
Does are pimping! But what happened to the normalmap? It's doesn't show?
now plants or characters, plants or characters, can't decide
Looking awesome, also I'd say plants first, then they're less likely to be an after thought after the characters. Sure it wouldn't be the case anyway :thumbup:.
Neox: Those rocks are looking snazzy!
Have you a website ?
Pedro Amorim / DLoud
prety cool guys
Neox
coming exellent, love your work !
thats what i was wondering about as well, right now i just grabbed the next best riggen character to do some quick poses, will exchange them with the real characters later - but hmm maybe i'll mix, pose a rough sculpt and then sculpt in pose with posable symmetry, but i'm not sure yet. doing the full character and posing it later might be a waste of time, hmmmmmm
Mocking up a section to fit in my front page to link to the individual pages over at ScottHomer.co.uk.
What do you guys think? too busy?
Love where it's going
Is it for commercial (3D print for sale :thumbup: ) or is it a personal project?
Awesome!
Crylar im loving this dood!!
Normal map is definitely there. I changed the lighting to show more contrast in it.
Ahh! That web comic is awesome. His first one blew me away. Can't wait to see this finished!!!!
it's awesome, but put the polycount instead of the money and some other text that gives information already. also make the prices more like in cheap advertisments (with stars and labels)... loving the idea!!!
AWESOME! YES. Thats gunna look so sick. Ill post up the changes shortly.
Depends on what you want to do with the scene I guess, but I personally had some really big problems with posable symmetry... It breaks way to easy imho! You can only use a handful of brushes without worrying too much, but the minute you start using any of the hardsurface brushes like trimdynamic and polish, posable symmetry gets all apeshit on you.
I'd advice against using posable sym; but that's just me.
Made the changes suggested/improved it. I much prefer it, anyone got any more crits before I get it live on my website?
@tdub, loving it dude, did you use reference at all?
So, next post i do about this gun will be with the lowpolys and shit.
No, I didn't use any reference for that one.. shame on me. I think i'm just finally getting a hang on rocks after many many sculpts.
Is that tape sculpted or poly modeled?
so i decided to use modo and model the creases
Nice and clean modeling, like it.
Only the handle looks a bit boring.
Here is a character I have been working on lately, I did use a generic human base mesh to start sculpting him but I am just not sure who made it...
More work on this character for my Unity game. Starting to rush a bit as I'm nowhere near where I wanted to be by now progress-wise. Been working on the face texture and trying to get hair in and looking good using a stupidly complex shader so I don't have to alphatest it.
It's fun, though. Writing all my own shaders and programming the game mechanics and whatnot. She'll be the only character on-screen so I'm enjoying going a little further than would usually be acceptable.
Also, I hate hair.
This is so full of win.
I'm actually ploughing my graphic tablet learning to paint rocks at least on flat textures... Looks quite impossible at the beginning.
gwad - Thanks mate, I'm having heaps of fun doing this. I do have a site but it hasn't been updated for ages, this is a link to my deviantArt although its pretty empty too :P <Link>
Awesome way to show off your work! This is sure to get people's attention!
bam.
This actually looks very accurate (although the feet could maybe be a bit smaller). Nice work-- custom animations?
I'd use the PSK exporter if it weren't a nasty sonofabitch script that welds all vertices on export, destroying any edges I wanted to be sharp. I can't import PSA either so i'm unable to improve on even canned animations
It's spelled 'hemorrhoids'.
You could create a camera and set it to a specific FOV. You can then get the angle right for the shot in the editor then, with the camera selected, select ctrl+shift+f to align it to view. :thumbup: