Tocxeig that is a good start but add some contrast to your texture, make it stand out. If you can, do a normal or bump map. If you can't, paint some darker areas onto your texture.
Not quite game art, as the leaves are all individual planes, but this is something that my brother had the idea for and I was working on for a mothers day gift. He's a writer and wrote a piece about family awhile back that my mom always wanted framed; so that's going to go in the area to the left.
Made a chained door thingy that makes no sense. Probably should have thought of that before, but now it's rigged and animated, so it'll have to do!
Looks nice, but the chain that goes up the door loops has tension in the wrong places. Also, the loops them selves seem rather, dinky compared to the chains.
Hey guys! I am still cracking away at this building, I need to make a couple of more pieces on the building itself and then make some SIDEWALK! But eventually I will be mesh-painting this guy up and getting rid of some tiling issues.
Daphz- that character is pretty rockin but I really wish the hard surface stuff was sub`d-e-ed. would make for a nice contrast in shapes- I think that's one of the major benefits of using separate methods of modeling is you end up with a nice diversity of surface types.
doin a big scene piece to play around with lighting and environment stuff, to mixed success. This one is never really finished so much as I come back to it and repaint over a bunch of stuff, trying different things.
Reading the Racer445 tut on next gen hard surface got me inspired to do a brief texture practice, I'm not sure about the paint or the emissive details but I'm not quite sure how to improve it.
ez jamin, that is a great likeness - but is this from reference of him in his younger days? If so, awesome, if not, maybe needs some more fat, loose skin and wrinkles.
ez jamin, that is a great likeness - but is this from reference of him in his younger days? If so, awesome, if not, maybe needs some more fat, loose skin and wrinkles.
Cheers and yeah, it was based on a pic from his slightly younger days.
Will also break up the nose a little more.
Chaos that is epic. just out of interest, how long does a character like this generally take from start to finish?
Cheers man, thx. This ones been on and off over the past few months as my free time has been a bit limited, but if I we're to do him on a fulltime schedule he'd probably take 1.5 - 2 weeks.
@ Benji
Sometimes people will do a colored emissive so that they can have different emissive colors on the same map. I tend to do mine greyscale, and put the colors I want into the diffuse and use the greyscale emissive to mask off those area, but there are cases you may want an "off" version of a material, so it would look weird if it was off and you see those bright spots.
hey dudes/dudettes,
it's been about 36 million years since i've modeled something like what i'm used to. so i figured i'd dive in again and give it a whirl. i think i might just do this as a bust since i'm getting back into the mix. C&C welcomed and encouraged as it's still a WIP. thanks
Learned quite a bit about structuring harder edges and geometry and groups on this one, looks less feminine now too. Not going to finish for Brawl, its 30 min away and I dont have low poly anything. But, it was only 4 nights and 1 days work, thats pretty good given the timeframe right?
Finally started texturing this. I'm actually getting something done for once! (Haven't worked on the grip yet, that's why it's looking really noisy right now).
Replies
uhh It might be just in Zbrush 4 though, can anyone confirm that?
[ame]http://www.youtube.com/watch?v=VE9SXPcrKbQ[/ame]
(crossposting with my art dump thread )
I really want to finish up this and start a retopo soon. Lots of mushiness to fix though.
[ame]http://www.youtube.com/watch?v=6pjl8kd4iaM[/ame]
http://www.vimeo.com/23329061
The awesome music is this. With Makkon' permission of course.
thanks buddy
Looks nice, but the chain that goes up the door loops has tension in the wrong places. Also, the loops them selves seem rather, dinky compared to the chains.
Daphz- that character is pretty rockin but I really wish the hard surface stuff was sub`d-e-ed. would make for a nice contrast in shapes- I think that's one of the major benefits of using separate methods of modeling is you end up with a nice diversity of surface types.
[ame]http://www.youtube.com/watch?v=uyxR2Doh1ZY[/ame]
Clicked this thinking, "I'll listen till it gets unbearable."
Listened to all of it, and genuinely enjoyed it. I think the start is a bit simple, and the ending is a bit too erratic. But very cool.
Just messing around and experimenting with tiling.
extra special thanks to the mutant dude with the vagina face from total recall for the inspiration
ups:
heres a character ive been working on for the distinctions mod
Ferg man...i dunno how long it's been since ive seen your stuff, but you're work's improved by leaps and bounds. Sweet stuff dude.
if not, what's the point of colour in emissive maps? why not greyscale?
oh and... does a specular colour map override the purpose of a spec levels map?
haha this has been bugging me
Really nice.. yet gross at the same time.
Trying for a likeness.. Think I somewhat captured him.
bumping my question from the previous page
Cheers and yeah, it was based on a pic from his slightly younger days.
Will also break up the nose a little more.
Cheers man, thx. This ones been on and off over the past few months as my free time has been a bit limited, but if I we're to do him on a fulltime schedule he'd probably take 1.5 - 2 weeks.
Sometimes people will do a colored emissive so that they can have different emissive colors on the same map. I tend to do mine greyscale, and put the colors I want into the diffuse and use the greyscale emissive to mask off those area, but there are cases you may want an "off" version of a material, so it would look weird if it was off and you see those bright spots.
Basemesh by Greg "Fuse" Tchjen
Any tips or tricks on how to sculpt eyelids?
Blocking stuff out now, alot of work ahead of me
it's been about 36 million years since i've modeled something like what i'm used to. so i figured i'd dive in again and give it a whirl. i think i might just do this as a bust since i'm getting back into the mix. C&C welcomed and encouraged as it's still a WIP. thanks
Uploaded with ImageShack.us
based on a sketch i did here:
Shot at 2011-04-29
A bit old, already fixed the upper arm length and the weird shape in the middle of his chest.
benji: no reference or concept, made it up as I went. I only knew I wanted to do a fleshy mutant thing with asymmetry.
bigger images in my Brawl thread : http://www.polycount.com/forum/showthread.php?t=84374
I'm going to go back and work on the texture for this some more tomorrow.
[edit] Decided I suck at polypaint, so I threw a photo texture on it for now...