nice engine, or whatever, i habe no clue, but looks nice ^^
thanks daphz, very cool concept, really love the shoes - the lower body looks a bit short ( i know, this coming from me ^^)
quick update on the head, changed the expression a bit and worked on further details
and no i didn't use zspheres, just a very quick and dirty basemesh
Very cool scene setup and a nice touch with the dynamic shadows, just wanted to remind you that double sided (backface culling) is off on that net, so we wouldn't be able to see it from the backside without it being on. Other than that the scene looks sweet and your characters are looking awesome!
love your style Daphz, makes me think hes suited up for some kind of high-altitude orbit stuff.. or maybe it is a underwater propellant suit and those are some pressure/co2 jets on the back,,, dude needs a bubble style helmet / oxygen mask!
Eight - that metal is looking sweet! push some fabric details on him! virtuosic - nice details! I'd thicken the ankles a tiny bit Neox - awesome as always, did you start with zspheres? Kriscrash - beautiful painting! I love the colors.
I thought figuring out a good method of doing stubble in Mudbox was a neat trick, and then along comes ceebee...
Fuckin' hell, man. You're insane.
Swizz your newer stuff has been most inspiring. People like you keep people like me motivated.
@suburbbum: hahaha i've gotten poop monster twice today, it's hard to get rid of that poopy feeling without having a bajillion subtools/polygons. This dude was supposed to be a 2 week project but it's turning into a 2 and 1/2 week project
Started cracking at 3d again, it only took 8 years to find a program that clicked with me...blender >_>.
I haven't textured anything intensively since 2003-2005. Hooray for old-school techniques/ diffuse only.
Cracking away at my first (soon to be) complete character
What the fuuuu? No offense, but on earth did you end with 96 subtools for this guy? Seems like massive overkill, but I guess you have your reason.
Cool character though! Slab some textures on this chap!
Mainly I wanted to build him so that he was pretty much hollow. If I didn't I'm sure it'd be many less subtools. The reason is that inside I'm going to have polys with an emissive map on there so that it looks like he's glowing from the inside out (slight bloom effect in marmoset maybe). Also, I wanted to build the low poly so that he theoretically could move without weird deformation if he was all one or a few meshes. I also wanted to pick and choose where I wanted symmetry and where I wanted asymmetry.
Also my computer is kinda junky and it's easier to go into Solo mode and sculpt each piece up to 300-500k polys rather than sculpt 3-4 meshes that are 4-5 mil polys each.
Started cracking at 3d again, it only took 8 years to find a program that clicked with me...blender >_>.
I haven't textured anything intensively since 2003-2005. Hooray for old-school techniques/ diffuse only.
Cracking away at my first (soon to be) complete character
Allan this is straight up scary, should be in a silent hill game
wow ceebee, nice one! really intense model, gogogo for texturing, right now its somewhat hard to read but this is basicly because of the overall same colorization and lack of light/shadows
okay no one was around this lunch so i used my break to doodle around further
@ceecee: How did you go about retopologizing that thing? I mean, not only the tools you used but how's the thought process of the retopology of a character that doesn't follow the traditional edge loops you'd find on a more organic character.
I am starting a new scene and having massive trouble with the perspective! Well trying to replicate it in UDK. I have messed with the FOV and the res but I just cant get it right!
I might just build it with a more practical viewpoint!
Actually, I think you should make the corridor taller.
Look at how the most frontal arches extend beyond the screen in the concept, but they're clearly visible in your WIP. That ought to tell you that they're too low.
@benji - Thanks, bud I'll do that. The DOF gives nice focus to the action in the scene. Reads well. The [viewer's] left side of the street looks a bit naked. A copy of that trash can would look good over there. Maybe tipped over.
Here's an update to the scene I've been working on - does the depth of field make it too muddy?
any other crits on this?
the DOF is okay, although everyone wants the sweet bokah DOF now. What is weird to me is that the sky is purple but the ambient lighting looks yellow? Maybe it is purple on closer inspection, but seems like it could use some more purple lights.
Neox: Nice critter! The cloth folds are very cool.
I'm glad you think it reads well polygoblin - with the complexity of the scene, I felt the DoF would prevent the background from stealing the focus. and I see what you mean about the bareness of the left side - I want to model more junk to dress the scene with if I can find the motivation
Ninjas, yes I was wary of the bokeh falling into the territory of clich
Replies
thanks daphz, very cool concept, really love the shoes - the lower body looks a bit short ( i know, this coming from me ^^)
quick update on the head, changed the expression a bit and worked on further details
and no i didn't use zspheres, just a very quick and dirty basemesh
Thanks daphz! For yours.. I will say, I have never seen anything like it! It makes me happy to look at though.
Very cool scene setup and a nice touch with the dynamic shadows, just wanted to remind you that double sided (backface culling) is off on that net, so we wouldn't be able to see it from the backside without it being on. Other than that the scene looks sweet and your characters are looking awesome!
Looking good Haikai!
love your style Daphz, makes me think hes suited up for some kind of high-altitude orbit stuff.. or maybe it is a underwater propellant suit and those are some pressure/co2 jets on the back,,, dude needs a bubble style helmet / oxygen mask!
HAHAHAHAHAHA ACE!
More progress on this fellow:
The Hammerburst II
Rough Blockout in Max:
WIP in ZBrush (some peices in this image are going to be replaced like the middle section of the barrel, and the lower middle section.)
Neox - Sexy as always
krisCrash - Dude,YES!I love the outfit though the image itself is looking a bit flat.
daphz - PLEASE!I need this in my life.
[ame]http://www.youtube.com/watch?v=rslVVAf5ZvY[/ame]
I've always wondered do you plan on doing all the art for the whole thing?
At the moment that is still the plan
Near the end I may try to get some help to finish anything that isn't done.
Edit: Low poly commenced:
Double Edit: Dang! Neox and Swizzle awesome stuff as usual
Fuckin' hell, man. You're insane.
Stole some udk assets to show it off :P
Swizz your newer stuff has been most inspiring. People like you keep people like me motivated.
@suburbbum: hahaha i've gotten poop monster twice today, it's hard to get rid of that poopy feeling without having a bajillion subtools/polygons. This dude was supposed to be a 2 week project but it's turning into a 2 and 1/2 week project
Textured version of my Dom War entry:
i follow your wip and i like the way you take .
What the fuuuu? No offense, but on earth did you end with 96 subtools for this guy? Seems like massive overkill, but I guess you have your reason.
Cool character though! Slab some textures on this chap!
I haven't textured anything intensively since 2003-2005. Hooray for old-school techniques/ diffuse only.
Cracking away at my first (soon to be) complete character
Ninjas, that is looking incredible.
Swizzle, he has wisdom in his eyes, I love it. The peachy skin tone doesn't really match though, I'd imagine him to be old and grizzled
ceebee, epic. Can't wait to see textures
beancube, looks great
Polygoblin, that's looking awesome, I think you could raise the spec on some of the metal parts though.
Mainly I wanted to build him so that he was pretty much hollow. If I didn't I'm sure it'd be many less subtools. The reason is that inside I'm going to have polys with an emissive map on there so that it looks like he's glowing from the inside out (slight bloom effect in marmoset maybe). Also, I wanted to build the low poly so that he theoretically could move without weird deformation if he was all one or a few meshes. I also wanted to pick and choose where I wanted symmetry and where I wanted asymmetry.
Also my computer is kinda junky and it's easier to go into Solo mode and sculpt each piece up to 300-500k polys rather than sculpt 3-4 meshes that are 4-5 mil polys each.
;D
Allan this is straight up scary, should be in a silent hill game
any other crits on this?
okay no one was around this lunch so i used my break to doodle around further
I might just build it with a more practical viewpoint!
The scene i am making is from concept art by Brian Sum http://briansum.com/
and what i have so far
*edit* just looking at that I have made the corridor thinner!
Look at how the most frontal arches extend beyond the screen in the concept, but they're clearly visible in your WIP. That ought to tell you that they're too low.
Brian Sum's work is pure sex btw!
@benji - Thanks, bud I'll do that. The DOF gives nice focus to the action in the scene. Reads well. The [viewer's] left side of the street looks a bit naked. A copy of that trash can would look good over there. Maybe tipped over.
the DOF is okay, although everyone wants the sweet bokah DOF now. What is weird to me is that the sky is purple but the ambient lighting looks yellow? Maybe it is purple on closer inspection, but seems like it could use some more purple lights.
Neox: Nice critter! The cloth folds are very cool.
Screens are taken from 3ds Max using Xoliulshader.
I'm glad you think it reads well polygoblin - with the complexity of the scene, I felt the DoF would prevent the background from stealing the focus. and I see what you mean about the bareness of the left side - I want to model more junk to dress the scene with if I can find the motivation
Ninjas, yes I was wary of the bokeh falling into the territory of clich