Some lighting scenarios.. also, fixed some vert weights and added a bit more color variation, leaning towards greens..
first is natural sunlight (lights turned up a little bit), next is Forest ambiance with the lights turned up a bit, and the last is blue sky ambiance with the lights blown out.
Tried an Aston Martin concept! Not going to continue this but I got a better idea for a Lamborghini concept.
@Sephez: Sweet character! @jmiles: How about between 1st and 2nd mixed together, nice model anyway. @Nick: Nice concepts, you've got some unique design elements especially on the 3rd one! @Allan-p: Textures coming along nice, but the eyes kind of look wierd
Sephez - So stylized man,great work.I love the warm soft red gradients in her skin tone.Subtle.I say yes to the imaginary friend.Would definitely bring more to this piece.
Massbot - Sexy render,whats the back story on this guy if any?
Allan-p - Fuck yes you poly painting mastah you.That is coming along GREAT,but I do have to agree with CAD about the eyes though.Whats weird for me with them is that there so anatomically incorrect but would be fine depending on the genre of game you desired for him.
here some stuff i made over a week with a group of guys at uni for a udk mod - all diffuse painted
one of the main characters bubba - i did everything from concept to texture for this
af3d: trigger guards are almost universally flat and at least a little widert--google image search "trigger guard" for a wide survey of different profiles. I know it's a science fiction weapon but the trigger guard sticks out as being not quite as properly gun-looking as the rest. I think something else that would aid considerably is placing the rivets on the lower part at different intervals and locations. Rivets on guns are to hold different internals in place, like the firing mechanism etc. (look at the side of an AK). Placing them at regular intervals loses interest where you could have some convincing detail.
Not completely happy about it but I have spent to much time on it already.
depends what you're going for, but i would probably try using the darker yellow as the diffuse, and the brighter one for the specular. it feels a little weird that the specular colour is a darker hue than the diffuse.
something for the game-artist mini contest
Not completely happy about it but I have spent to much time on it already.
ye I'll take what almighty_gir gir said farther.
You don't want yellow specular for gold, quite the opposite actually.
I'd use the color you have now in specular for diffuse, but use a different color
look here where I used green for spec to break up the color.
that's really old model but should give you an idea, I'd tone down the green a bit.
dougjuno - love that scene! Awesome idea and it's coming along really well. Only crit would be that you might want to add a few more ruins in the foreground that continue past the edge of the frame. Right now it looks like it's just a little cluster of ruins in a field, but if you had them extend beyond the borders of the image, it would look more like just one part of a huge world of dr suess ruins.
ceebee - ahhh man, that sculpt was so damn good, lighten up that texture or change the lighting or something! You're losing so much of the detail and readability that made the sculpt so badass.
ceebee: Looking good! I agree on bringing out the texture detail a bit more through lighting but not too much imho. However, you should totally add a couple of rim lights to bring out that tasty normal detail on his arms.
Replies
I was about to start this a while back, then the brawl came along and ruined everything. Mega WIP, more soon!
Allan-p - Nice drawing man, keep plugging away at the 3d!
Cool Makkon
first is natural sunlight (lights turned up a little bit), next is Forest ambiance with the lights turned up a bit, and the last is blue sky ambiance with the lights blown out.
Asp the DragonBleeder-video here- http://vimeo.com/24444738
Meep Meep!
It reminds me slightly of a truck I sketched some time ago. Lemme find it...
Edit: Here it is:
Mik2121: It's an automated truck so there's no driver's cab.
Texture update on my world war knight. I'm a little lost on how to approach his cuirass
@Sephez: Sweet character!
@jmiles: How about between 1st and 2nd mixed together, nice model anyway.
@Nick: Nice concepts, you've got some unique design elements especially on the 3rd one!
@Allan-p: Textures coming along nice, but the eyes kind of look wierd
Awesome stuff Dan. How did you do the blockout of the sword in zbrush?
concept by loren broach
Massbot - Sexy render,whats the back story on this guy if any?
Allan-p - Fuck yes you poly painting mastah you.That is coming along GREAT,but I do have to agree with CAD about the eyes though.Whats weird for me with them is that there so anatomically incorrect but would be fine depending on the genre of game you desired for him.
ayoub44 - Looking clean!
Thanks!I used shadowbox for blade and guard, reinitialized zbrush cylinder primitive for hilt, zspheres for the snakes.
one of the main characters bubba - i did everything from concept to texture for this
this the brac - i only did the texture
and the guns i did the unwraps and textures
These are low poly works for the unity game I'm plodding on with right now.
Texture resolution for both images is 256x256.
Diffuse only, still need to experiment a bit before I normal and specular these.
Any tips?
ahahaha this guy looks dope as all hell. I bet he'd look great with a little texture to him. he already has an amazing face.
Not completely happy about it but I have spent to much time on it already.
please tell me this is going to be finished. it looks almost perfectly spot-on.
it most definitely will. Its basically a learn as I go type project though, so progress might be slow after the modelling is done.
Either going to do the low res and texture this or do another model. Haven't really decided yet.
Scary cowboy man
depends what you're going for, but i would probably try using the darker yellow as the diffuse, and the brighter one for the specular. it feels a little weird that the specular colour is a darker hue than the diffuse.
ye I'll take what almighty_gir gir said farther.
You don't want yellow specular for gold, quite the opposite actually.
I'd use the color you have now in specular for diffuse, but use a different color
look here where I used green for spec to break up the color.
that's really old model but should give you an idea, I'd tone down the green a bit.
really dig the model apart from that !
11k tris and a bunch of Pantera/Killswitch later, real time grab from marmyyyset
ceebee - ahhh man, that sculpt was so damn good, lighten up that texture or change the lighting or something! You're losing so much of the detail and readability that made the sculpt so badass.
Nick-sweet vehicle designs, very inspiring
Syaped-great silhouette dude
ceebee: Looking good! I agree on bringing out the texture detail a bit more through lighting but not too much imho. However, you should totally add a couple of rim lights to bring out that tasty normal detail on his arms.
So here is the concept I'm going to try and make of a barbarian of sorts. Gonna make a concept for his hammer possibly tomorrow.