Alright, here it is. 7492 tris, diffuse, normal, grayscale spec, 1bit alpha... The guidelines didn't mention emissive map. I just got one for the eyes, that tiny little orange thingy. I don't suppose if I fail the test it'd be because of that?
Props to ArenaNet for doing this. Already learned a bunch during WIP by experimenting quite a few things and tweaking workflows. :thumbup:
Wow, very well done. Great sculpt, nicely packed UVs, I really cant see anything to critique. I'm working on the Lizard that a lot of people seem to be doing and I thought it was coming along well but your work is on another level. Oh well, gives me something to strive towards. Excellent job all around!
Forget the internship you should just have them hire you.
Dang bro! Primo stuff. Love every part of it, it's a very detailed concept and this is a very detailed sculpt. Love the colors, I really dig the presentation with the erased out areas, nice style.
Really awesome looking! Only thing I'm missing is a poser version, other than that it's looking great. I completely forgot it was for an internship. Good luck with it!
This looks amazing. What is your process for going from the high poly model to the low? It seems like parts of the model are really well economized, but the edge flow is not intuitive, so I was wondering how you went about condensing. Was it a form of tesselation in one of the programs you used? Any info would be super helpful
That's what iv been thinking for some of these entries already, "Interns" hmm, oh well, i'm assuming ArenaNet is looking to keep the interns they choose from this comp, why else would they have it.
Wow! I was just wondering if anyone had attempted an armor set instead of the creatures for the arenanet test! This looks like it's definitely above internship quality I love the painterly yet gritty feel to it and the foldwork seems really well done. Do you have any other work up online?
Once again thanks to everyone for your C&Cs, they mean a lot to me.
EiGHT- LoL, I'm probably not a very good example for you to learn from, as I'm in the process of developing the workflow myself. With styles like this I generally start with a finer grained texture as base and start painting and building up details and material properties on top of it. I paint both directly and on masks of textures or adjustment layers or even groups of various things. Nothing is set in stone however. Most of the time it's really just up to you and your intuition to figure out what works and looks best.
Lombos- Glad to know yours was coming along well and best of luck to you! Whad ya know, we might end up working together pretty soon~:poly121:
Anthony & Michael & LRoy- I came into this test with literally no idea what to expect, except for the gut feeling that I can do this, and I would throw my best at it to do it well. I'm for the most part a self taught, and there isn't much peer reference for me except to always aim for the best. With hard work put into it, I rewarded myself with results I'm happy with. As for the internship program, if it gives enough space for you to observe and learn and reflect, it could be the best thing. Also, I don't think we should jump ahead of the fact that the judge hasn't even spoken yet~:\
bretmcnee- You got it absolutely right. I think part of the problem is I wanted to darken the underneath areas a bit to give it some depth, except my symmetry set up prohibits me from doing it. I previously though the dark sleeve cloth would be enough to seperate that area, which turns out not to be the case, and I can't do any shadowing trick with 1bit alpha. Paid a price for trying to save a few pixels, lesson learned.
klamp- Sounds like you are just starting off? I do apologize if I'm mistaken. Well the idea here is to make a standalone model based on the overall forms of your highpoly. You can of course work with a low-sub version of your highpoly out of your subdivision history in Zbrush or the package you use, or you can rebuild one from ground up. How you do it doesn't matter, as long as you come up with the mesh. Most mainstream 3D softwares give you the ability to place verts following the surfaces of another model(such as your highpoly) which helps your rebuilding process. There is also a software called "TopoGun" That's dedicated to this portion of your workflow. Try search "retopology" and see what you can find on this topic. Hope this helps. If there's anything unclear feel free to ask.
OrganizedChaos- I haven't done anything presentable for a while. I do hope there will be plenty to come tho~
Replies
Props to ArenaNet for doing this. Already learned a bunch during WIP by experimenting quite a few things and tweaking workflows. :thumbup:
Forget the internship you should just have them hire you.
:thumbup: :thumbup: :thumbup:
if youre trying to get a realistic look i would try working some more on materials
still, its pretty awesome the way it is now too
And again, awesome work!!
That's what iv been thinking for some of these entries already, "Interns" hmm, oh well, i'm assuming ArenaNet is looking to keep the interns they choose from this comp, why else would they have it.
stoofoo, my fingers are hurting, but the heck with it, here's my five!
EiGHT- LoL, I'm probably not a very good example for you to learn from, as I'm in the process of developing the workflow myself. With styles like this I generally start with a finer grained texture as base and start painting and building up details and material properties on top of it. I paint both directly and on masks of textures or adjustment layers or even groups of various things. Nothing is set in stone however. Most of the time it's really just up to you and your intuition to figure out what works and looks best.
Lombos- Glad to know yours was coming along well and best of luck to you! Whad ya know, we might end up working together pretty soon~:poly121:
Anthony & Michael & LRoy- I came into this test with literally no idea what to expect, except for the gut feeling that I can do this, and I would throw my best at it to do it well. I'm for the most part a self taught, and there isn't much peer reference for me except to always aim for the best. With hard work put into it, I rewarded myself with results I'm happy with. As for the internship program, if it gives enough space for you to observe and learn and reflect, it could be the best thing. Also, I don't think we should jump ahead of the fact that the judge hasn't even spoken yet~:\
bretmcnee- You got it absolutely right. I think part of the problem is I wanted to darken the underneath areas a bit to give it some depth, except my symmetry set up prohibits me from doing it. I previously though the dark sleeve cloth would be enough to seperate that area, which turns out not to be the case, and I can't do any shadowing trick with 1bit alpha. Paid a price for trying to save a few pixels, lesson learned.
klamp- Sounds like you are just starting off? I do apologize if I'm mistaken. Well the idea here is to make a standalone model based on the overall forms of your highpoly. You can of course work with a low-sub version of your highpoly out of your subdivision history in Zbrush or the package you use, or you can rebuild one from ground up. How you do it doesn't matter, as long as you come up with the mesh. Most mainstream 3D softwares give you the ability to place verts following the surfaces of another model(such as your highpoly) which helps your rebuilding process. There is also a software called "TopoGun" That's dedicated to this portion of your workflow. Try search "retopology" and see what you can find on this topic. Hope this helps. If there's anything unclear feel free to ask.
OrganizedChaos- I haven't done anything presentable for a while. I do hope there will be plenty to come tho~
Marcus- Cheers!:D