Looks great! Consider making the bike about 10-15% bigger, the frame should come up to her crotch. Also, her jeans are extremely low rise, so the light definition under her belly is slightly (and I'm talking barely) off. Harden the edges under the soles of her shoes if you want to get rid of the blackening.
Great work overall, the textures are mighty fine, did you make the model yourself or just paint it?
Been doing some work on a mod for Skyrim the last few weeks. A mod which mostly focuses on weapons and armor, with influences from Gothic and Nordic culture. I would really like to know what you guys think, because right now I'm taking a break from the project due to other work, so none of these textures are final, merely the first iteration. And since I plan on resuming work later this summer, knowing what you guys think would be really nice, so that I can go back and fix things when I back into the flow.
So this is the first weapon I worked on, a simple one-handed sword from Nordic mythology, called "Tyrfing". The design is purely fictional, since the sword in reality doesn't exist except for in the Poetic Edda. It currently uses a 512x1024 Diffuse, Normal and Specular and is 996 triangles.
This is the the only weapon which isn't currently mirrored, so I'm actually going to go back and fix that and while I'm at it maybe add some details to the high-poly mesh since the design is pretty bland and boring at the moment. And I am also, of course, going to make the texture more detailed.
Screenshot from Marmoset Toolbag:
Screenshots from in-game:
So the second weapon I did is a two-handed sword called "Durendal", the design for this one is almost completely taken from Ubisoft's "Heroes of Might and Magic 5".
No copyright infringement intended. It uses a 1024^2 Diffuse, Specular, Normal and is 1512 triangles.
The UV's for this weapon are not exactly optimized, so I plan on redoing them, as well as giving the texture way more love.
Screenshot from Marmoset Toolbag:
Screenshots from in-game:
The third weapon is an one-handed axe called "Mortalis", the design for this weapon is pretty much a mock-up from two different Gothic-inspired axes. It uses a 512^2 Diffuse, Specular, Normal and it's 2322 triangles. Things I plan on fixing is the skull, since it looks pretty bad at the moment, fixing some normal-map gradients which look nasty in-game and giving the texture more time.
Screenshot from Marmoset Toolbag:
Screenshots from in-game:
The fourth and, for the moment, last weapon is the famous Thunder-Hammer, from Warhammer 40K. No copyright infringement intended. It's got a 1024^2 Diffuse, Specular, Normal and weighs in at 2252 triangles. This weapon also has some pretty nasty gradients in its normal-map, so I'm going to fix that and give the texture more love.
Screenshot from Marmoset Toolbag:
Screenshots from in-game:
So, that's that I guess. Feedback and comments, about anything, would be appreciated! Thanks for your time and patience!
@ScoobyDoofus : Thanks a lot for the time you took to do a paintover, that's really nice of you! those are really interesting comment, I wish i didn't received them so far in my character process (a day before I decided to start my final render). So unfortunatly my final render will not take care of a lot of your critics.
Tho I did fix some problems with the hands and update textures.
Anyway, here ya go, hope you guys like it. Once again i'm pretty new in characters, started 4-5 months ago maybe, still have a lot to learn .
@ScoobyDoofus : Thanks a lot for the time you took to do a paintover, that's really nice of you! those are really interesting comment, I wish i didn't received them so far in my character process (a day before I decided to start my final render). So unfortunatly my final render will not take care of a lot of your critics.
Tho I did fix some problems with the hands and update textures.
Anyway, here ya go, hope you guys like it. Once again i'm pretty new in characters, started 4-5 months ago maybe, still have a lot to learn .
looking good!
it's funny that someone placed the caution signes there but didn't bother to switch of the electricity, cause it's just sparkling like crazy! xP
love the effect and lightning though! ^^
Oh man, so many posts to reply to! Without making a page long post, you guys make me so exhilarated and inspired, everyone keep up the amazing work, you guys rock the cat box!
Here's my contribution, gonna be making another post in pimping to talk about it... still looking to touch it up and expand it.
Anyways, The Heart of Ganymede!
(Does it make you feel disoriented, it's supposed to, it's supposed to feel weightless.)
and I'm looking for more props to put in the scene, you guys have any cool ideas for things?
I doodled with "handpainted" textures yesterday. Found a way to draw those cracks by accident.. you all probably already know it..
The rock texture has some potential (must admit it has rock texture overlayed) but that other one doesnt really know what material it is.
edit: oh god. please tell me again how i get my pictures to show in full size..
Oh man, so many posts to reply to! Without making a page long post, you guys make me so exhilarated and inspired, everyone keep up the amazing work, you guys rock the cat box!
Here's my contribution, gonna be making another post in pimping to talk about it... still looking to touch it up and expand it.
Anyways, The Heart of Ganymede!
(Does it make you feel disoriented, it's supposed to, it's supposed to feel weightless.)
and I'm looking for more props to put in the scene, you guys have any cool ideas for things?
You should really work on the lighting, then it will be perfect. Make it brighter and more dramatic. It's good though!
My brother is making a great job with the programming, we got a lot of new stuff like lens flares, new behaviors for the enemies, game modes, final boss, etc.
If you're using Zbrush then mask off the areas where you want the armor or clothing to be placed, then click extract in the Subtool menu (You can change the thickness of your extract) Then just practice loads for the hard surface part.
Anyway its looking great so far!
Replies
Meet the Drone ! ->
Thanks dude !
Great work overall, the textures are mighty fine, did you make the model yourself or just paint it?
How do you delete comments?
Also:
Artwork for an upcoming hero-based, tower defense game. Critiques welcome!
dii- super dope design man!
Been doing some work on a mod for Skyrim the last few weeks. A mod which mostly focuses on weapons and armor, with influences from Gothic and Nordic culture. I would really like to know what you guys think, because right now I'm taking a break from the project due to other work, so none of these textures are final, merely the first iteration. And since I plan on resuming work later this summer, knowing what you guys think would be really nice, so that I can go back and fix things when I back into the flow.
So this is the first weapon I worked on, a simple one-handed sword from Nordic mythology, called "Tyrfing". The design is purely fictional, since the sword in reality doesn't exist except for in the Poetic Edda. It currently uses a 512x1024 Diffuse, Normal and Specular and is 996 triangles.
This is the the only weapon which isn't currently mirrored, so I'm actually going to go back and fix that and while I'm at it maybe add some details to the high-poly mesh since the design is pretty bland and boring at the moment. And I am also, of course, going to make the texture more detailed.
Screenshot from Marmoset Toolbag:
Screenshots from in-game:
So the second weapon I did is a two-handed sword called "Durendal", the design for this one is almost completely taken from Ubisoft's "Heroes of Might and Magic 5".
No copyright infringement intended. It uses a 1024^2 Diffuse, Specular, Normal and is 1512 triangles.
The UV's for this weapon are not exactly optimized, so I plan on redoing them, as well as giving the texture way more love.
Screenshot from Marmoset Toolbag:
Screenshots from in-game:
The third weapon is an one-handed axe called "Mortalis", the design for this weapon is pretty much a mock-up from two different Gothic-inspired axes. It uses a 512^2 Diffuse, Specular, Normal and it's 2322 triangles. Things I plan on fixing is the skull, since it looks pretty bad at the moment, fixing some normal-map gradients which look nasty in-game and giving the texture more time.
Screenshot from Marmoset Toolbag:
Screenshots from in-game:
The fourth and, for the moment, last weapon is the famous Thunder-Hammer, from Warhammer 40K. No copyright infringement intended. It's got a 1024^2 Diffuse, Specular, Normal and weighs in at 2252 triangles. This weapon also has some pretty nasty gradients in its normal-map, so I'm going to fix that and give the texture more love.
Screenshot from Marmoset Toolbag:
Screenshots from in-game:
So, that's that I guess. Feedback and comments, about anything, would be appreciated! Thanks for your time and patience!
Tho I did fix some problems with the hands and update textures.
Anyway, here ya go, hope you guys like it. Once again i'm pretty new in characters, started 4-5 months ago maybe, still have a lot to learn .
A few more screens on my blog. Hopefully I can get something I really like and usable tonight or this weekend.
http://art-envelope.blogspot.com/2012/05/terrain-world-machine-sky.html
nice, love the bright colors!
looking good!
it's funny that someone placed the caution signes there but didn't bother to switch of the electricity, cause it's just sparkling like crazy! xP
love the effect and lightning though! ^^
Here's my contribution, gonna be making another post in pimping to talk about it... still looking to touch it up and expand it.
Anyways, The Heart of Ganymede!
(Does it make you feel disoriented, it's supposed to, it's supposed to feel weightless.)
and I'm looking for more props to put in the scene, you guys have any cool ideas for things?
@graze thats awesome haha. where are all these comps happening i allways miss cg compititions i like the mini comps.
Saving Private Ryan Maybe?
Pretty much everything is still WIP. Gotta ton more pictures of the concepts on my thread :P
Really liking the concept art though _Zeus_
This is more a finished piece, but I thought I would post it up anyway. Not really happy with how it turned out but deadlines got the better of me.
Original artwork by Michel Koch.
[ame="http://www.youtube.com/watch?v=FKjYiD2ykcs"]Ruse_Final.wmv - YouTube[/ame]
Cheers
trying to improve my painterly texturing, was a lot of fun : ]
@ Graze: That guy looks ACE!. From what I have seen I think you should win the gold. Great character.
@ Ikosan: ACE!
Sorry X - post again
Started playing with the sign.
Keep rock'n everyone.
my contribution for the day!
I decided to do some more work on my cave scene/underground cathedral.
The rock texture has some potential (must admit it has rock texture overlayed) but that other one doesnt really know what material it is.
edit: oh god. please tell me again how i get my pictures to show in full size..
You should really work on the lighting, then it will be perfect. Make it brighter and more dramatic. It's good though!
My brother is making a great job with the programming, we got a lot of new stuff like lens flares, new behaviors for the enemies, game modes, final boss, etc.
And... we got the final boxart!
Excellente job, man!
LOVE IT
More updates here
If you're using Zbrush then mask off the areas where you want the armor or clothing to be placed, then click extract in the Subtool menu (You can change the thickness of your extract) Then just practice loads for the hard surface part.
Anyway its looking great so far!
"Free lance." kekeke
^ This guy ^
Thanks LuCh! and Dempolys for your comments :):)
i'm callin this done even though i'll probably go back and tweak stuff...