Disting : I didn't have the headphones on when I played the vid. It's a really peaceful interior and yet i can't help thinking that something sinister is happening in the board room...like the Umbrella Corp. Great job.
I started this a ways back but never finished him...now that I've picked him back up I realized how crap it actually was and have decided I need to rework everything.
Soooo.....Its Ben Throttle of Full Throttle fame, a bit older and a bit worse for wear.
I will be doing a LP version as well...
Currently in creation process of environment based on Artyom Vlaskin pretty concept
Here are some more images:
coming soon to texturing pass, need crits and some advices
i in thoughts how to make these asphalt like on concept to make it effective in model and texture.
make some nileable textures with parts(cracked asphalt/stripes/hole in asphalt) and make simple divided plane arranging UV on every plane
or model some unique parts, and make stripes/holes/other unique parts with alpha or in same square size to tile with all other asphalt?
Is there a reason to chamfer hard edges?
atm scene is 11k poly count(without some optimisations and some additions i'll make), and i don't know what scene size would be better for say UDK engine
Long time I didn't post anything. So here's a helmet :
I tried a new workflow for this one. I started with a sphere in ZBrush, doodle some ideas in ZBrush (here are some examples : http://gaetm.free.fr/3d/2012/Helmets/Doodle_ZB.jpg I chose the 2nd one (and I probably gonna do the 5th 7th and 8th) And once I had this shape I imported it in max and started adding the details. Still dunno if I gonna do a Low Res for this one
^what was the point of that? There is no dimension to that normal map at all... Now if you added more taper to the blocks so that you could see that it pushed up/down from the surface. That or bake that down onto a lower poly surface that still has the shape. Rite now that's going to look like crap at any angle because of how deep the ao is making it look in the diffuse, and the normal map cant back it up. Normal maps can only fake shallow changes in heights not that extreme stuff your trying to pull off.
/end rant
Here is most of the texture work done .Just need to finish up the head and the other 6 different color variations and can finaly send out to the client .
fusedgore - he looks very short and his skates have no feet in tme. was that the intention?. its just the laces look very flat like there is not foot inside the shoes
The intention was to make him very short .As its not a realer model .Once I place the head he should look ok .I will have to make some adjustments on thos skates ty
^what was the point of that? There is no dimension to that normal map at all... Now if you added more taper to the blocks so that you could see that it pushed up/down from the surface. That or bake that down onto a lower poly surface that still has the shape. Rite now that's going to look like crap at any angle because of how deep the ao is making it look in the diffuse, and the normal map cant back it up. Normal maps can only fake shallow changes in heights not that extreme stuff your trying to pull off.
/end rant
Oh Shhh
Thegodzero I'm learning tiles and I thought bumpoffset leave everything beauty :poly127:
Now I'm thinking of a low shape but I really wanna this in a single poly \
Anyway here's a copy of my maps(ao, diffuse, normal) maybe can fix it!
working on render setups for a portfolio. it's really hard to balance readability with showiness. i had to make a complimentary, less gucci material for really busy models, as the red made those shapes impossible to read.
wish i could show anything i've modeled in the past year.
Almost done with this little scene, still gotta finish a bunch of textures been really fun to work on something like this, I think I might try and do an actual room and then connect em afterwards.
Decided to post my progress here too. I used the super helpful videos people were nice enough to upload in that thread as a starting point. I'd like to try some spiky shaped rocks next.
Hey all,
Another shameless x-post. I was working on the Bolt Pistol for Overdose, this is the high poly version. Just got started on the low poly model.
Hey all,
Another shameless x-post. I was working on the Bolt Pistol for Overdose, this is the high poly version. Just got started on the low poly model.
That gun is looking sick, rockstar6! Only thing that draws my attention is the piece of (cloth?) on the handle. Looks a little weird, I know it's not textured or shaded yet but looks more like a piece of plastic ripped off from a trash bag. Besides that I'm digging the work your doing on Overdose!
first post here. awesome stuf in this thread.
here are some screens of a level i am creating for a school project.
c&c very much welcome
Looking pretty good, I dig the style. I feel the lighting is too dark; might want to add some ambient light in the scene. The shadows are reading a little too harshly.
Replies
Repost from;
http://www.polycount.com/forum/showthread.php?t=89529
Duncan: Looks nice, still think he could be a basketball player
Here is where I am at now, nearly done with the hp
This level is sooo cool! 0_o And this epic track matches perfectly.
Been slow going with work, but I intend to beat them into shape over the weekend.
Soooo.....Its Ben Throttle of Full Throttle fame, a bit older and a bit worse for wear.
I will be doing a LP version as well...
Still very WIP but wanted to share
Here are some more images:
coming soon to texturing pass, need crits and some advices
i in thoughts how to make these asphalt like on concept to make it effective in model and texture.
make some nileable textures with parts(cracked asphalt/stripes/hole in asphalt) and make simple divided plane arranging UV on every plane
or model some unique parts, and make stripes/holes/other unique parts with alpha or in same square size to tile with all other asphalt?
Is there a reason to chamfer hard edges?
atm scene is 11k poly count(without some optimisations and some additions i'll make), and i don't know what scene size would be better for say UDK engine
I tried a new workflow for this one. I started with a sphere in ZBrush, doodle some ideas in ZBrush (here are some examples : http://gaetm.free.fr/3d/2012/Helmets/Doodle_ZB.jpg I chose the 2nd one (and I probably gonna do the 5th 7th and 8th) And once I had this shape I imported it in max and started adding the details. Still dunno if I gonna do a Low Res for this one
isn't it looks like freakin' Putin?:poly121:
My daily Sculptris standart brushes study
digging those textures
Where going to create a weapon testing lab in udk.
Here´s my first prop enjoy!
http://artofguti.blogspot.com/
/end rant
Oh Shhh
Thegodzero I'm learning tiles and I thought bumpoffset leave everything beauty :poly127:
Now I'm thinking of a low shape but I really wanna this in a single poly \
Anyway here's a copy of my maps(ao, diffuse, normal) maybe can fix it!
Thanks
xxxcuban: haha love the design, i think throwing some reds in the skin would give it more of a fleshy look
heres another update on the SB contest sculpt
fully retopped
wish i could show anything i've modeled in the past year.
Cheers,
Shameless crosspost here...
http://www.polycount.com/forum/showthread.php?t=97455
here are some screens of a level i am creating for a school project.
c&c very much welcome
Raven looking awesome as always
Almost done with the polypaint...
I'm showing some love for Arkham City
mmmmmmmm nice!
Almost done with this little scene, still gotta finish a bunch of textures been really fun to work on something like this, I think I might try and do an actual room and then connect em afterwards.
Anyway, Enjoy!
Decided to post my progress here too. I used the super helpful videos people were nice enough to upload in that thread as a starting point. I'd like to try some spiky shaped rocks next.
Another shameless x-post. I was working on the Bolt Pistol for Overdose, this is the high poly version. Just got started on the low poly model.
That gun is looking sick, rockstar6! Only thing that draws my attention is the piece of (cloth?) on the handle. Looks a little weird, I know it's not textured or shaded yet but looks more like a piece of plastic ripped off from a trash bag. Besides that I'm digging the work your doing on Overdose!
Keep on rockin!
Also, this is before the sculpting, but the entire sickle.
Looking pretty good, I dig the style. I feel the lighting is too dark; might want to add some ambient light in the scene. The shadows are reading a little too harshly.
Some colour on the spec and some more wear. Going to re-do the grip soon.