yea you bring up a good point, but my rigging is fresh as in I am new. So I have to figure this out if there is any other opinions and ideas I am always welcome to them, thanks. This is why I have been posting for a month straight and to get critiques. I used to post just those little files.but I noticed the people getting responces have huge images. Apparently this is the difference I needed. LOL it got you to talk.
Tyler: Careful with those tattoos and their placement. I`m a noob at rigging, but it seems like texture stretch on shoulders is unavoidable. using tattoos like you have, might result in some unwanted stretch funk that would otherwise be unnoticeable if it was just skin.. Which sucks because shoulder tattoos are the COOLEST. :P can anyone else shed light on this?
The big images didn't really do it for me so much as I spent the previous week banging my head into a wall trying to get a shoulder tattoo to not stretch before finally just taking the damn thing off :P I more so had a similar situation in my work that your work reminded me of. :P
The big images didn't really do it for me so much as I spent the previous week banging my head into a wall trying to get a shoulder tattoo to not stretch before finally just taking the damn thing off :P I more so had a similar situation in my work that your work reminded me of. :P
Well there is probably that to. Mine worked ok but there was some issues. Nothing a good camera hid for the poly count can't fix... its an in game character for a game I am not making so it works out. Just eventually portfolio stuff it has a long way to go.
such epic works going down here lately. fucken loving the jack black. golden
thanks all for the comments toward my scrubbers. regarding the process / method all it is is zbrush and maya lumps of geo. vector rendered with outlines and the average colour switch / option. the heavy decimation provides all the scratchy shit and weird shapes. kills any real practical usage of course but a good fun way to knock out a bunch of shapes and concepts
Here's a little update...Originally I intended to replace one of his arms with a mechanical one but didn't like how it turned out on the first pass so, he gets to keep both...for now...
Im thinking about doin ga zombie chick whith a knife in the tenticals hand... just heard about this tonight... what do you think. Good or wait till next contest?
Im thinking about doin ga zombie chick whith a knife in the tenticals hand... just heard about this tonight... what do you think. Good or wait till next contest?
if you`re able to get it done before the first of june i think it would be great ^^
Churned out the low-poly and texture for the Creeper I was working on, shown here in Marmoset. It's 2,800 tris or there-abouts, and bugger all verts, like 1,400 or something, and 4 UV islands.
Also made this little tribute to my favourite video game of all time
Long time lurker, First time poster. Trying to get better with that.
Here a revolver model I made for our UDK game. Not the best maps I admit, but I'm wondering what you all think. I'm not sure about the colors yet, but I got is working in UDK so I'm pretty happy about that.
And here's the character model I just sorta finished up for class.
ZBrush sculpt obviously looks better, but the renders from Max didn't come out too bad. Still need to do an AO layer on my diffuse maps. Would love to hear what you guys think is missing from the character. I've got some maces for his weapon that I need to model, but he's definitely missing something and I can't put my finger on it.
Pretty sweet! but I have to say, it's not a very flattering portrayal of the man. :P
But seriously, nice work so far. Is this based off of a particular piece of his, or is this 'in the style of?' Cause I was gonna say, either way, the forms of the muzzle and separation of the eyes feels very reminiscent of his work. I look forward to seeing it progress!
looking back on it i probably should have pushed the details a bit more before going on to texturing (and it's not too accurate to the model) but feels like a good learning experience
Replies
around 30k tris, 4096x4096 diffuse, normals baked off a 16 millions highpoly mesh.
Grass color needs some tweaking and extra detail.
Well there is probably that to. Mine worked ok but there was some issues. Nothing a good camera hid for the poly count can't fix... its an in game character for a game I am not making so it works out. Just eventually portfolio stuff it has a long way to go.
Crits are more then welcome. Model isn't mine btw.
Forgive the horrible quality, but here's the horrible spec map.
thanks all for the comments toward my scrubbers. regarding the process / method all it is is zbrush and maya lumps of geo. vector rendered with outlines and the average colour switch / option. the heavy decimation provides all the scratchy shit and weird shapes. kills any real practical usage of course but a good fun way to knock out a bunch of shapes and concepts
stefanobernardi: that first render looks sick, the specular value's are just spot on! good job
just did a 4 hour sculpt session, tried to make my surface as smooth as possible
but i'm a bit less satisfied with the design...
Character for my thesis. Baroness Susana Ortega Von Boome. Hair is placeholder right now.
Edit: Didnt feel like bumping.
Couldnt sleep so I did some alchemy sketches.
AH Cool then. I gotta find an excuse to try out that sort of thing then.
looks amazing, mind showing a close up or a glimpse at the texture?
cheers
Not at all. This one is a bit updated too.
if you`re able to get it done before the first of june i think it would be great ^^
also uploaded a proper version of the 360 wip
[ame="http://www.youtube.com/watch?v=8tbivr97JVQ"]Serge Birault 3D Contest 360 - YouTube[/ame]
Also made this little tribute to my favourite video game of all time
how did you render it?
diffa, love the style on those characters!
Nice one!
Here a revolver model I made for our UDK game. Not the best maps I admit, but I'm wondering what you all think. I'm not sure about the colors yet, but I got is working in UDK so I'm pretty happy about that.
ZBrush sculpt obviously looks better, but the renders from Max didn't come out too bad. Still need to do an AO layer on my diffuse maps. Would love to hear what you guys think is missing from the character. I've got some maces for his weapon that I need to model, but he's definitely missing something and I can't put my finger on it.
Nice! I would love to se some textures for these!
Forget the textures at this point make the feet bigger.
nooo! small feet win :P
This is so cool, so boss, that I had to carry to this page too. Great job, sir!
Loving this dude!
My mage robes...
(PS : Zairaam is my new nickname)
pixelchaot: Very badass and cartoon like
TehSplatt: Reminds me of the birds in one of the ice age movies
Calling this one done, more shots in my portfolio and thread later.
Fine tuning the details on this. Getting there. Thread here!
All the usual features just a little tidier than most and not as heavy as a lot of other rigs out there..
http://t.co/3CCDNZ4s
Pretty sweet! but I have to say, it's not a very flattering portrayal of the man. :P
But seriously, nice work so far. Is this based off of a particular piece of his, or is this 'in the style of?' Cause I was gonna say, either way, the forms of the muzzle and separation of the eyes feels very reminiscent of his work. I look forward to seeing it progress!
http://schellstudio.com/gallery/thumbnails.php?album=192
looking back on it i probably should have pushed the details a bit more before going on to texturing (and it's not too accurate to the model) but feels like a good learning experience