Just finished this guy up, though I might revisit to make a better rig-- my animator buddy said he might want to make this guy move, which would be awesome.
I was able to work out the kinks in the vertex blending material, so now it works as intended!
That looks really awesome! Any chance you'd be willing to share the shader (or make a tutorial for creating it)? I was recently looking for something like this and also came to the conclusion that I'd have to make it myself to get the intended functionality.
I'm working on a drivers training game and we are using modular road pieces that make the car handling react differently based on if the road segment is icy, wet, etc. I ended up making separate textures off of a base for each case since it'd be faster than me figuring out how to write a new shader but this could save me a lot of time in future projects since I won't need to make 30 "fade into icy road," "icy road," "fade out of icy road," etc materials/textures.
Okay, got myself Max and Mudbox. Definitely an update from Blender, but I will probably suck with them for a while due to being used to blender's shortcuts.
That looks really awesome! Any chance you'd be willing to share the shader (or make a tutorial for creating it)? I was recently looking for something like this and also came to the conclusion that I'd have to make it myself to get the intended functionality.
I'm working on a drivers training game and we are using modular road pieces that make the car handling react differently based on if the road segment is icy, wet, etc. I ended up making separate textures off of a base for each case since it'd be faster than me figuring out how to write a new shader but this could save me a lot of time in future projects since I won't need to make 30 "fade into icy road," "icy road," "fade out of icy road," etc materials/textures.
Now, a drawback at the moment is that you can't have different vertex colors per prefab, they will have to be separate objects otherwise the vertex paint will carry across all the instances as they are mesh information. But in this video from Ninja Camp III their vertex painting tool allows them to have different vertex colors across several prefabs, so I'm probably just limited by the vertex painting plugin i'm using as it's very bare bones.
Big improvement, Justin! Looks great. I would put a little more grass around those rocks and that single plant on the right side of the screen (just to make them seem less floaty and isolated). And some more scorch marks around the outside of the fire pit.
@ Denicon - i can recomment you this : lession 5, of digital tutors
maybe its helps
But there tons of ways to do it, you can only sculp the bones
and do the rest later in Maya/Max - import back to zbrush.
You can also do the wings with zspheres or with the "copyobjektbrush" (dunno the exactly name)..
Just started texturing for the first time ever, I've only been doing 3d for about 4 months, so here is my 5th texture ever, and 5th full UV unwrap, and my 1st usable normal map bake ever, and I'm pretty happy with it, I'd like some feed back, thanks.
PS, it's for a level I'm making to learn Cryengine and the workflow of getting stuff in game better.
Big improvement, Justin! Looks great. I would put a little more grass around those rocks and that single plant on the right side of the screen (just to make them seem less floaty and isolated). And some more scorch marks around the outside of the fire pit.
Haha love this one tenage ninja turtle skater? ;P Tho id say that the knee pads look really streached over the leg, pretty sure it wouldgo into the bend or what to call it. ;P
I was playing around with tessellation in udk and came up with the idea of creating icicles using vertex painting and displacement.
Up Close:
Basically I can paint areas where I want icicles to form on objects. Here it is in action:
Displaces in world space so icicles always displace towards the ground, no matter the orientation, and I'm using the up-vector to only allow displacement on the bottom facing geo of a mesh.
I was playing around with tessellation in udk and came up with the idea of creating icicles using vertex painting and displacement.
Up Close:
Basically I can paint areas where I want icicles to form on objects. Here it is in action:
Displaces in world space so icicles always displace towards the ground, no matter the orientation, and I'm using the up-vector to only allow displacement on the bottom facing geo of a mesh.
Replies
Just finished this guy up, though I might revisit to make a better rig-- my animator buddy said he might want to make this guy move, which would be awesome.
Samuel L. Monsterson!
Exactly my thought!
That looks really awesome! Any chance you'd be willing to share the shader (or make a tutorial for creating it)? I was recently looking for something like this and also came to the conclusion that I'd have to make it myself to get the intended functionality.
I'm working on a drivers training game and we are using modular road pieces that make the car handling react differently based on if the road segment is icy, wet, etc. I ended up making separate textures off of a base for each case since it'd be faster than me figuring out how to write a new shader but this could save me a lot of time in future projects since I won't need to make 30 "fade into icy road," "icy road," "fade out of icy road," etc materials/textures.
Marmoset render...done
Next task...pose!
still working on this, got everything on the same texture map now, gotta start texturing the hover-craft and shoulder pads next
-Spatz, jramauri, woogity, thanks guys!
This is the first finished model I've done in nearly two years.
Thoughts on the idea? Too cliche'?
Certainly!
Here is the .shader file: http://dl.dropbox.com/u/700791/Vertex%20Material/VertexBlend.shader
And here is the .sgraph file that you can open and edit with the Strumpy Shader Editor plugin: http://dl.dropbox.com/u/700791/Vertex%20Material/VertexBlend.sgraph
As for a tutorial, I pretty much just followed this one for UDK as the principles are just the same: http://udkc.info/index.php?title=Tutorials:Vertex_Color_Blending
Now, a drawback at the moment is that you can't have different vertex colors per prefab, they will have to be separate objects otherwise the vertex paint will carry across all the instances as they are mesh information. But in this video from Ninja Camp III their vertex painting tool allows them to have different vertex colors across several prefabs, so I'm probably just limited by the vertex painting plugin i'm using as it's very bare bones.
I'm still working on my entry for Serge Birault's FB contest. Trying to get a nice render outside of ZBrush:
i really like all the styles that are coming out of this contest
jramauri: great version, only comment would be to not draw the lipstick too far on those mouthedges, also the eyedirections are a bit off
Kot Leopold: really like what you`re doing with it , not the biggest fan of the background. it distracts from the model
El Scorcho: yeah im going to see how i can get it to look more fleshy, tnx
Big improvement, Justin! Looks great. I would put a little more grass around those rocks and that single plant on the right side of the screen (just to make them seem less floaty and isolated). And some more scorch marks around the outside of the fire pit.
The specular makes if look wet.
Cross post from http://www.polycount.com/forum/showthread.php?t=99521
wip crits and whatnot welcome!
The texture maps is of yet unfinished, and the normal map hasn't been made yet.
maybe its helps
But there tons of ways to do it, you can only sculp the bones
and do the rest later in Maya/Max - import back to zbrush.
You can also do the wings with zspheres or with the "copyobjektbrush" (dunno the exactly name)..
Great work guys !
PS, it's for a level I'm making to learn Cryengine and the workflow of getting stuff in game better.
Grtz
Speaking of worn, here's something post-apoc like.
Thanks! I will do that.
Cross Posting from my thread. Finally finished the driver/rider:
any crit on this? is still a wip.
x post of my thread1
Elvis sGuitar
Uploaded with ImageShack.us
Millenia's model
Haha love this one tenage ninja turtle skater? ;P Tho id say that the knee pads look really streached over the leg, pretty sure it wouldgo into the bend or what to call it. ;P
redundant advice INCOMING:
watch that those edges are not too tight.
I wont be baking it so not too fussed but thanks
http://www.polycount.com/forum/showthread.php?t=96546
I was playing around with tessellation in udk and came up with the idea of creating icicles using vertex painting and displacement.
Up Close:
Basically I can paint areas where I want icicles to form on objects. Here it is in action:
Displaces in world space so icicles always displace towards the ground, no matter the orientation, and I'm using the up-vector to only allow displacement on the bottom facing geo of a mesh.
That is awesome! great work:thumbup: