Amazing work everybody!
Here is my first post. I have been going through the cgtuts+ and this is the result for the wooden toy tutorial.
I have been struggling with the mesh when gets smoothed, specially in the wheels I don't know how to work it so it keeps the initial shape.
Do you think is a good idea to show tutorials works in a portfolio?
Do you think is a good idea to show tutorials works in a portfolio?
Huh... Why a company will contract someone that is still doing tuts, instead of a professional? I believe you must work a bit more, and when you have you own stuff done, post proudly on your portfolio.
Huh... Why a company will contract someone that is still doing tuts, instead of a professional? I believe you must work a bit more, and when you have you own stuff done, post proudly on your portfolio.
I see your point in this, but for example, would be okay to create works on base this tutorial? Like create a set of toys.
What if I like the idea behind the tutorial, even if basic, and want to expand it more?
It's great for your learning, undoubtely. I what I mean is that you should put in your portfolio just stuff that you feel confident to do. People that hire you will give you deadlines, and expect a certain level of quality, and because of this i said that you must to practice a bit more.
But continue practicing tutorials, be sure much people here started this way. I practice some tuts from time to time , and never stop reading/watching new stuff.
@Glode: that's pretty cool, thought it was a digital painting at first, it's a nice style. Is that all real time stuff your doing there?
@Kustodiev: I'd say creating your own models based on what you did in a tutorial is alright. Just be sure that it isn't exactly the same. Of course, as jramauri said, you need to make sure you are comfortable with the process and eventually it would be better to model things based of your own ideas. You need to be able to apply what you learn in new ways.
@Cordell Felix: Glad you like it, I guess I'm on to detailing
@glode....awesome progress on ur maelstrom...keep it up!
been working on a sci-fi-ish knife...decided to take a break from my mech, also i decided to try and render out a high poly beauty shot in max with raytracing material (TY Artem Volchik for the awesome render tut!!!)....gonna work on my low poly now :d
@S_ource Use a reference if you aren't, I don't think I've seen a material exactly like that before. It reads like something closer to carpeting than concrete to me. May just be me though.
Ravenslayer.....man between this and the last female study that you posted I am terribly jealous of your skils mister.....great job.
Also, Josh, Dan, Max, Mrs Skullface.....f**k yeah!
sketching out some armour on Mr six limbs....early days yet:
I started this yesterday to learn some new hard surface sculpting techniques in Zbrush4 R2. I plan to add some wear and tear to give the sword some character. It took a little while to get the hang of controlling creasing ploy edges but once I got it I was flying, and Dynamesh is awesome Doing the armor in my portfolio in Zbrush 4 was super technical with all the extracting and group looping.
so theres a little environment block I got going on. Based off of some warhammer online concept art I liked. obviously the environment is still way to big for the player but thats just lazyness and some area need a little bit of cleaning. But once this stage is through I'm on to texturing
sorry I have no clue how to embed the videos in my post
shad0wForce: you should add some alpha blending at the bottom of your grassblades, the harsh edge where they intersect the ground is a little unattractive. the stones are nice - maybe you want to add real geometry cliffs instead of the terrain ?
on a broader view, i do find the composition is not as good as it could be right now, the brightest spot (ie. the sky) sucks up all attention and there is nothing to see there - even worse it captures the viewer in some sort of triangle there.
I've been creating new characters for the next 8bit Strange shorts. Just whipped this guy up today - I'm pretty proud of it. Had to keep it simple to match the style.
haven't really been up to much big lately. guy I know needed a skull for his game so I decided to redo the embarrassing one I did in 2010. just built a new low on the old sculpt and made some textures. pretty satisfied with how it turned out for now, was relaxing to do.
PS: check it out in the beautiful DarkPlaces engine: link to screenshots!
(nevermind my silly test area.. pleasantly surprised at how cleanly it renders!)
8 bit strange have neat little cubed Half Life or metal gear or whatevs characters doing crazy stuff.. So i think by 'new' he meant a new addition in the 8 bit strange character arsenal.. at least i think so
choco : I think it depends on the size and exposure of these rocks. Stratifications are seen quite obvious when the rocks are large and exposed over many eons. If this was a set of rocks I could climb over than we wouldn't be able to see any...
In addition, if they were that large (strat size) the rocks would be more wind swept, these look more round shaped
@Dan! : that Chimera is looking totally awesome!!! I love how crazy menacing it looks! @jramauri: i love how vibrant your hand painted textures look! its fun to see the brush strokes in it, it gives it a very original feel! @tehrobster2: that scenes really feel warm and homy, i love it! it reallu looks great!
Here is a little project of my own, started it a couple of weeks ago, but forgot about it. I'm gonna keep working at it in my spare time! You guys tell me what you think!
@Dan! : I watched ur livestream it turned out nice. @jramauri : good painting stuff. it's like oil panting on it @rorozilla : It's Kog'Maw! in game, League of Legend
I'm still working on my first next gen stuff
proceses are complicated, actually I'm getting step by step and enjoying it tho
critiques are welcome
Working on a small Moba game on unity with friends from the university. We are still looking for a name - any suggestions are welcome. Our current name ideas are here (link to a poll). Anyway, Screenshot:
dan: maybe it would be cool to have some really pointy fur ends or are those extensions more bony parts? In the second case some harder edges would make it more obvious.
jramauri that's looking awesome! Not sure if you use sharpen on your textures but it's feeling a little too sharp. Mainly in the ear and the wear on the edges of the armor are looking really jaggy. Just my opinion. Keep it up!
Replies
:OOOOOO
Here is my first post. I have been going through the cgtuts+ and this is the result for the wooden toy tutorial.
I have been struggling with the mesh when gets smoothed, specially in the wheels I don't know how to work it so it keeps the initial shape.
Do you think is a good idea to show tutorials works in a portfolio?
Any comments are appreciated.
Huh... Why a company will contract someone that is still doing tuts, instead of a professional? I believe you must work a bit more, and when you have you own stuff done, post proudly on your portfolio.
Guess i've had to lurk around a lil more to make a first post as cool as this) Niiiice!
I see your point in this, but for example, would be okay to create works on base this tutorial? Like create a set of toys.
What if I like the idea behind the tutorial, even if basic, and want to expand it more?
But continue practicing tutorials, be sure much people here started this way. I practice some tuts from time to time , and never stop reading/watching new stuff.
Just cross posting this from my thread (http://www.polycount.com/forum/showthread.php?t=93016)
Been working on the sea shader and tweaking particles.
@Kustodiev: I'd say creating your own models based on what you did in a tutorial is alright. Just be sure that it isn't exactly the same. Of course, as jramauri said, you need to make sure you are comfortable with the process and eventually it would be better to model things based of your own ideas. You need to be able to apply what you learn in new ways.
@Cordell Felix: Glad you like it, I guess I'm on to detailing
@glode....awesome progress on ur maelstrom...keep it up!
been working on a sci-fi-ish knife...decided to take a break from my mech, also i decided to try and render out a high poly beauty shot in max with raytracing material (TY Artem Volchik for the awesome render tut!!!)....gonna work on my low poly now :d
Also, Josh, Dan, Max, Mrs Skullface.....f**k yeah!
sketching out some armour on Mr six limbs....early days yet:
ta for looking and stuff
I started this yesterday to learn some new hard surface sculpting techniques in Zbrush4 R2. I plan to add some wear and tear to give the sword some character. It took a little while to get the hang of controlling creasing ploy edges but once I got it I was flying, and Dynamesh is awesome Doing the armor in my portfolio in Zbrush 4 was super technical with all the extracting and group looping.
more pics in my thread cause I didn't want to bomb WAYWO.
http://www.polycount.com/forum/showthread.php?p=1473116
Thanks
[ame="http://www.youtube.com/watch?v=eosQwvGeuQ4"]Tali Turntable - YouTube[/ame]
Just wrapped up a fatty contract.... time for some personal sculpty action. Study/tribute WIP of everyone's favorite mascot
[ame="http://www.youtube.com/watch?v=I2YvPsUeOMo"]Warhammer Environment block - YouTube[/ame]
so theres a little environment block I got going on. Based off of some warhammer online concept art I liked. obviously the environment is still way to big for the player but thats just lazyness and some area need a little bit of cleaning. But once this stage is through I'm on to texturing
sorry I have no clue how to embed the videos in my post
Dynamesh fun (early wip):
on a broader view, i do find the composition is not as good as it could be right now, the brightest spot (ie. the sky) sucks up all attention and there is nothing to see there - even worse it captures the viewer in some sort of triangle there.
PS: check it out in the beautiful DarkPlaces engine: link to screenshots!
(nevermind my silly test area.. pleasantly surprised at how cleanly it renders!)
8 bit strange have neat little cubed Half Life or metal gear or whatevs characters doing crazy stuff.. So i think by 'new' he meant a new addition in the 8 bit strange character arsenal.. at least i think so
(correct me if im wrong, amatobahn )
But what function does the top controller have exactly?
In addition, if they were that large (strat size) the rocks would be more wind swept, these look more round shaped
Yep- basically wanted to paraphrase her design
I started this on my livestream earlier last week-
Some more progress on this dude. I started a thread to post my hand painted crap too.
Here is some more progress on my scene that I am working on
@jramauri: i love how vibrant your hand painted textures look! its fun to see the brush strokes in it, it gives it a very original feel!
@tehrobster2: that scenes really feel warm and homy, i love it! it reallu looks great!
Here is a little project of my own, started it a couple of weeks ago, but forgot about it. I'm gonna keep working at it in my spare time! You guys tell me what you think!
@jramauri : good painting stuff. it's like oil panting on it
@rorozilla : It's Kog'Maw! in game, League of Legend
I'm still working on my first next gen stuff
proceses are complicated, actually I'm getting step by step and enjoying it tho
critiques are welcome
dan: maybe it would be cool to have some really pointy fur ends or are those extensions more bony parts? In the second case some harder edges would make it more obvious.
jramauri that's looking awesome! Not sure if you use sharpen on your textures but it's feeling a little too sharp. Mainly in the ear and the wear on the edges of the armor are looking really jaggy. Just my opinion. Keep it up!
My entry to the Blizzard student art contest
callin this weird derpy greentooth tribute thing done
Yes, it is claptrap from Borderlands. MlAlx is completely right. It is a new addition to our ever-growing character list.
The top controller is for the left, right, and center flaps & the tray in his lower abdomen area.