some great stuff as usual , nice dragon paintforge
yeah Barnsey, tbh I can't see much difference in that from the last time you posted it. I think you need to address the creases, look a ittle made up and overall it looks quite sruffy.
I think the diffuse needs a lot of work on it too.
@ Ruz - Thanks for the feedback, if only you mentioned that when I was originally making her lol
I do agree , there are many things that I would have done differently. I only really wanted to spend a short amount of time on her to make adjustments to key areas, such as the eyes and that annoying fresnel reflection, as she is an old piece. I would be better off spending my time developing newer pieces and not trying to 'polish a turd'.
Could really use a crit and another set of eyes on this. Supposed to be beastly and rugged. As the torso is mostly covered, I didn't over exaggerate the cuts, but just wanted to build the shapes and volume.
Could really use a crit and another set of eyes on this. Supposed to be beastly and rugged. As the torso is mostly covered, I didn't over exaggerate the cuts, but just wanted to build the shapes and volume.
Too much?
Upper chest balloons out a bit much imo. Even the hulk has a bit of a more gradual increase.
posting something for a change. been really busy with work and family life.
my daughter is learning how to use a wacom by bashing it really hard on the desk:)
That sketch is looking ok at the moment, although I think it needs some more attention around the eyes,ears,chin and frown lines. The zygomatic notch is bugging me, try massing out the underlying bone structure around the ear as it seems to be a random indent at the moment.
BetelGeist
Love the texture on your gun I dont know if there is emissives at all on the green part but I think some emmisive strenght there could really make it pop some more
Spitfire
That corridor is so good, I like how clean it is and I like how you didnt go the traditional sci fi corridor route and make it hard and geometric, I like the sleekness of corridor with the cylindrical shape.
been such a long time since I posted anything here. But I figured I would share my new model. Its just the normals and diffuse so far i'll be working on the spec this weekend hope you guys like it.
[IMG][/img]
EDIT
Here are some closeup shots, I inverted the face normals and I think they came out better.
snefer - im a sucker for those baroque details, looks great so far!
murph - dem colors are so nice! betelgeist - love dat style, maybe you could make some edge highlights brighter than others?
Looks nice but the way the tail and fin is posed is a bit awkward compositionally. The torso and head almost blend in to the tail fins so maybe give move the tail and fins so they aren't directly behind the torso/head? You could make the tail look a bit more graceful and curvy that way too... Also, her little finger on the right hand looks like it's bending the wrong way o_O
Looks nice but the way the tail and fin is posed is a bit awkward compositionally. The torso and head almost blend in to the tail fins so maybe give move the tail and fins so they aren't directly behind the torso/head? You could make the tail look a bit more graceful and curvy that way too... Also, her little finger on the right hand looks like it's bending the wrong way o_O
Thanks man. Will work on it. And yes I get a lot of notice with her pinkie. I was trying to pull a bat like kind of thing but I just fail. Haha.
But I have to admit it blends together far to much on still image.
Any case it's going to be my Nature Assets showcase environmental. Don't know if I will ad anything beside natural props.
Ever since that tutorial was released there have been like 6 environments posted that look exactly the same as that... Same type of tree, similar grass sprites, dirt path, and some bushse. Take the tips and techniques you learned from it and make something more unique.
Ever since that tutorial was released there have been like 6 environments posted that look exactly the same as that... Same type of tree, similar grass sprites, dirt path, and some bushse. Take the tips and techniques you learned from it and make something more unique.
Hm. I based on Crysis 2/SDK trees. And my trees are only about 1300 tris.
But yes, grass definitly needs changes, I was just testing how grass will work with with scene.
@mystichobo cool little tank you got there.
Was doubting myself to do one of those (MS-1, T1_cunningham or so), but whent for a gun.
Looking forward to seeing it completed.
You are gonna texture it I hope?
Wanted to take a break from all the studying, so started blocking out my first weapon ever (yay).
It's a dragunov.
Gonna try to get all the major forms done today, and then somewhere at the end of next week when I got time to start working on this again I'll probably post up a thread or so.
(examns and such, but going a week without touching any 3d would be boring )
Replies
Wasnt posting a long time.. here my sacrificial Altar lvl 2
- Still Wip
Working on lightning and some texture issues.. as usual
sweet model, love it!
You should get a proper lighting and render set-up for it to really show the beast off
yeah Barnsey, tbh I can't see much difference in that from the last time you posted it. I think you need to address the creases, look a ittle made up and overall it looks quite sruffy.
I think the diffuse needs a lot of work on it too.
http://www.polycount.com/forum/showthread.php?t=100867
[ame="http://www.youtube.com/watch?v=v22BKbcGZ2s"]Broken Concrete For Cryengine 3 Tutorial - Intro - YouTube[/ame]
I do agree , there are many things that I would have done differently. I only really wanted to spend a short amount of time on her to make adjustments to key areas, such as the eyes and that annoying fresnel reflection, as she is an old piece. I would be better off spending my time developing newer pieces and not trying to 'polish a turd'.
Too much?
I love you.
Upper chest balloons out a bit much imo. Even the hulk has a bit of a more gradual increase.
Starting to look more like a tank now :P
So much suspension and track assembly stuff to go though...
EDIT: ignore that the far wheel isn't in the track itself, just mirrored it over for the render and it screwed up
my daughter is learning how to use a wacom by bashing it really hard on the desk:)
one of the many sketches on my hard drive
wish i had more free time:/
i'm so busy, man
BetelGeist
Love the texture on your gun I dont know if there is emissives at all on the green part but I think some emmisive strenght there could really make it pop some more
Spitfire
That corridor is so good, I like how clean it is and I like how you didnt go the traditional sci fi corridor route and make it hard and geometric, I like the sleekness of corridor with the cylindrical shape.
been such a long time since I posted anything here. But I figured I would share my new model. Its just the normals and diffuse so far i'll be working on the spec this weekend hope you guys like it.
[IMG][/img]
EDIT
Here are some closeup shots, I inverted the face normals and I think they came out better.
[IMG][/img]
cliff practice
HI EVERYONE HOW ARE YOU I DREW A WITCH DOCTOR FAN ART THANK YOU BYE
Thread's over; everybody go home.
yesssss this turned out awesome
murph - dem colors are so nice!
betelgeist - love dat style, maybe you could make some edge highlights brighter than others?
Finally done with low poly.
http://i867.photobucket.com/albums/ab236/littlebigbucket/Spawner_WIP17.png
More in thread.
http://www.polycount.com/forum/showthread.php?t=100332
he's lacking a shield, he will get killed in Inferno
Looks nice but the way the tail and fin is posed is a bit awkward compositionally. The torso and head almost blend in to the tail fins so maybe give move the tail and fins so they aren't directly behind the torso/head? You could make the tail look a bit more graceful and curvy that way too... Also, her little finger on the right hand looks like it's bending the wrong way o_O
And they work quite nicely in game :
http://zairaam.deviantart.com/#/d53im19
Thanks man. Will work on it. And yes I get a lot of notice with her pinkie. I was trying to pull a bat like kind of thing but I just fail. Haha.
Came out beautiful! Looks really good in game too.
Just some head sculpting
And I'm very proud of my 200 tris bushes,
But I have to admit it blends together far to much on still image.
Any case it's going to be my Nature Assets showcase environmental. Don't know if I will ad anything beside natural props.
Oh. This makes me want to play Skyrim again. And get my self together and try to make character .
still in progress...
Made a lowpoly column, just to to try out the style. I first went for a more hand painted look but couldnt resist givning it some texture
Some T&A I've been working on. Hair is placeholder, it's like 20k triangles but I need it for a still image and rigged by tomorrow.
Ever since that tutorial was released there have been like 6 environments posted that look exactly the same as that... Same type of tree, similar grass sprites, dirt path, and some bushse. Take the tips and techniques you learned from it and make something more unique.
Hm. I based on Crysis 2/SDK trees. And my trees are only about 1300 tris.
But yes, grass definitly needs changes, I was just testing how grass will work with with scene.
Was doubting myself to do one of those (MS-1, T1_cunningham or so), but whent for a gun.
Looking forward to seeing it completed.
You are gonna texture it I hope?
Wanted to take a break from all the studying, so started blocking out my first weapon ever (yay).
It's a dragunov.
Gonna try to get all the major forms done today, and then somewhere at the end of next week when I got time to start working on this again I'll probably post up a thread or so.
(examns and such, but going a week without touching any 3d would be boring )
Now, to start actually using the refs that I gathered before my retail job cut-in with extra shifts.