Something I am cooking up, not textured (just AO and normals), ive just been trying to work out how best to go about this.
so damn cool Is that a Particle you're spawning or clever UV-Scrolling? Might even look cooler if it runs the other way around (or a second one with a different color going up).
so damn cool Is that a Particle you're spawning or clever UV-Scrolling? Might even look cooler if it runs the other way around (or a second one with a different color going up).
Cheers dude!
yep, you guessed it UV-scolling , (id imagine whoever coded it is the clever one, im just the monkey that thought of using it!) Its definitely not cheap as its got like 3 layers of overdraw, the glass on top, 1 layer of fast moving paper scrolling and then 1 layer of slow moving paper too. Each layer is a low poly cylinder with a twist modifier on it so that the paper swirls around the inside of the tube. I'm currently trying to work out the best way to make objects that look like letters at distance, then fill up the bottom of the tube to make it look like the letters are collecting in the bottom of the pipe and spilling onto the floor.
The plan is (for this Sunday afternoon) to try and get as much movement into the scene as possible, so Im trying to get moving refraction working in the glass, and water dribbling down the walls.
Hey guys ive never done any modelling and currently working on my first project, and thought id keep you guys up to date with it (http://imgur.com/hwjJM)
@Pumpkin: Sculptris is completely free, so you should give it a try to see if it works for you. It's a great concept to mid poly program. I personally favour it for the early process of coming up with the silhouette, and blocking out the forms as I find it to be quite quick. Drawback is that you need to have a beast of a machine to get it to run well (im using an i7 CPU and a Nvidia 580 GTX). It's different enough from Zbrush in the sense of dynamic tesselation. Here's a video to describe that http://vimeo.com/12796457
It has all of the base tools you are used to from Zbrush, as Pixologic (creators of Zbrush) are currently working on Sculptris. You could fit it into a pipeline production sure, you just need to retopo the character from Sculptris after you've finished your sculpt in an app like TopoGun or 3dCoat and bring that into Zbrush to do the final detail pass (wrinkles, creases, and the high pass detail stuff). One major drawback is that it's not great for subtools and hard surface stuff so you would definitely have to work hand in hand with Zbrush for stuff like that. If you're able to flip back and forth between programs like me then great, but some guys at work don't really like that workflow. It's all up to your personal preference. Hope that answers all your Q's.
OK, I don't think there's a lot to be gained by hammering on this any longer. There are a ton of mistakes here that I don't plan on repeating on the next piece.
I got this down to around 1,136 triangles and got a basic normal and AO baked for it.
The trouble is I didn't do the baking in Modo (I used xNormal). And the smoothing is terribly janky and not done right. My goal is to take the next thing, start to finish, entirely inside of Modo - something hard surfaced, probably.
But before I move on, I want to throw up a HUGE high five to Modo's modeling, topo, and UV tools. Modo is just too damned slick...
Trying my clammy hands on semi-stylized low poly modeling and hand painted texturing. Am I doing it right? I'm using ZBrush by the way. Planning to move to Photoshop once I block things in.
Got the Pneumo tube into the scene, worked up the textures somewhat and filled the bottom of the pipe with mail. I also worked on the moving refraction on the glass using Cry-engines waterfall shader.
ScoobyDufus- thanks man-spot on critique- wish I had some better answers to that other than "to make him look badass and make you want to shoot rockets at his face" ....facerockets...
I might move this dude to his own thread for further crit, low-polying and what-not but hers some mo progress.
great stuff from everyone!
sorry if this is annoyingly large, but here's my art test finished up
899 tris, 1024x1024 diffuse, normals, specs. this is all screencapped from the 3ds max viewport with xoliul shader materials and some post processing in the viewport
garriola83: I'd remove the chromatic aberration from those shots. Especially if you're submitting this for an art test. It's an over-used effect in general and it's killing any clear view of your model right now.
@ afischer, nice dude - so great texturing !
@ Lextripper: really like it ! nice "lightning"
@ garriola83: awesome shit, baked out very well.. sleep well
Great stuff everyone ..
Still working on my wizzardy lvl 2 - tweaking lights and stuff..
After my work i can go on with my hardsurface stuff. .!
garriola83: Awesome work! But I would say to do less post work on those images. This bloom is too much in my opinion. Maybe use this post effect in only one of the images and leave the other without it.
@fabio: yeah man, now that i see it, i know what you mean. i was working late night on this, cuz i havetn had electricity for more than 12 hours and im using a laptop that doesnt have the best screen to look at stuff like this. i'll lessen the bloom tho for sure. thanks!
Very nice work garriola83!
Personally I would have put a few more tris into the boots, it's the only place where you can see a bit of blockiness when you look a little closer but still very good work!
Been a while since I have been able to post but I have been busy...will hopefully have a work dump very soon...
Anyhoo here is my art test I did when I cam to Tencent a few weeks ago. This came out a bit rushed as I was moving into an apt and pulling OT at the time but eh what can ya do, it got me the job which is all that mattered
garriola83 waw, I love what you got with only 899 triangles, the texture looks great
Crossposting from my brand new thread, decided to give a shot at the Mixamo contest, hope I'll be able to finish it!
Replies
so damn cool Is that a Particle you're spawning or clever UV-Scrolling? Might even look cooler if it runs the other way around (or a second one with a different color going up).
Cheers dude!
yep, you guessed it UV-scolling , (id imagine whoever coded it is the clever one, im just the monkey that thought of using it!) Its definitely not cheap as its got like 3 layers of overdraw, the glass on top, 1 layer of fast moving paper scrolling and then 1 layer of slow moving paper too. Each layer is a low poly cylinder with a twist modifier on it so that the paper swirls around the inside of the tube. I'm currently trying to work out the best way to make objects that look like letters at distance, then fill up the bottom of the tube to make it look like the letters are collecting in the bottom of the pipe and spilling onto the floor.
The plan is (for this Sunday afternoon) to try and get as much movement into the scene as possible, so Im trying to get moving refraction working in the glass, and water dribbling down the walls.
Still need to figured out lengths of her limbs!
Thanks again!!
P.S. Awesome stuffs down there....congrats everybody!
Feedback and criticism are very welcome
[ame="http://www.youtube.com/watch?v=p0o3bqoM0Qg&feature=plcp"]How to create a terrain for Cryengine and UDK Part 1/8 - YouTube[/ame]
It has all of the base tools you are used to from Zbrush, as Pixologic (creators of Zbrush) are currently working on Sculptris. You could fit it into a pipeline production sure, you just need to retopo the character from Sculptris after you've finished your sculpt in an app like TopoGun or 3dCoat and bring that into Zbrush to do the final detail pass (wrinkles, creases, and the high pass detail stuff). One major drawback is that it's not great for subtools and hard surface stuff so you would definitely have to work hand in hand with Zbrush for stuff like that. If you're able to flip back and forth between programs like me then great, but some guys at work don't really like that workflow. It's all up to your personal preference. Hope that answers all your Q's.
Yes im using that as a guide but im using my own terrain idea so its an original piece
Crits appreciated
I got this down to around 1,136 triangles and got a basic normal and AO baked for it.
The trouble is I didn't do the baking in Modo (I used xNormal). And the smoothing is terribly janky and not done right. My goal is to take the next thing, start to finish, entirely inside of Modo - something hard surfaced, probably.
But before I move on, I want to throw up a HUGE high five to Modo's modeling, topo, and UV tools. Modo is just too damned slick...
Started modeling my Huntress character, not happy with the face at the moment from a distance so it will change but...progress!
Current progress of my wrestler.
Got the Pneumo tube into the scene, worked up the textures somewhat and filled the bottom of the pipe with mail. I also worked on the moving refraction on the glass using Cry-engines waterfall shader.
so far only high poly, made in max. Planning on baking it down and make a game asset out of it
Splash screen http://i.imgur.com/QCfNs.png
http://p3d.in/2TchG
http://p3d.in/BqSmM
X-post, Still going, gonna do some quick hair stuff then skin, pose and perhaps work on a Bizarro texture swap.
http://www.polycount.com/forum/showthread.php?t=101342
[ame="http://www.youtube.com/watch?v=FutyLaGx4FI"]Game Stock Car 2012 Release Promo - Dispon
I might move this dude to his own thread for further crit, low-polying and what-not but hers some mo progress.
Cool stuff everyone!!
Plus, red hair
Is it just me... or is anyone else thinking Velma (you know from scooby doo)
sorry if this is annoyingly large, but here's my art test finished up
899 tris, 1024x1024 diffuse, normals, specs. this is all screencapped from the 3ds max viewport with xoliul shader materials and some post processing in the viewport
now time for bed and then work in 2 hours...
@ Lextripper: really like it ! nice "lightning"
@ garriola83: awesome shit, baked out very well.. sleep well
Great stuff everyone ..
Still working on my wizzardy lvl 2 - tweaking lights and stuff..
After my work i can go on with my hardsurface stuff. .!
Personally I would have put a few more tris into the boots, it's the only place where you can see a bit of blockiness when you look a little closer but still very good work!
http://imgur.com/kVWvw
hopefully get round to texturing it soon and import into UDK eventually
Again Feedback Welcome
Textures are still WIP
Been a while since I have been able to post but I have been busy...will hopefully have a work dump very soon...
Anyhoo here is my art test I did when I cam to Tencent a few weeks ago. This came out a bit rushed as I was moving into an apt and pulling OT at the time but eh what can ya do, it got me the job which is all that mattered
Crossposting from my brand new thread, decided to give a shot at the Mixamo contest, hope I'll be able to finish it!
http://www.polycount.com/forum/showthread.php?t=101667