I've been more inspired to do stuff in my free time than usual lately. This is another enviro I bashed out after work tonight, tried a new technique which turned into a fun couple of hours
Nice work Duncan! Wish you could spend a couple more tris to give the cape some silhouette across the his traps. Some folds so that it doesn't look so flat. Great work man.
Build this piece over the last week, been exploring cry engine while I progressed with it. I have to say that engine is fantastic, specialy as a max user it is very straightforward and the results are instant.
Ive tried out a bunch of cool things, and part of that is working more with geometry.
This piece holds .. two normalmaps? and a decal sheet of normalmap shapes.
Instead of having your normal decal stickers and things you place on stuff, i gave it a go for normalmapping shapes in without having to uniquely unwrap it.
Basicly all it does is it alpha's out everything that is not used in the normalmap, and for a diffuse you can either make a matching material or unique detail.
Also some vertex colors to define the shapes a bit better.
I'm making an UFO1 rifle based on few pixels I've modified proportions to make it look more like a real gun. I'm planning to make a 1:1 scale paper model of this rifle.
Hi Guys! Thought I'd join in the pimping.:poly142: Here's a character I've just finished for a workshop/workflow tutorial thingy. This is young Bonaparte. Rendered in Marmoset toolbag. I wasn't restricted in polycount so it's 30k for everything, ground and sword included:
I've been more inspired to do stuff in my free time than usual lately. This is another enviro I bashed out after work tonight, tried a new technique which turned into a fun couple of hours
Build this piece over the last week, been exploring cry engine while I progressed with it. I have to say that engine is fantastic, specialy as a max user it is very straightforward and the results are instant.
Ive tried out a bunch of cool things, and part of that is working more with geometry.
This piece holds .. two normalmaps? and a decal sheet of normalmap shapes.
Instead of having your normal decal stickers and things you place on stuff, i gave it a go for normalmapping shapes in without having to uniquely unwrap it.
Basicly all it does is it alpha's out everything that is not used in the normalmap, and for a diffuse you can either make a matching material or unique detail.
Also some vertex colors to define the shapes a bit better.
KickAss [comic version] character work in progress. The back isnโt really anything to look at this moment in time but Iโve only spent an hour or so on this. Will continue tomorrow!
Hi Guys! Thought I'd join in the pimping.:poly142: Here's a character I've just finished for a workshop/workflow tutorial thingy. This is young Bonaparte. Rendered in Marmoset toolbag. I wasn't restricted in polycount so it's 30k for everything, ground and sword included:
More Modo learnin'. Trying to get the hang of edge weights and duplicating meshes along curves/paths. I'm also discovering endless uses for the topo tools - the hour/minute hands, for example, were done with a background reference image and sketching out polys with the topology pen. Love this app!
Little by little im building this texture up but with so many pieces and so much line work and bolts,all of the basic details is taking quite a bit of time to finish but i am almost there.
Replies
@Dan! He is looking awesome man, real nice weight/proportion.
@rayph Looking damn cool man
I've been more inspired to do stuff in my free time than usual lately. This is another enviro I bashed out after work tonight, tried a new technique which turned into a fun couple of hours
I sculpted a floor tile for the same environment..
Also tried polypainting for the first time.
This is creepy as hell! very cool mix of soft cartoony and creepster. Is this going to be a printed out?
And great work everyone else.
Ive tried out a bunch of cool things, and part of that is working more with geometry.
This piece holds .. two normalmaps? and a decal sheet of normalmap shapes.
Instead of having your normal decal stickers and things you place on stuff, i gave it a go for normalmapping shapes in without having to uniquely unwrap it.
Basicly all it does is it alpha's out everything that is not used in the normalmap, and for a diffuse you can either make a matching material or unique detail.
Also some vertex colors to define the shapes a bit better.
the scene is made from a concept by frank capezzuto
http://3.bp.blogspot.com/-kRLdvQTB2_o/Ti5a-TzrHXI/AAAAAAAAAB4/HFFPBm8RxIU/s1600/f_capezzuto_aip_show_a_007.jpg
Some wip I'm working on... A bust from a D3 fan art... Hope you like it..
woha - what? more pictures! tis looks great
This is killing me, I have no idea how to proceed with painting her diffuse. Meh.
@ Rens : Nice scene, and tricky tricks. I like.
@ fightpunch : I love that concept! I would be really keen to see that in 3D. I reckon it would win ALL of it.
hehehe Cheeky cross post, Made some hair stuffs and started a Bizarro texture flip.
Thanks for the kind words everyone
duncan: loving it!
Crossposting from my thread, baked my baroque mirror down, have a normalseam that needs fixing, and then..textures! : ))
http://www.polycount.com/forum/showthread.php?t=101239&page=2
All and any crit is welcome
Duncan LOVE the style of superman, sooooo freaking cool. cant wait to see the presentation for him.
Intervein pllllz can you relese the tutorial of that character, im sure wed all learn alot from you.
Loved the concept, looking good so far!
Graze - that's the plan
One draw call, 1 quad firework shader.
This looks great, nice work
Kurt Russell Fan Club thanks man appreciate it. Yeah I agree dude, working on getting the buttocks right.
Working on them gloves/boots and wrinkles.
lol that taco's a bit disturbing :poly122:
cross posting from my Mixamo contest thread
In other news, that taco has made me very hungry!
A small x-post of an environment I was working on the last 1-2weeks. I'd love to get some feedback on this.
btw. the chair isn't finished jet, just a placeholder xD
Greetz,
Rockstar6
Rough upper body blockout :