teh dragon looks ace man, love the aquatic feeling that it has, maybe cos of the colours or the tail "fins"...armour creation was pretty straightforward, cloned the body, apended it back into the scene, and started using it to sculpt the armour out of with the clay tubes brush, a bit of trim dynamic etc... a quick dynamesh every now and then kept it workable... I spotted Mike jensen doing it in the hard surface 2 dvd....mind blown!!
g2000: thank you very much
Daphz: her arms feel a little bulky to me but the face is killer, great work man
pope adam: coming along really great, nice touch with the lanterns.
Rayph: Damn son....i also need this in big sized printability please Did you get those five finished from the livestream in the end, i really wanna see what you did with character number three, the ogrey looking guy if you can post pics? and ta very much for the nie words.
Cross posting from my P&P Mateba thread after restarting the texture on it. Trying to get some crits on the material definition, got bumped to the third page really quick.
links to examples of this workflow, and the types of custom shapes you work with would be extremely awesome to share also maybe the thinking that goes into it from beginning to end. basically i just want to have your brain for an evening, good work !
That is crazy good! How much is cut in? Please could I see some wires?
Most of it is cut in but some aspects are not, i usually use alot of floaters when im trying to save time but for this i am trying to build in alot of the detail.
Haven't really done subdivision before, so I'm getting my feet wet with some props from the Rocketeer. Plus retro sci-fi is appealing to me right now :P I also plan on doing the jetpack.
I'll fix up some stuff in Zbrush (more practice!) and add some nicks and dents soon before I bake it down.
Most of it is cut in but some aspects are not, i usually use alot of floaters when im trying to save time but for this i am trying to build in alot of the detail.
out of curiosity...how many polies/verts are there in that ONE piece? ...from my view it looks like u needed MASSIVE amounts of sides and whatnot to keep the geometry which looks like it could kill some computers :PP
out of curiosity...how many polies/verts are there in that ONE piece? ...from my view it looks like u needed MASSIVE amounts of sides and whatnot to keep the geometry which looks like it could kill some computers :PP
All together it is around 7000000 million but i tend to keep the turbosmooth off until either i need to preview it or make a render, i have a new computer so im guessing i wont see the same issues some other people might get doing something like this.
Most of it is cut in but some aspects are not, i usually use alot of floaters when im trying to save time but for this i am trying to build in alot of the detail.
That is amazing! Just when I think I am getting good! Awesome work man! Thanks for the wires! I look forward to more!
This is due tomorrow for class and i'm happy with how it came out but still any comments or critiques will be appreciated. High Poly version of this I linked earlier in this thread.
my exact thoughts as i go to make my waywo post: "fffuuuuuuuu i'm unworthy!!" SERIOUSLY awesome artwork you guys are putting up. this guy is me learning hi-poly retoping workflow. speaking of which, anyone know of any good retoping tuts?
New computer, new situation in life(Unemployed) and My first post to Polycount, been lurking for couple of years, finally decided to make an account. Anyways here's something I made last night:
@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
This is due tomorrow for class and i'm happy with how it came out but still any comments or critiques will be appreciated. High Poly version of this I linked earlier in this thread.
I'ts very very noisy. Most of the details would not show in production sized texture budgets.
Nice jramauri but I really prefer your last post of it, it looked like an oil painting or something, I liked it more rough, made it stand out in a sea of hand painted models with that "digital" look.
Nice jramauri but I really prefer your last post of it, it looked like an oil painting or something, I liked it more rough, made it stand out in a sea of hand painted models with that "digital" look.
I tried to smooth as less as possible... but I had to make some smoothing, mainly on skin, in sake of materials. I tried to differentiate them the best way I could.
But I think I got your point... The painterly look make him more unique. I'll remeber this on next works. Thank you, man.
Replies
Ta very much
teh dragon looks ace man, love the aquatic feeling that it has, maybe cos of the colours or the tail "fins"...armour creation was pretty straightforward, cloned the body, apended it back into the scene, and started using it to sculpt the armour out of with the clay tubes brush, a bit of trim dynamic etc... a quick dynamesh every now and then kept it workable... I spotted Mike jensen doing it in the hard surface 2 dvd....mind blown!!
g2000: thank you very much
Daphz: her arms feel a little bulky to me but the face is killer, great work man
pope adam: coming along really great, nice touch with the lanterns.
Rayph: Damn son....i also need this in big sized printability please Did you get those five finished from the livestream in the end, i really wanna see what you did with character number three, the ogrey looking guy if you can post pics? and ta very much for the nie words.
Seconded
Most of it is cut in but some aspects are not, i usually use alot of floaters when im trying to save time but for this i am trying to build in alot of the detail.
Rayph those are amazing!!!
Great work everyone!!!
Update
I'll fix up some stuff in Zbrush (more practice!) and add some nicks and dents soon before I bake it down.
out of curiosity...how many polies/verts are there in that ONE piece? ...from my view it looks like u needed MASSIVE amounts of sides and whatnot to keep the geometry which looks like it could kill some computers :PP
All together it is around 7000000 million but i tend to keep the turbosmooth off until either i need to preview it or make a render, i have a new computer so im guessing i wont see the same issues some other people might get doing something like this.
That is amazing! Just when I think I am getting good! Awesome work man! Thanks for the wires! I look forward to more!
http://www.polycount.com/forum/showthread.php?p=1502499#post1502499
Arman - dood... way too many polygonz, you're kidding yourself if you think THAT'S gonna run in todays engine... and here I thought I was the noob.
Hugs and kisses!
LOL
.
You made this in 3D? Stunning work :poly124:
I post here my first model on polycount*. I used Softimage and the ambiance occlusion mat.
Comments are welcome!
I'ts very very noisy. Most of the details would not show in production sized texture budgets.
Less is more
Vroom Vroom
Are you jakin me? thats the high lol :poly142:
I think that was sarcasm
I tried to smooth as less as possible... but I had to make some smoothing, mainly on skin, in sake of materials. I tried to differentiate them the best way I could.
But I think I got your point... The painterly look make him more unique. I'll remeber this on next works. Thank you, man.
i should have known i live with the guy :P
albedo, normal, substance, ao and roughness textures.
comments and crits appriciated
http://www.polycount.com/forum/showthread.php?p=1502499#post1502499
I saw this and thought ghostbusters for some reason. I dig it
Doing my thing over in my sketchbook like always!