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.
Damn! that is really awesome!
Maybe I should have spend some more time on it if I knew it would explode like this :P
While I think this is great it was not really what I expected. I was just doing what I always do.
Hope it doesn't have any.. "political consequences or backfires.
I guess for now I can enjoy some fame and glory
Thanks!
Awesome! Could you explain the vertex process a little 8D?
For this scene the vertexcolors were used to include a bit more AO and the example panel is using it to bring more contrast to the geometry. It is not doing any fancy shader tricks but instead darkens the ingoing edges and makes sure the cut in geometry reads better.
As for the normalmap decals I will post some more results soon and make sure to include samples to make it a bit more straight forward.
I does work just like normalmapping details into a texture map, but then you merge it with the way you would build decals. Ill see if i can post something over the weekend
Cross post from thread. Well I've finished university and I want to have a fresh start, create new work, and tutorials to help other people grow. Here is a screenshot and a link to a timelapse of a model I have just completed. There will be much more coming from me very soon so stay tuned and i hope you like it.
Nice sculpt Graze! Good stuff on your site too. The only thing I might suggest is a little more variety in pore depth and density. the imperfections help, but I'd still ease up in some areas like the top of the forehead for example. Are you just laying the pores on with drag rectangle?
Latest update to my art test
I had a limit of 6,500 tris for the art test, and I managed to get everything in at 6,274. I might use some of the extra ones to round out some shapes.
I am kind of embarrassed to show my work. So many great artist here!
This is a "Temple Tomb" meant to showcase some of the environment modeling and texturing techniques I have picked up so far. I suppose I can still be considered a recent grad in this particular field.
It is about 55% done. Most of the assets you see either share UV space on one texture map or are packed in neatly into as few maps as possible.
Just finished this today,my website logo in the form of a coat of arms
I may be a bit of a pedant here, but that coat of arms violates the rule of tincture; metal should not be put on metal, nor colour on colour. Red (gules) on a green (vert) background isn't allowed, and green on a green background obviously isn't either.
I went back to the old design and did some changes. I don't really care if those characters look like ilomilo characters, because the game is still totally different than ilomilo
Replies
Awesome! Could you explain the vertex process a little 8D?
This is what I'm working on currently. It's a character model of Cable as a female.
WIP Thread
Hey look, you made it to the news :thumbup:
http://www.gameranx.com/updates/id/7749/article/how-halo-4-would-look-in-cryengine-3/
@aobond: Nice work with the hangar, the mechs look right at home.
Aaaaand done Again concept from http://conceptartworld.com/?p=10723.
Damn! that is really awesome!
Maybe I should have spend some more time on it if I knew it would explode like this :P
While I think this is great it was not really what I expected. I was just doing what I always do.
Hope it doesn't have any.. "political consequences or backfires.
I guess for now I can enjoy some fame and glory
Thanks!
Yes. I was thinking of doing the same awhile back. You've sparked my interest in doing so again. Great start dude.
Think I'm done with the high poly of Kick-Ass
Baked the ship and started texturing the engine.
For this scene the vertexcolors were used to include a bit more AO and the example panel is using it to bring more contrast to the geometry. It is not doing any fancy shader tricks but instead darkens the ingoing edges and makes sure the cut in geometry reads better.
As for the normalmap decals I will post some more results soon and make sure to include samples to make it a bit more straight forward.
I does work just like normalmapping details into a texture map, but then you merge it with the way you would build decals. Ill see if i can post something over the weekend
After my progress on my last project pooped out, I've started something new:
I'll post progress here.
Cross posting from my thread...
Here is the link to the video:
[ame="http://www.youtube.com/watch?v=qJA_ZcvHZFg"]Part I: Head Sculpt- YouTube[/ame]
Posed my art test, had a lot of fun making it
more images here:
http://www.polycount.com/forum/showthread.php?p=1620807#post1620807
There's a link to the thread in my signature
Breaking in the GIMP even further, took me ages to finally get used to the wonky setup.
I've not posted for a while, so here are a few things I did the past few days:
Cheers!
really cool mate! the environment desgn/art in that act is really amazing!
I had a limit of 6,500 tris for the art test, and I managed to get everything in at 6,274. I might use some of the extra ones to round out some shapes.
This is a "Temple Tomb" meant to showcase some of the environment modeling and texturing techniques I have picked up so far. I suppose I can still be considered a recent grad in this particular field.
It is about 55% done. Most of the assets you see either share UV space on one texture map or are packed in neatly into as few maps as possible.
on.fb.me/L1pS9j
getting closer to course completion!
It's nice to see a realistic depiction of the comic-book character, rather than the films.
I love this guy, feels so old-school. Great work! Might be nice to slightly up the specular on his spandex so you get alittle sheen across him.
sometimes I dont want to live on this planet anymore.
really looking for advices!
Rather ironic my the Oneill family sigil is a hand in a pose that would be excellent for using a mouse...
Sword Guy from Dii Concept WIP on the High poly
By fred2303 at 2012-07-05
By fred2303 at 2012-07-05
Oh god my eyes!
yeah I think you're right. Thanks!
Working on my witch doctor texture, baking the mask
http://p3d.in/rNTIS