Such awesome work here this week!! It's been a while since my last post... I guess it's been a while since I've even done anything. Anyway, had some free time this past week and i decided to do an environment highly inspired by Caldeum (Act II in Diablo 3) I guess we could pretty much say it is caldeum. It's still very much w.i.p. but here's what I have so far. Lot's left to do... Still needs some subject matter and more assets to make the scene more convincing.
Ha, awesome I've been waiting for some Diablo 3 fan art since the game came out. Act 2 is my favorite place by far, are you going to be going to be sticking the the mostly rock, bones, and tar pits found in that area, or are you going to be putting in some wood structures too?
An HP Mac 10. I may do the trunion/barrel though before going on to the LP. The bevels still read a little harsh...thinking I can just tone them down in the paint and bake.
zxcman - great shapes ! nice execution
Guedin - you're killing it meng, fo srs - i'm sure nizza has told u how much i dig this biz
d33m0n - super slick sir
garriola83, Marshal Banana, Dylan Brady, DemonPrincess - cheers peeps ^^
Rav3 - it's roughly 2.2.k tris
duncan - Thank you muchly sir, great concept to work from btw ! definately digging them styles and proports
Looks good, what's the go with the seam down the middle though?
Good catch, I forgot I was thinking of mirroring the uv's but went back on it and never deleted the line. Thanks for the heads up, Ill delete that right away!
I donยดt think some of you guys read about, but the The Other Brothers game team started a quick comp (design a character and itยดll be in the game).
Iยดve spend the whole day doing some pixelart for it, hereยดs the result. Sorry for the flood.
I'm trying to get something that looks similar to some of the shading in the Dota 2 comic, so it has a few key features to mimic some stuff in the illustrations. There's semi-dynamic hatching that reacts to lighting, square specular highlights to simulate brush strokes for highlights, and faked fill light from behind that makes use of colored ramp shading so the darkest parts of the shadows are actually at the terminator.
There are still a lot of things I need to fix and improve, but I feel like I'm approaching a place where I can actually put this into action. Considering this is the first time I've built a shader beyond basic diffuse, normal and spec, I'd say I'm doing pretty okay for myself.
Super sweet shader Swizzle.Would love to see it in full action .Would you be sharing how you did it once its done,I'm pretty sure people like me who loves stylized and illustration type renders would find it useful.
doing an arma2/3 model. mainly because of the dayz hype.
Anyhow.. wanted to test and learn more about the structure and high res details you can put into the sculpt.. and learned that this isn't the best way to do.. Next time I'll unwrap the basemesh and see what I can do with displacement maps. Cheers to Hanno pointing this out to me.
It's been too long since my last post but I thought I'd share some progress on what I'm working on. Here is a high res sculpt of a character I'm working on, known by strangers as The Kid. The Kid is a born ruffian, raised in the post-apocalyptic world overrun by bandits and thieves, he wields a giant ancient mecha which holds lost memories of the past and the key to unlock his future. Low res mesh, normal, and diffuse map soon to come. Hope you like it!
Just a turret I have been working on from a Paul Richards concept. I saw someone do one of these not so long ago and it looked awesome, hoping I can do the same! Just AO and Normals starting the texture now!
I'm planning to come back and improve it when I've built up my skills a little more, so it's an unfinished final I guess...
Around 10k tri's (A bit high I know...)
Crits more than welcome
I see a problem, if both cannons(the tube, i rly dont know the word exactly, english is not my first languange...) are one above the other both triggers cant be at the same height.
An example:
Here are at the same height because both cannons are at the same height. So triggers have to be at different heights if the cannons are at different heights, maybe it can be a bit strange but is more real, you can make some nuts like other steam punk models
Thanks. Yeah, I noticed that when I was designing it but in the end I decided to keep it like it is as the barrels look better aligned like that than horizontal.
So atm it is a little unrealistic, I'm planning to re-work it somehow when I come back to it. There should really be 2 triggers as well but I left them out.
Replies
now this is seriously dope. makes my 2d itch almost unbearable:)
Ha, awesome I've been waiting for some Diablo 3 fan art since the game came out. Act 2 is my favorite place by far, are you going to be going to be sticking the the mostly rock, bones, and tar pits found in that area, or are you going to be putting in some wood structures too?
so cool :O
finished polypaint for my red dragon
oh god, it needs to be burnt with fire
Guedin - you're killing it meng, fo srs - i'm sure nizza has told u how much i dig this biz
d33m0n - super slick sir
garriola83, Marshal Banana, Dylan Brady, DemonPrincess - cheers peeps ^^
Rav3 - it's roughly 2.2.k tris
duncan - Thank you muchly sir, great concept to work from btw ! definately digging them styles and proports
This
is
CREEPY :poly122:
Decided to ditch the gaudy colour scheme and go with a slighty more tame version
Thinking about building a little scene around it now
I'm currently working on a short animation piece called
The Grim Beginning.
Looks good, what's the go with the seam down the middle though?
Good catch, I forgot I was thinking of mirroring the uv's but went back on it and never deleted the line. Thanks for the heads up, Ill delete that right away!
great concept, perfect model dude nothing else...!:thumbup::poly142:
http://www.polycount.com/forum/showthread.php?t=101624
Crosspost from my thread. Testing out her low-poly with normals only. Will start on the color map soon!
DUUUUUDE! i love these!
i doodled in the google hangout all day
http://www.polycount.com/forum/showthread.php?t=91066&page=6
I'm trying to get something that looks similar to some of the shading in the Dota 2 comic, so it has a few key features to mimic some stuff in the illustrations. There's semi-dynamic hatching that reacts to lighting, square specular highlights to simulate brush strokes for highlights, and faked fill light from behind that makes use of colored ramp shading so the darkest parts of the shadows are actually at the terminator.
There are still a lot of things I need to fix and improve, but I feel like I'm approaching a place where I can actually put this into action. Considering this is the first time I've built a shader beyond basic diffuse, normal and spec, I'd say I'm doing pretty okay for myself.
My favourite, that guy is an absolute bad ass.
doing an arma2/3 model. mainly because of the dayz hype.
Anyhow.. wanted to test and learn more about the structure and high res details you can put into the sculpt.. and learned that this isn't the best way to do.. Next time I'll unwrap the basemesh and see what I can do with displacement maps. Cheers to Hanno pointing this out to me.
.
It's been too long since my last post but I thought I'd share some progress on what I'm working on. Here is a high res sculpt of a character I'm working on, known by strangers as The Kid. The Kid is a born ruffian, raised in the post-apocalyptic world overrun by bandits and thieves, he wields a giant ancient mecha which holds lost memories of the past and the key to unlock his future. Low res mesh, normal, and diffuse map soon to come. Hope you like it!
Thread: http://www.polycount.com/forum/showthread.php?t=101660
Here is a preview of the diffuse map on the optimized low res version. I still have a lot to do. Anyhow, hope you like the progress. Enjoy!
High res sculpt.
Here is a low res preview of the mecha that The Kid will wield. The control area will be in the mech's chest.
Just a turret I have been working on from a Paul Richards concept. I saw someone do one of these not so long ago and it looked awesome, hoping I can do the same! Just AO and Normals starting the texture now!
I'm planning to come back and improve it when I've built up my skills a little more, so it's an unfinished final I guess...
Around 10k tri's (A bit high I know...)
Crits more than welcome
I see a problem, if both cannons(the tube, i rly dont know the word exactly, english is not my first languange...) are one above the other both triggers cant be at the same height.
An example:
Here are at the same height because both cannons are at the same height. So triggers have to be at different heights if the cannons are at different heights, maybe it can be a bit strange but is more real, you can make some nuts like other steam punk models
So atm it is a little unrealistic, I'm planning to re-work it somehow when I come back to it. There should really be 2 triggers as well but I left them out.
http://www.polycount.com/forum/showthread.php?t=95121&page=3
Crosspost to my props thread, there's some more shots of it there, with texture sheets.
Starting some trad. art practice with oil colors..