I've been checking out Polycount for awhile but never posted anything here. There are so many talented artist which keep in constantly inspired. This is my first post of a character and the first time I've done hand painted textures. Not sure if this is where I can get some critique, but I would appreciate anyone's input. Thx
I think if you want to push your presentation, you will have to do a little more than just recording in default zBrush. I would say, get rid of the default gradient, at least tweak it o be a little morse subtle. Add some Bpr features, shadows, Ao, waxpreview give it some of Bpr postwork if you want to stay inside zBrush. There is quite a lot of stuff to boost the presentation.
I've been working on a BF3 inspired spawn beacon. Decided first to make it as close as possible to the one in the game, then changed my mind and I deviated from my reference a bit to add some more details in. Progress so far:
Just re-did some of the texturing on this little dude. Used that object space normal green and blue channels for lighting trick that I read in one of these threads around here. Made a HUGE difference in the skin of the little gremlin.
The concept is basically to offset the texture with a Bump Offset node (also known as Parallax), then darkening it with a multiply node, and then adding it underneath the original texture with a Lerp node. It doesn't handle corners that well, so I'm wondering if multiple stacks of Lerp might help with the illusion but I'm worried about the drawcalls. Also, I'm not sure if this is more efficient than just stacking two planes, I'll have to do some testing.
Here is the shader graph if you're curious as to how it works:
Chechen rebel homemade SMG.. Baked pretty nicely I think. Kinda plain but then again it's home made :V
wait thats the low poly? wow did u bake in max? so clean wow
and how do u get the texture work done so fast? do u have the right burshes or just finished textures that u can apply to any gun with a bit of tweaking?
wait thats the low poly? wow did u bake in max? so clean wow
and how do u get the texture work done so fast? do u have the right burshes or just finished textures that u can apply to any gun with a bit of tweaking?
that's not a texture that's just a normal bake diffuse is just clean gray, so no texturing work done so far I gather
also, that's more mid-poly than low poly, so making the bake cleaner is much easier the more polys you have. that's not an accusation or anything bad, it's just a fact. otherwise it's a nice model, but like I said, a bake is easier with more polys.
(again, no negative reflection on the model, it's very nice, i'm just stating the obvious here)
that's not a texture that's just a normal bake diffuse is just clean gray, so no texturing work done so far I gather
also, that's more mid-poly than low poly, so making the bake cleaner is much easier the more polys you have. that's not an accusation or anything bad, it's just a fact. otherwise it's a nice model, but like I said, a bake is easier with more polys.
(again, no negative reflection on the model, it's very nice, i'm just stating the obvious here)
@MaVCArt: of course, the second paragraph was about the textured version...duh
@millenia: i know, its great tut. a couple of questions if i may ask:
could u show the maps (of course downsized, i dont wonna copy anything).
did u model those metal (spike) grips in the hp and the welded parts or did add it in photoshop?
Replies
I've been checking out Polycount for awhile but never posted anything here. There are so many talented artist which keep in constantly inspired. This is my first post of a character and the first time I've done hand painted textures. Not sure if this is where I can get some critique, but I would appreciate anyone's input. Thx
It's quite simple really, here's the texture sheet. It's a combination of that, gloss and marmoset settings.
Nah, I scuplt in Matcap Gray, just put it like that when I was messing around with materials, thought it looked neat.
Dude you gotta make a print from this!
http://www.polycount.com/forum/showthread.php?t=101239&page=5
I think if you want to push your presentation, you will have to do a little more than just recording in default zBrush. I would say, get rid of the default gradient, at least tweak it o be a little morse subtle. Add some Bpr features, shadows, Ao, waxpreview give it some of Bpr postwork if you want to stay inside zBrush. There is quite a lot of stuff to boost the presentation.
fixed!! :poly142::poly122:
was scared the webbing would make it look abit to messy but its still looking sick!
Everything is hand-painted.
HAND-painted....
I've been working on a BF3 inspired spawn beacon. Decided first to make it as close as possible to the one in the game, then changed my mind and I deviated from my reference a bit to add some more details in. Progress so far:
that's a friggan cute car. If it were a plushie I'd hug it.
eta: can't spell worth a damn and fix tags
La soeur de b1ll?
That's the key to great art though! Killer sculpt too, great style
Here's a shamless x-post from my udk environment:
WIP thread: http://www.polycount.com/forum/showthread.php?t=101238&page=2
Also rendered out the turntable for my street lamp. Any thoughts?
https://vimeo.com/46133782
Few more shots on my site
working on some environment work following that 3dMotive modular building tutorial.
Today I made a material that fakes thickness on transparent surfaces. Good for planks and fences and girders and such.
[ame="http://www.youtube.com/watch?v=fqKG6FuABqE"]UDK Fake Thickness Material - YouTube[/ame]
The concept is basically to offset the texture with a Bump Offset node (also known as Parallax), then darkening it with a multiply node, and then adding it underneath the original texture with a Lerp node. It doesn't handle corners that well, so I'm wondering if multiple stacks of Lerp might help with the illusion but I'm worried about the drawcalls. Also, I'm not sure if this is more efficient than just stacking two planes, I'll have to do some testing.
Here is the shader graph if you're curious as to how it works:
Sure!
wait thats the low poly? wow did u bake in max? so clean wow
and how do u get the texture work done so fast? do u have the right burshes or just finished textures that u can apply to any gun with a bit of tweaking?
that's not a texture that's just a normal bake diffuse is just clean gray, so no texturing work done so far I gather
also, that's more mid-poly than low poly, so making the bake cleaner is much easier the more polys you have. that's not an accusation or anything bad, it's just a fact. otherwise it's a nice model, but like I said, a bake is easier with more polys.
(again, no negative reflection on the model, it's very nice, i'm just stating the obvious here)
And yeah I always bake in Max.
uh
@millenia: i know, its great tut. a couple of questions if i may ask:
could u show the maps (of course downsized, i dont wonna copy anything).
did u model those metal (spike) grips in the hp and the welded parts or did add it in photoshop?
cheers
woops, sorry I guess I skipped a page. nice work, really good material definition
Here's the 50% sized maps:
Super cute
btw do u render it in max?
HntrLuc - Very cool sketches....looking forward to seeing more.
Here's an update on my character....
Yeah, 3point shader pro in Max.
you should see my other stick ;P and thanks.