I think i got the 3dsmax unwrap tools down but could use some more feature. For example, when rotating uv's. I can never seem to get a good 90 degree "snap"(unless there's a trick im unaware of:nerd:)..
There are rotate 90 degrees buttons on the right side, in the Quick Transform menu.
Im making a dodge challenger, this is for mobile so its probably gonna be about 8000-10000 triangles. Is it ok to use pics off google to texture the lights/badges/fuelcap etc? seems like it makes sense as Im trying to replicate a real car and hand painting all that seems like it would be unrealistic as Im sure the pros use photos?
Very nice! Only suggestion is on the lower barrel, you should add some nice wear marks on the specular from where that grip pulls back and forth. Here is a example
So i just came across this creature sculpture workshop (by jordan schell) from conceptorg. I checked out his portfolio and i was like dayyyyyuuuuuum
Orgasmic.... shit load of awesome creature art to be inspired by : http://schellstudio.com/gallery/
yup as long as you only have one or two 10,000 triangle cars on screen and the background scene is simple the iphone 4s will find it easy.
We Benched around 40k non-static polies on the screen (animated, in motion, meshes) for the Windows Phone 7s. And that wasn't just one phone, that was the generic number we used to cap out at for our games I was working on. We benched about 80k when they were static and engine pulls and RAM usage was at a low. Pretty impressive what they were capable of, though the XNA framework and compatibility was extremely limiting game engine wise, which was the kicker in the end. (too many pros/cons to list in a single post lol). Glad I got out of mobile. Takes a toll on your next-gen skills over a year or so lol
The armour is cool but the texturing on the skin is too noisy and has too much contrast and saturation, let the sculpt and lighting do more work and make your skin texture a bit more subtle and this will look great!
I desaturated the diffuse and spec map on the skin a bit. I wanted to give him that sort of rainbow specularity that you find on fish skin and oil slicks, so that might be adding to the noise/saturation in a bad way.
Worked on this a few days on and off. Still haven't added any unique props or points of interest, but I'm getting rather happy with the general environment and mood.
@Disting: That looks very nice so far. It really has a nice feel to it. @Poloboo: Nice terrain. Out of curiosity, what softwares do you use?
Posting a WIP of a Fender Esquire (although this one is labelled Finder Esqüire). About 8k tris and currently using 2048x2048 maps, but I intend to downres them for the final version. Rendred in marmoset.
It's been forever since I have done any personal art. Here is a WIP render from a series I started a few weeks ago - still a lot of work left to do on it.
didn't see this when you posted it paul! so awesome!
(too many pros/cons to list in a single post lol). Glad I got out of mobile. Takes a toll on your next-gen skills over a year or so lol
Yeah you gotta really know the engines limitations on device, we use unity3D a lot. I know what you mean about your next gen skills, Ive had to consciously practice sculpting, normal mapping etc just so I dont forget.
I desaturated the diffuse and spec map on the skin a bit. I wanted to give him that sort of rainbow specularity that you find on fish skin and oil slicks, so that might be adding to the noise/saturation in a bad way.
sounds like a good idea, why not keep your specular quite strong but control it with a gloss so its only on scales/areas you want it?
Worked on this a few days on and off. Still haven't added any unique props or points of interest, but I'm getting rather happy with the general environment and mood.
I'm trying to create a likeness of a 15th century person, but the problem is that all contemporary portraits are... well, stylised, so it's a difficult balancing act between getting those characteristics and having her look like a plausible face at the same time.
I decided to work on the Vista for a while before going back and polishing up the actual tunnel (mainly because there is a bunch of stuff outside of the tunnel that I need to make before I can finalise the design). Super low res, low poly buildings. Currently using 1x 256x512 for the building and 1x512 for the Neon signs. Very early stages.
Zwebbie, that's awesome. I love the simplicity, she has a lot of character!
If you don't mind me asking, what matcap and BPR (I assume?) settings are you using? Having a hard time rendering anything with ambience decently in zbrush, would be great to know.
scott: 8D
(edit) EBU: Great likeness btw, pretty tight characature
Trying out Keyshot for some lookdev on this thing, though I dunno when I'd actually finish it.
This would be an 'open' state for this craft, enabling it for a more combat focused abilities. The ship has a lot of moving parts which go back into the main body, giving it a more aerodynamic shape enabling it fly more like a jet, for quick escape or chasing.
Replies
There are rotate 90 degrees buttons on the right side, in the Quick Transform menu.
Oh wow, that's you in the video? That's awesome, I had no idea. Forgive my sculpting sins...
Sure, here you go:
Getting some work done, finally.
@ Alkogolik-- dude.. your hard-surface work makes me cry.. AMAZING job dude..
@ jramauri-- your angel is coming together really splended man..
very clean job!:)
zxcman This is also awesome
Heres the low poly of that pug thing im just working on the texture at the moment
3D model inspired by Panzer Dragoon Style
Polycount: 2134 Triangles
Texture: Diff : 1024x512 Spec 512x256
Keep on the good work all ! ^^
10 tris
Im making a dodge challenger, this is for mobile so its probably gonna be about 8000-10000 triangles. Is it ok to use pics off google to texture the lights/badges/fuelcap etc? seems like it makes sense as Im trying to replicate a real car and hand painting all that seems like it would be unrealistic as Im sure the pros use photos?
Very nice! Only suggestion is on the lower barrel, you should add some nice wear marks on the specular from where that grip pulls back and forth. Here is a example
great looking mustang ged
So i just came across this creature sculpture workshop (by jordan schell) from conceptorg. I checked out his portfolio and i was like dayyyyyuuuuuum
Orgasmic.... shit load of awesome creature art to be inspired by :
http://schellstudio.com/gallery/
ANyways, i picked one and did a quick sculpt :P
yup as long as you only have one or two 10,000 triangle cars on screen and the background scene is simple the iphone 4s will find it easy.
We Benched around 40k non-static polies on the screen (animated, in motion, meshes) for the Windows Phone 7s. And that wasn't just one phone, that was the generic number we used to cap out at for our games I was working on. We benched about 80k when they were static and engine pulls and RAM usage was at a low. Pretty impressive what they were capable of, though the XNA framework and compatibility was extremely limiting game engine wise, which was the kicker in the end. (too many pros/cons to list in a single post lol). Glad I got out of mobile. Takes a toll on your next-gen skills over a year or so lol
@Dan man that looks top!
just brushing up on my more realistic stuff i guess.
just small update to the interior of my cornershop
interactive demo:
http://dl.dropbox.com/u/30477633/minicity/webplayer.html
thanks a bunch Westfic
I desaturated the diffuse and spec map on the skin a bit. I wanted to give him that sort of rainbow specularity that you find on fish skin and oil slicks, so that might be adding to the noise/saturation in a bad way.
Please let me know what you think!
Cheers!
Original thread
@Poloboo: Nice terrain. Out of curiosity, what softwares do you use?
Posting a WIP of a Fender Esquire (although this one is labelled Finder Esqüire). About 8k tris and currently using 2048x2048 maps, but I intend to downres them for the final version. Rendred in marmoset.
didn't see this when you posted it paul! so awesome!
i used a combo of mudbox, Worldmachine and Photoshop i learnt from a set of videos on youtube by someone called Wenda111287
Yeah you gotta really know the engines limitations on device, we use unity3D a lot. I know what you mean about your next gen skills, Ive had to consciously practice sculpting, normal mapping etc just so I dont forget.
sounds like a good idea, why not keep your specular quite strong but control it with a gloss so its only on scales/areas you want it?
what engine is that on !
I decided to work on the Vista for a while before going back and polishing up the actual tunnel (mainly because there is a bunch of stuff outside of the tunnel that I need to make before I can finalise the design). Super low res, low poly buildings. Currently using 1x 256x512 for the building and 1x512 for the Neon signs. Very early stages.
If you don't mind me asking, what matcap and BPR (I assume?) settings are you using? Having a hard time rendering anything with ambience decently in zbrush, would be great to know.
scott: 8D
(edit) EBU: Great likeness btw, pretty tight characature
Trying out Keyshot for some lookdev on this thing, though I dunno when I'd actually finish it.
This would be an 'open' state for this craft, enabling it for a more combat focused abilities. The ship has a lot of moving parts which go back into the main body, giving it a more aerodynamic shape enabling it fly more like a jet, for quick escape or chasing.
the original: http://www.moofart.net/lookdev_pred_01.jpg
Some other shots that I thought were neato too.
http://www.moofart.net/lookdev_pred_02.jpg
http://www.moofart.net/lookdev_pred_03.jpg