Rayph: Very interesting studies. I see your perception of tone is totally different of mine... It's like you're painting a depth map. This is going to my references folder. Thanks for share.
Amazing skills on this thread, and its only the start of the year Keep it up!
Here are a my ACR Bushmaster, textured and dune (The new version)
Now its time as promised to start on the "dirty" used version.
I had an idea about taking a gun and spraypaint it. Like war veterans do when they are forced to move to a new envierment. What do you fink of the idea?
After completing the U.S.S. Enterprise - F for the Federation in STO, I've gotten the go ahead to design the Klingon Defense Force flagship - the Bortasqu' work in progress, secret squirrel shit.
Could you post some texture flats? I actually really would like to see them! I really like this!! (the clean version)
Thanks man. i can fix that for you but i am sorry to say that it cant be dune befor monday, becouse i have all the files there. But what i did whas playing aroud a lot in the specularmap and a lot in the glossmap. the diffuse is a solid ("Polycount gray") color almost on the hole mesh. for the plastic look i playd around with the "Filter->texture" in photoshop to get some tiling plastic loking surfeses. Like this one
(This one is not tileable)anyway.. i made pattertns of them and med surfaces with the xnormal plugin for thotoshop.
finally i have also a little project in the making, therefore i wanted to post it here.
but then saw all your mad new stuff and i'm speechless.
i mean, are you going nuts on your skillz?! some of these pieces are so full of splendor, that is crazy. @rayph. these env sketches are top notch! @swizzle. your comment made my day :
Originally Posted by Swizzle Do it, Hazardous. My body is ready.
i think i'm getting too old for the biz
anyway, here my little contribution. i made a concept for a scifi shotgun and i'm going to model it the next days
zipfinator, looks great. What's the lighting setup like for that scene?
Just a dominant directional light and a skylight but the bloom, color grading and and the rest of my post processing help out a lot. The vignette and tonemapping help darken the shadows up close too.
A video of the progress I've been doing with my last model. After retopologizing, baking normals, etc... I rendered this video. The only thing that I still need to model is the inner of the mouth and I'll probably begin rigging and animating it in no time. That will be if the urge of doing something say... more photorealistic doesn't grows too much.
Iconstruct pretty cool high poly lowpoly could do with some nicer specular values to really show the materials and normal map off, maybe just a nicer render too.
Played around some to make a concept-sculpt in Sculptris then imported to Maya for retopo. When the retopo is done I'll bring it into Zbrush and make a better sculpt. Then retopo for lowpoly and stuff ...
Awesome as always loving Hazardous, Sayanora, Rayph, Tacit Math and Jramauri! Oh and St4lis! so many people everyone!
Cross post!
Was working on modular asset workflow and getting more used to lighting and generally speeding things up so did a quick scene ( i know it lacks all the assets to give it life but i just wanted a quick spin to get a core workflow down ) also never used post processing or lighting before in UDK so was a fun test
CHUN_LI [WIP] my first (and never ending WIP..) model.
head:
good start but the loops on this head needs more work. you have loops where it shouldnt go to(from the eyes to under the nose, mouth loops need more roundness, the bridge on the nose is too compressed/too thin near the symmetry...hint, its wider than that)
i suggest to look at proper edge looping techniques on the face, and theres plenty of examples online. other than that, you need to crank this out. i remember seeing this last month and still roughly at the same place. im sorry if its very concise and to the point, but i hope this little advice even helps. good luck
Replies
Here's something I'm working on ... Thus I don't know where I'm going exactly.
Here are a my ACR Bushmaster, textured and dune (The new version)
Now its time as promised to start on the "dirty" used version.
I had an idea about taking a gun and spraypaint it. Like war veterans do when they are forced to move to a new envierment. What do you fink of the idea?
thought i post what i'm currently working on
An update of a Hunter I'm working on:
Rayph: Dropdead awesome stuff as per usual from you! Do you have timelapses and such? I'd love to see you doodle that type of work out.
Calling this done for now, to the tyre!
Xoliul Shader 2.0
Wire
Whoa! Beautiful start, man!
(This one is not tileable)anyway.. i made pattertns of them and med surfaces with the xnormal plugin for thotoshop.
you can get a texture dump on monday.
Have a nice weekend!
but then saw all your mad new stuff and i'm speechless.
i mean, are you going nuts on your skillz?! some of these pieces are so full of splendor, that is crazy.
@rayph. these env sketches are top notch!
@swizzle. your comment made my day : i think i'm getting too old for the biz
anyway, here my little contribution. i made a concept for a scifi shotgun and i'm going to model it the next days
still working away on this.
These are awesome. Gorgeous work. Looking forward to seeing more!
Just needs some shakey cam video
Some more progress on the DeusEx scene.
Dude, Hazardous, She is Stunning man. Brilliant work!
2.5k tris.
wip. Still working on texturing :shifty:
i like this, keep it up man
.
Just a dominant directional light and a skylight but the bloom, color grading and and the rest of my post processing help out a lot. The vignette and tonemapping help darken the shadows up close too.
G20000, damn looks like Ranger ate Masterchief!
Itismario, sweet ass beast, hope you paint it!
Biofrost, nice texturing going on there, I think the overall lighting needs some more contrast.
Beautiful girls Hazardous! I can't tell if they started from a highpoly or not.
I'm making Leixia from Soul Calibur 5
I don't think I've got enough contrast in her face, going to work on that.
A video of the progress I've been doing with my last model. After retopologizing, baking normals, etc... I rendered this video. The only thing that I still need to model is the inner of the mouth and I'll probably begin rigging and animating it in no time. That will be if the urge of doing something say... more photorealistic doesn't grows too much.
CHUN_LI [WIP] my first (and never ending WIP..) model.
roughing out the clothes.
gonna shift the boobs down slightly, they are too high at the moment.
head:
is based on this with some stylization (bigger eyes..):
this is cool! but the boosters on the front confuse me, how would they work? surely they need to be facing forward rather than towards eachother?
Crits appreciated.
Oh and St4lis! so many people everyone!
Cross post!
Was working on modular asset workflow and getting more used to lighting and generally speeding things up so did a quick scene ( i know it lacks all the assets to give it life but i just wanted a quick spin to get a core workflow down ) also never used post processing or lighting before in UDK so was a fun test
for the Green door in the back i credit Jeroen Maton with his guide in http://www.game-artist.net/forums/sp...n-vs-dirt.html really helped me get going with these assets so thank you!
I have to do more speedpainting, this stuff is allot of fun!
itismario - awesomely creepy creature...sick sculpt.
iCinstruct - wicked axe man!
tactic math - lovin' your sketches... so much style and uniqueness!
Calling the sculpt done for this trooper guy, excited to get painting and move on to retop.
4996 tris ,2048 diffuse (alpha specular) and normal
I use this nice tutorial for the fur
http://wiki.polycount.com/HairTechnique?action=AttachFile&do=view&target=squirrelyjones_fur.pdf
good start but the loops on this head needs more work. you have loops where it shouldnt go to(from the eyes to under the nose, mouth loops need more roundness, the bridge on the nose is too compressed/too thin near the symmetry...hint, its wider than that)
i suggest to look at proper edge looping techniques on the face, and theres plenty of examples online. other than that, you need to crank this out. i remember seeing this last month and still roughly at the same place. im sorry if its very concise and to the point, but i hope this little advice even helps. good luck