Here's something i started working on a few nights ago.
It's going to be a 50s/60s looking apartment.
Haven't quite decided the layout/design of the apartment, hopefully ill have more next week.
Stuff addressed from the last screenshot:
Light switch color corrected; dirtied + decals those vertical supports; Had a light that didn't have shadows enabled! (re-enabled) + Toned down floor bumplies, still need to address repetition; Start of DOF (slight blur over scene to soften it).
And lastly, anyone know how to show wireframes ofer shaded in UDK?
HOLYYY SHIT !
The first time I thought it was a photo, then a render (done with v-ray or something else).
@Jaydon @Wogity
after taking your advice, I decided to go for the long coat and armored vest under it, here is how far ive got! thanks for the advice guys! cheers!!!:)
@ Slave_zero- I'm sorry that that happened to you. I've ran some checks on the file and nothing was found. Plus I uploaded them at school and they have insane malware/trojan blocks. You may have possibly clicked on the wrong download link.
If anyone else has this issue email me right away at zackdembinski@yahoo.com and I will take it down. Thanks!
I ran into that virus once. Its called the metropolitan police virus. Im serious thats what its called lol. locks your computer and then ask you to pay money to get it unlock.
@Delko: So slick! How'd you swing the nice curves on those rectangular limbs? Is there a wip thread with these?
I made a spline in the general shape I wanted the arm, then used the sweep modifier to make the geometry, which I then used as a base mesh to make the arm.
@Jaydon @Wogity
after taking your advice, I decided to go for the long coat and armored vest under it, here is how far ive got! thanks for the advice guys! cheers!!!:)
Your Bane is looking awesome, the vest really makes him look better IMO.
Looking forward to seeing your final version.
Update on my Batman sculpt, now with a cape blocked in, far from final.
@ Rayph - love the gun on the far top right, the colour scheme, shape and glow rock hard. :thumbup:
When you are working on a scene like this - do you ever prefab stuff in 3d, especially inorganic shapes like the robots?
Here's something fuelled by insomnia - been making a little HTML5 puzzle game, sprites are work in progress, still undecided on whether the theme is green goo alien leading blind red goo alien out of a government lab, or replace them with sheep and have it as an abattoir.
Link for the beta version - plays best in Chrome/Firefox with WebGL.
Rayph, just like all your paintings, that one has lovely rendering. However, just like a lot of your other paintings, it suffers from being too busy. There are too many focal points, and it's very difficult to understand what's going on.
I know it's probably too late to make any sort of changes, given that it's for a game, but maybe this will help with future stuff.
I did a (very shitty) paintover to try and illustrate some things I think you could do to improve the composition.
Notice how the character pops out of the background more and there are distinct focal points. If you desaturate the images, the effect is even more noticeable:
Where before a large portion of the foreground and background was the same value, the paintover keeps the character as the point of highest contrast while toning down or eliminating the brightest spots elsewhere. This serves to focus the viewer's attention on the character instead of having the eye bounce around looking for something to settle on.
I also simplified the composition by eliminating a lot of visual lines that drew the eye in too many different directions. While before there were lines and angles pointing in a huge number of directions, I simplified things so the eye should naturally want to look in one or two directions:
Because I simplified a lot of the smaller shapes, it also made the composition a bit easier to read. Since there were so many bright shapes in your original, the composition seems scattered and just not very unified in general. By simplifying shapes and focusing on larger blocks of color and value, it's easier to pick out the general shapes of the composition and figure out where you're supposed to be looking:
It's obvious that a lot of the intent of this piece was to give the impression of a large force moving over the crest of a hill, and also give the impression that it was a chaotic warzone. However, there are many good ways to do that while keeping the action and composition readable and fairly simple. I think I've outlined a couple of the ways you can do that with the (again, very shitty) paintover, but there are a few specific tips in general I think would serve you well for future pieces:
Focus on getting the largest shapes reading well before you move on to detailing.
Avoid putting bright areas near or pointing to things that are not meant to be the central focus of the image.
Try to unify the direction of your lines so most things flow in one or two general directions.
Pick one or two of the most important areas of the image and focus on only putting a lot of detail into them.
Use atmospheric perspective to push your focal points to distinct areas.
Try to organize your values so the areas with most contrast are also the areas you detail the most.
you could have used POM for the floor, but that depends on your budget. it would be great if you could give us a scene breakdown regarding the texture usage. not sure if u used a detail texture for the cracks in the paint.
nice critique swizzle - i think you hit some points there.
i toyed around with javascript and cocos2dx-html5 ( first time ever using this stuff )
a simple tic tac toe game, only tested on chrome - be patient, takes a little to load.
pretty cool though there were some bugs when I tried it. One was it drew a circle off the screen and another was drawing a circle on top of another circle. Cool stuff though
@Jaydon @Wogity
after taking your advice, I decided to go for the long coat and armored vest under it, here is how far ive got! thanks for the advice guys! cheers!!!:)
Looking great man! Can't wait to see this polypainted and rendered!
Replies
It's going to be a 50s/60s looking apartment.
Haven't quite decided the layout/design of the apartment, hopefully ill have more next week.
HOLYYY SHIT !
The first time I thought it was a photo, then a render (done with v-ray or something else).
Me too. No problem to download/open/extract it !
That's a very nice set of alphas !
@Wogity
after taking your advice, I decided to go for the long coat and armored vest under it, here is how far ive got! thanks for the advice guys! cheers!!!:)
@ Slave_zero- I'm sorry that that happened to you. I've ran some checks on the file and nothing was found. Plus I uploaded them at school and they have insane malware/trojan blocks. You may have possibly clicked on the wrong download link.
If anyone else has this issue email me right away at zackdembinski@yahoo.com and I will take it down. Thanks!
http://www.mediafire.com/download.php?dawaw14i5nt627q
Looks really cool.
Camo and texturing looks great so far
Awesome stuff here as always
I ran into that virus once. Its called the metropolitan police virus. Im serious thats what its called lol. locks your computer and then ask you to pay money to get it unlock.
I made a spline in the general shape I wanted the arm, then used the sweep modifier to make the geometry, which I then used as a base mesh to make the arm.
Your Bane is looking awesome, the vest really makes him look better IMO.
Looking forward to seeing your final version.
Update on my Batman sculpt, now with a cape blocked in, far from final.
Next up gauntlets and details
Photo study WIP. Thinking I might make her a bit "cyber".
Stinger88 - great painting man
here is a little update on my bruce willis guy, had real trouble with cloth, such a pain in the ass
too much good stuff on PC these days, makes an old guy feel old:)
His hips need to be wider I think, it looks like his utility belt could slide right off
i disagree, he's got the very clasic comic book "v" torso shape going on, it looks good!
Omnicypher- this looks full of potential!
Just released loading screen illustration i did for robot rising:
When you are working on a scene like this - do you ever prefab stuff in 3d, especially inorganic shapes like the robots?
Here's something fuelled by insomnia - been making a little HTML5 puzzle game, sprites are work in progress, still undecided on whether the theme is green goo alien leading blind red goo alien out of a government lab, or replace them with sheep and have it as an abattoir.
Link for the beta version - plays best in Chrome/Firefox with WebGL.
http://www.johnnysix.net/games/FollowTheLeader01
Other games are playable by hacking off the end of the URL.
They tend to be in various states of disrepair!
http://www.johnnysix.net/games/
And a quick little stand-in animation until an actual animator can get his hands on it.
[ame="http://www.youtube.com/watch?v=qkrA-uWdLdE&hd=1"]Wheel Transformation - YouTube[/ame]
Normal + AO + cavity. 14994 tris
Concept by John Wallin Liberto can be found here
WIP thread http://www.polycount.com/forum/showthread.php?t=102131
I know it's probably too late to make any sort of changes, given that it's for a game, but maybe this will help with future stuff.
I did a (very shitty) paintover to try and illustrate some things I think you could do to improve the composition.
Notice how the character pops out of the background more and there are distinct focal points. If you desaturate the images, the effect is even more noticeable:
Where before a large portion of the foreground and background was the same value, the paintover keeps the character as the point of highest contrast while toning down or eliminating the brightest spots elsewhere. This serves to focus the viewer's attention on the character instead of having the eye bounce around looking for something to settle on.
I also simplified the composition by eliminating a lot of visual lines that drew the eye in too many different directions. While before there were lines and angles pointing in a huge number of directions, I simplified things so the eye should naturally want to look in one or two directions:
Because I simplified a lot of the smaller shapes, it also made the composition a bit easier to read. Since there were so many bright shapes in your original, the composition seems scattered and just not very unified in general. By simplifying shapes and focusing on larger blocks of color and value, it's easier to pick out the general shapes of the composition and figure out where you're supposed to be looking:
It's obvious that a lot of the intent of this piece was to give the impression of a large force moving over the crest of a hill, and also give the impression that it was a chaotic warzone. However, there are many good ways to do that while keeping the action and composition readable and fairly simple. I think I've outlined a couple of the ways you can do that with the (again, very shitty) paintover, but there are a few specific tips in general I think would serve you well for future pieces:
Some more work on the stonecore. Link to the WiP thread is in my signature.
WHY DOES THIS EXIST?! Haha ...
"oh it is perfect down to the last detail"
you could have used POM for the floor, but that depends on your budget. it would be great if you could give us a scene breakdown regarding the texture usage. not sure if u used a detail texture for the cracks in the paint.
I made poops before bed
There's something kind of weird about his head but I can't quite put my finger on it...
i DEMAND high res shot for wallpaper.
i toyed around with javascript and cocos2dx-html5 ( first time ever using this stuff )
a simple tic tac toe game, only tested on chrome - be patient, takes a little to load.
pretty cool though there were some bugs when I tried it. One was it drew a circle off the screen and another was drawing a circle on top of another circle. Cool stuff though
fkn sexy poff!
Some more work on my Darknut model. Xposting as always
http://www.polycount.com/forum/showthread.php?t=101469
What is the standard tricount for a character in a next-gen game?
How many would you say my character should have?
Looking for more or less guidelines.
Looking great man! Can't wait to see this polypainted and rendered!
[wip]