Dudes, great stuff the last pages.. keep it up !
Bought Ndo2, just testing some stuff.. this programm is so fast:
10 minute wall
Have to go more into texturing.. getting nice spec and stuff.
Thinking about building a CE3 Scifi Envi for my Folio
@ ysalex: looks like a sweet concept to work on!
watch out for your foot prosthesis to be at the same position as where the original foot should be.
i feel like it is now standing a bit to much to the inside causing it to feel like she is standing out of balance.
the rest looks like a solid start ofcs!
currently i am dealing with this 1st world problem:
i have like all these WIPs and i dont know what to finish first xD.
Whipped this model up for a game mod I'm working on. Wanted to get some critique on it before I started rigging. These will be the first person arms the player sees, so I left the polycount a little high.
If your arms are for Udk (PC) and not for mobile or some other platform, I would definitely think about being a little more liberal with texture sizes. Remember that this is an asset that is going to be on screen for almost the whole time.
@Fatman; Hey man, before you go ahead and rig these i REALLY suggest you go back and have a look at the anatomy, try comparing it with anatomical reference images to see where each arm muscle goes. i did a paint over to roughly highlight the main muscles compared to what you have right now (which kind of looks like you just guessed where stuff goes).
Since the DOTA 2 info pdf's came out a lot of people have been using gradient overlays on models using different techniques. I've seen a few different ones here and there using projection in zbrush or directly painting onto models etc etc, but they all seemed a bit annoying to get good results with. Decided to stick this up here to share how i get natural looking gradients in xnormal which mix between AO and gradient overlay. If anybody knows of a quicker way of doing this please say so .
1, Making the occulusion cone in your 3d package (maya for me). Putting a cone around the bottom half of your model will create the gradient we're going to bake out. the steepness of the cone will effect the gradient ramp. I like to add a small flare to the edge of the cone to add a softer fall off around the shoulders. Flip the cone normals inside out so that the rays can hit it when we bake.
2, Slap a copy of your lowpoly (un-exploded, overlapping uv's must be offset by 1) and the cone mesh into the highpoly tab of xnormal and a copy of the lowpoly mesh in the lowpoly tab.
3, Bake out an Ambient Occulusion pass as you normally would. You can also bake in other colours than just black and white by going into the AO options and changing the occluded and unoccluded colours.
Results in soft gradients with subtle AO added in.
4, Multiply or overlay the gradient onto your diffuse texture to help guide the eye to the focal point of your model.
Hopefully vaguely useful to somebody.. just thought i'd stick it up here after reading some strange work arounds for getting similar effects.
Something I've been doing in between school work, and paying the bills. I finally got the maps projected, after attempting to pose her I realized this is far from finished. But I feel its a solid first pass. Comments and critiques as always are totally welcome and greatly appreciated. Thanks guys!
Final image of what I created for the workshop I taught at AI over the weekend. Kept it simple to help teach the students the fundamentals of environment creation using trim and tiling textures. Didnt want to get the lost and bogged down the adding a bunch of frills to the scene.
PogoP: I think I'll start a thread on it's own for this project and I'll show some break downs there although it isn't that special xD
GabrielP: Who knows, maybe one day:P
CHOCO !!!, love your work man, good to see you like it. At the GDC I saw these flyers at the Crytek booth and your environment was on it :P (also in a couple of other magazines, crytek is using it for their advertisement though I guess you knew this already.
Well, this is my try on doing a env. for the portfolio. going to be my first piece. I will be doing alot of stuff on it, so hopefully it'll fill my portfolio upp with, high poly, low poly. bakes, textures and concepts!
First is my concept sheet. Now moving on doing a complete environment for the cutest stone golem in town.
I must admit I'm proud that the golem can show different emotions: By rotating the eyes his look can go from neutral / relaxed to curious / excited to friendly / peacefull and even angry / evil.
Final image of what I created for the workshop I taught at AI over the weekend. Kept it simple to help teach the students the fundamentals of environment creation using trim and tiling textures. Didnt want to get the lost and bogged down the adding a bunch of frills to the scene.
Looking really nice. Would love to see how you laid out your trim textures.
Sweet stuff guys, Cybroxide, nice work so far, I like those colors.
More low res hand painted texture practice... This is the lowest res I've ever done >.< Could probably use some more color variation but I'm tired of working on it.
@Slave_zero - Badass! @Duncan - Looks great! I wonder about his horns (it close his face a bit) but I guess it's part of the plan @OniLolz - Nice texturing but may be his hand should be a little bit bigger @DemonPrincess - Sweet textures
Replies
Bought Ndo2, just testing some stuff.. this programm is so fast:
10 minute wall
Have to go more into texturing.. getting nice spec and stuff.
Thinking about building a CE3 Scifi Envi for my Folio
http://www.polycount.com/forum/showthread.php?t=99914
watch out for your foot prosthesis to be at the same position as where the original foot should be.
i feel like it is now standing a bit to much to the inside causing it to feel like she is standing out of balance.
the rest looks like a solid start ofcs!
currently i am dealing with this 1st world problem:
i have like all these WIPs and i dont know what to finish first xD.
cross posting from my sketchbook thread: http://www.polycount.com/forum/showthread.php?t=96801
so here are a few of these WIPs i am talking about :
retopo'ing
Anyone know a good UDK FPS arm rigging tut?
xpost from the speed animating thread
If your arms are for Udk (PC) and not for mobile or some other platform, I would definitely think about being a little more liberal with texture sizes. Remember that this is an asset that is going to be on screen for almost the whole time.
Duncan thanks man! I was thinking nobody liked it.
1, Making the occulusion cone in your 3d package (maya for me). Putting a cone around the bottom half of your model will create the gradient we're going to bake out. the steepness of the cone will effect the gradient ramp. I like to add a small flare to the edge of the cone to add a softer fall off around the shoulders. Flip the cone normals inside out so that the rays can hit it when we bake.
2, Slap a copy of your lowpoly (un-exploded, overlapping uv's must be offset by 1) and the cone mesh into the highpoly tab of xnormal and a copy of the lowpoly mesh in the lowpoly tab.
3, Bake out an Ambient Occulusion pass as you normally would. You can also bake in other colours than just black and white by going into the AO options and changing the occluded and unoccluded colours.
Results in soft gradients with subtle AO added in.
4, Multiply or overlay the gradient onto your diffuse texture to help guide the eye to the focal point of your model.
Hopefully vaguely useful to somebody.. just thought i'd stick it up here after reading some strange work arounds for getting similar effects.
Almost done, just messing with poses abit.
Like the way the image looks, not a fan of the pose as it is right now.
PogoP: I think I'll start a thread on it's own for this project and I'll show some break downs there although it isn't that special xD
GabrielP: Who knows, maybe one day:P
CHOCO !!!, love your work man, good to see you like it. At the GDC I saw these flyers at the Crytek booth and your environment was on it :P (also in a couple of other magazines, crytek is using it for their advertisement though I guess you knew this already.
Well, this is my try on doing a env. for the portfolio. going to be my first piece. I will be doing alot of stuff on it, so hopefully it'll fill my portfolio upp with, high poly, low poly. bakes, textures and concepts!
First is my concept sheet. Now moving on doing a complete environment for the cutest stone golem in town.
I must admit I'm proud that the golem can show different emotions: By rotating the eyes his look can go from neutral / relaxed to curious / excited to friendly / peacefull and even angry / evil.
Looking really nice. Would love to see how you laid out your trim textures.
Gave me a chance to play with my new Headus license as well:
@Autocon: that hallway is greatness
Hey guys, a little cross post!
Also head over to my thread and tell me which pokemon I can do next, cause I am having a hell of a time trying to decide!!
http://www.polycount.com/forum/showthread.php?t=102257&page=2
Model isn't mine. Crits are more then welcome
@ gilesruscoe : Thanks for the tip. Gonna have to give that a go. I usually just use a ground plane but I think yours will work much better. :thumbup:
X post Still just blocking out.
Thanks for all the feedback and positive comments everyone. Polycount wins.......... BIG TIME :thumbup: :thumbup: :thumbup:
The proportions on your Thor are hilarious, can't wait to see what it will look like once it's all textured and posed!
Working on this at the moment.
More low res hand painted texture practice... This is the lowest res I've ever done >.< Could probably use some more color variation but I'm tired of working on it.
Finally got around to texturing this guy:
Duncan : crazy work as usual, love your style man !
Demonprincess : Why not zoidberg ?
gilesruscoe : You rule, man, thanks for the protip. I used to do that in bodypaint or Zbrush, but that's waaaay better
Now to just replace all the old renders on my folio
Super fun
@Duncan - Looks great! I wonder about his horns (it close his face a bit) but I guess it's part of the plan
@OniLolz - Nice texturing but may be his hand should be a little bit bigger
@DemonPrincess - Sweet textures