console thingy, original concept by paul richards
(i already did the lp & texture work for it, but i smashed my computer and couldn´t recover everything because my hdd took some damage along with the mainboard and grafic card )
A lot of stuff needs doing, particles are a placeholder... and I'm struggling sculpting the rocks... Never been much good at creating good looking rocks !
Here's an arcade stick I'm working on. Just need to model the plug and then time for low poly.
Also, couple pistols I've been working on. The Revolver still needs a bit of work. Maybe sometime I'll get around to making assets out of them. Did them mainly to practice hard surface.
Happy new year polycounters, some amazing work in this thread already!
For those who didn't know, 3Dmotive are currently doing a 20% off deal that ends TOMORROW. I just got a subscription so I'll be posting a plenty in here in the next few weeks
hey @Jramuarie try using bigger brushes and not using so much black to describe shadows, seems like you are doing a lot more work than necessary to block out some simple shapes and colours, this should speed you up even more. I like water in the first pic and the last pic most because of good colours.
First time posting in the waywo! So here's a my warrior guy so far! Trying to get sort of a blend between a chinese/japanese armor with a bit of a middle eastern, persian flare.
gonna post again soon with more polish, cause I know he needs it.
gauss - I can't believe it, but that looks almost exactly like I place I've dreamed about. Crazy!! I love the dark mood, but maybe just a taaad brighter lighting, some things are too hard to see.
Bart, Paroxum, HAL - Thanks for the nice comments :]
Happy new Year Guys!
Im working on a small w40k spaceship scene:
And a simple highpoly: (missing some greeble atm.)
tomorrow i am going to make the lowpoly, bake, and texture the model
C&C allways wellcome!
went back to my domwar entry, trying to finish it up. Render in Marmoset, which I'm using for the first time. Have some trouble making materials read the way I want to, so any tips/suggestions/reference would be appreciated. Lighting needs a lot of work
It's a similar idea to what you did but each board has a mostly planar face to it where it was clearly cut on a saw. Grain can swell and become very lightly raised but that might not even be something you want to feature in the normals.
Thanks for the critique Alec, I do agree I did go a bit to far with the sculpt, I think it just got away from me. I was going for a driftwood type of style on the boards similar to the one in the image below with quite a lot of depth and beat up edges. Thank you and I'll keep what you said in mind when working on future sculpts.
suburbbum - choco - Spacey and many more yum yum! great stuff
This was my entry for the torchlight 2 armor contest, trying to get better at rendering and concepting in general itching to get back into 3D now!
Big thanks to Razorb for being a lovely teacher!
^^^ Oranghe! really diggen that design. wheres the guys one?! -__- @suburbum- love the hand paintd textures mang. proportional though, dude looks odd. i know you were goin for chibis, but something about the torso and legs just puts me off. i think the shapes on the bottom might be a bit too unclear from afar. shmaybe?
2012 WOO! we are stil alive! fuck dem dicks
Suburbbum - looks awesome, the texture on the fore arms don't have the same sharpness and polish as say the helmet or paudrons. But hey man its awesome
Oranghe - I love it, its a really fun concept : )
here is a railcar I did last week to practice some texturing and shading for cinematic. Using mental ray, hope you like it:
for texture It is actually one clean wood paint and the white paint was done using the same woodbase but doing blend shader, and creating 3 different mask to cover the wood base. what way I can have control over the wood shader and the paint coating, and then into a master multi-sub with 4 variations for each wall using the same base.
and a wip version with some references, I ended up changing the wood cracks becauce they look to bland and not like solid wood, but that might be useful technique for craked paint (using rayfire wood pro cutter).
worked on the girl character that goes with xan. havent gotten to work on xan in 3d since ive been away for the holidays. my laptop doesnt run modo too well so ill have to wait until i get back home to work on em some more.
Happy new year guys
Been testing out some grass patches, the normal map strength which gives the illusion of volume might still need some adjustments.
UDK : [IMG][/img][IMG][/img]
That grass looks absolutely perfect for something i'm working on. Would you mind showing your process?
+ i agree with adam, get it in its own thread if it isn't already
Been practicing material definition some more so I had a go at retoping and texturing this ZBrush sculpt I did as part of a character sculpting tutorial I was following. This is MEANT to be bronze, the dark band along the back of the mane is where it would be counter-sunk into a door. Maps are 512x512 - DIFF, SPEC and NRM.
Replies
But this is what Polycount it's about.
That little guy is sweet!
console thingy, original concept by paul richards
(i already did the lp & texture work for it, but i smashed my computer and couldn´t recover everything because my hdd took some damage along with the mainboard and grafic card )
A lot of stuff needs doing, particles are a placeholder... and I'm struggling sculpting the rocks... Never been much good at creating good looking rocks !
Here's an arcade stick I'm working on. Just need to model the plug and then time for low poly.
Also, couple pistols I've been working on. The Revolver still needs a bit of work. Maybe sometime I'll get around to making assets out of them. Did them mainly to practice hard surface.
For those who didn't know, 3Dmotive are currently doing a 20% off deal that ends TOMORROW. I just got a subscription so I'll be posting a plenty in here in the next few weeks
Shit, at this rate the 2012 thread will KO 2011 in a few months.
For the Polycount University Challenge
WIP Leg augmentations for my cyberhorse:
My first thing of the year
gonna post again soon with more polish, cause I know he needs it.
gauss - I can't believe it, but that looks almost exactly like I place I've dreamed about. Crazy!! I love the dark mood, but maybe just a taaad brighter lighting, some things are too hard to see.
Bart, Paroxum, HAL - Thanks for the nice comments :]
Im working on a small w40k spaceship scene:
And a simple highpoly: (missing some greeble atm.)
tomorrow i am going to make the lowpoly, bake, and texture the model
C&C allways wellcome!
guess its time to create a thread... its almost done, and id love having some tips from you guys on the enviro
The diffuse colors are soft and very pretty but I can tell from the normals that the sculpt for the boards is a little overdone.
Here is an example:
http://www.featurepics.com/FI/Thumb300/20090531/Rough-Wood-Wall-Background-1199016.jpg
It's a similar idea to what you did but each board has a mostly planar face to it where it was clearly cut on a saw. Grain can swell and become very lightly raised but that might not even be something you want to feature in the normals.
My first creature of the year:
Been testing out some grass patches, the normal map strength which gives the illusion of volume might still need some adjustments.
UDK :
happy 2012 polycounters
Here is my first cross post for the year
suburbbum - choco - Spacey and many more yum yum! great stuff
This was my entry for the torchlight 2 armor contest, trying to get better at rendering and concepting in general itching to get back into 3D now!
Big thanks to Razorb for being a lovely teacher!
oh and happy new year everybody!
resurrecting this
@suburbum- love the hand paintd textures mang. proportional though, dude looks odd. i know you were goin for chibis, but something about the torso and legs just puts me off. i think the shapes on the bottom might be a bit too unclear from afar. shmaybe?
2012 WOO! we are stil alive! fuck dem dicks
Oranghe - I love it, its a really fun concept : )
here is a railcar I did last week to practice some texturing and shading for cinematic. Using mental ray, hope you like it:
for texture It is actually one clean wood paint and the white paint was done using the same woodbase but doing blend shader, and creating 3 different mask to cover the wood base. what way I can have control over the wood shader and the paint coating, and then into a master multi-sub with 4 variations for each wall using the same base.
and here is a couple links:
for a vintage version :
http://dl.dropbox.com/u/4138955/drop3d/railcar-manuel-huertas-vintage.JPG
and a wip version with some references, I ended up changing the wood cracks becauce they look to bland and not like solid wood, but that might be useful technique for craked paint (using rayfire wood pro cutter).
worked on the girl character that goes with xan. havent gotten to work on xan in 3d since ive been away for the holidays. my laptop doesnt run modo too well so ill have to wait until i get back home to work on em some more.
Betelgeist - I really want that apple.
suburbbum - Really awesome, can't wait to see all the textures donee
Here a short video of my Last Project,I will post some Screenshots later
[ame="http://www.youtube.com/watch?v=zOO-QZm1voQ"]UDK - Chapel - YouTube[/ame]
That grass looks absolutely perfect for something i'm working on. Would you mind showing your process?
+ i agree with adam, get it in its own thread if it isn't already
Is it wrong that when i saw this, i said naaww. Other than pointing to some problems on my end ;')
whatcha mean Lazerus ? ;D
I thought it was cute haha ;'D Give it puppy dog eyes :P