A screenshot of my Unity game project. It's the starting level of the game, a prison tower:
And a quick wip render of the main-character-to-be:
And before any comments on how the "eye holes" aren't where his eyes should be, it's because the masks in the game are magical items, that the wearer just sees right through.
I'm still working on the gameplay (I can't code for sh*t, though I'm learning bit by bit), but it'll eventually be something of a hack&slash/puzzle/platformer hybrid, I think.
This is also my first try at hand-painted textures, and though I'm not especially good at it yet, I've found it to be a lot of fun.
Haz: beautiful stuff, mentioned that on DA already though
Tacit: One day please find the time to share your process with us, not cos I want to cramp your style, but just cos I'm facinated to see how you are achieving the look, and what sort of descisions you make along the way.
SsSandu_C: looking great, I actually prefer the earlier clay sketch feel to the latest shots, but still epic stuff.
I've not been up to much this weekend (saints row ate my saturday) just finished the first armour piece for centaur boi....behold, an elbow pad.....WOW!! huh?
seth. hey bro. yeah in all honesty it's not much of a process at all. in its entirety :
. sculpt a mesh up in zb. focus on big forms / shapes
. if need be add some nubs in maya. quick and dirty poly modelling
. decimate the fuck out of all of it
. render with maya's vector renderererer
and hope it comes out ok. the trick is just in getting lucky where the vector render will find some sharp edges and reveal something nice ( for real. the meshes themselves look fucking horrible on their own ). the goal being to find a look / quality that might sit well next to all the other grubby shit i like to draw
Doing an environment for a challenge ... Just ambient occlusion and lighting at the moment (well, a few normal maps starting to creep in too). Trying to nail down each stage before going to the next. It's slow but man am I learning a lot...
Andy H: Sorry man getting permission to post flats might be a long shot unfortunately!
Teejay: Yeah its a bit unconventional, not a n00b question at all. Its all about pleasing the tech artist / riggers and skinners your working with At the end of the day as long as what im doing looks fine, and im able to pass on to the next customer ( riggers / skinners ) something done the way they want it - everything is good with the world
Mike Nash Fake It renders. the shaders are awesome, and you have a scene where you only have to import your model an rescale it to match the reference, you can tweak the render and shader parameters easily, totally worth it. As you can see, it have a very professional looking result.
Making a little progress on this. Still working on some modular structures to break up the walls. Lots more to get done. Especially the ceiling... which is totally busted right now.
seth. hey bro. yeah in all honesty it's not much of a process at all. in its entirety :
. sculpt a mesh up in zb. focus on big forms / shapes
. if need be add some nubs in maya. quick and dirty poly modelling
. decimate the fuck out of all of it
. render with maya's vector renderererer
and hope it comes out ok. the trick is just in getting lucky where the vector render will find some sharp edges and reveal something nice ( for real. the meshes themselves look fucking horrible on their own ). the goal being to find a look / quality that might sit well next to all the other grubby shit i like to draw
thanks for taking the time to post this man,....kk it may not be much of a process but you get some stellar stuff out of it. Again thanks very much...it's a cool little insight into how you keep creating such ace concepts....now, enough responding to idiots like me...go, make more!!
Seth, I3yG-MaK, wicked stuff! Lots of cool work lately.
I'm just posting some WIP shots of this guy dug up from the ancient past and alive again. He was originally my Dominance War 4 entry, but man did he suck back then...http://www.polycount.com/forum/showthread.php?t=61776&highlight=sputch
Bit embarrassing, anyway, I aim to finish him this time. Crit away.
Some inspiring work so far this year. Keep 'em coming! This is for a little diorama scene I'm doing. It's from some old art of a band I listen to. Really love their art style and I hope to do more related work this year.
Hey tacit awesome critters mate,i wanted to comment how you should totally join that cgfeedback contest and then i checked their site and you were there ,hope you gonna pick one and polish it to the end
Are you hinting for a top row banner It is worthy in my opinion lots of hard work
tacit math- In what are you rendering those? Interesting.... I need to know!
Some inspiring work so far this year. Keep 'em coming! This is for a little diorama scene I'm doing. It's from some old art of a band I listen to. Really love their art style and I hope to do more related work this year.
Here's an update. Still not spec on anything but the tracks yet. Tips and comments about the general composition would be nice though. There's a lot of things on my fix list, but I would like your opinon about the piece in general.
Replies
Oh crap, I had to show zbrush sculpt first
before low poly and bake maps(
Done with this one.
Ah, glorious Ludvig Van.
Suffering from a nasty infection of classic sci-fi and rocket punk
Update
Since the first day i saw your work i hope to see a BLAME! film animation from you ! :poly142:
Shiiiiiiit Hazardous that is some sweet texture/shader work.
Possible noob question; whatsup with the topology? I'm not down with 'proper' facial topology but that looks kinda unconventional?
Still loving Rift .
And a quick wip render of the main-character-to-be:
And before any comments on how the "eye holes" aren't where his eyes should be, it's because the masks in the game are magical items, that the wearer just sees right through.
I'm still working on the gameplay (I can't code for sh*t, though I'm learning bit by bit), but it'll eventually be something of a hack&slash/puzzle/platformer hybrid, I think.
This is also my first try at hand-painted textures, and though I'm not especially good at it yet, I've found it to be a lot of fun.
Tacit: One day please find the time to share your process with us, not cos I want to cramp your style, but just cos I'm facinated to see how you are achieving the look, and what sort of descisions you make along the way.
SsSandu_C: looking great, I actually prefer the earlier clay sketch feel to the latest shots, but still epic stuff.
I've not been up to much this weekend (saints row ate my saturday) just finished the first armour piece for centaur boi....behold, an elbow pad.....WOW!! huh?
512 sword
. sculpt a mesh up in zb. focus on big forms / shapes
. if need be add some nubs in maya. quick and dirty poly modelling
. decimate the fuck out of all of it
. render with maya's vector renderererer
and hope it comes out ok. the trick is just in getting lucky where the vector render will find some sharp edges and reveal something nice ( for real. the meshes themselves look fucking horrible on their own ). the goal being to find a look / quality that might sit well next to all the other grubby shit i like to draw
Liking that render! How are you going about it?
Mike Nash Fake It renders, they look pretty cool
http://www.cgfeedback.com/cgfeedback/showthread.php?p=27004#post27004
Teejay: Yeah its a bit unconventional, not a n00b question at all. Its all about pleasing the tech artist / riggers and skinners your working with At the end of the day as long as what im doing looks fine, and im able to pass on to the next customer ( riggers / skinners ) something done the way they want it - everything is good with the world
Mike Nash Fake It renders. the shaders are awesome, and you have a scene where you only have to import your model an rescale it to match the reference, you can tweak the render and shader parameters easily, totally worth it. As you can see, it have a very professional looking result.
thanks for taking the time to post this man,....kk it may not be much of a process but you get some stellar stuff out of it. Again thanks very much...it's a cool little insight into how you keep creating such ace concepts....now, enough responding to idiots like me...go, make more!!
Thanks. I have a thread: http://www.polycount.com/forum/showthread.php?t=93380
But I'm not having time to work on personal stuff during week. But next weekend I 'll probably post some updates. Stay tuned.
I'm just posting some WIP shots of this guy dug up from the ancient past and alive again. He was originally my Dominance War 4 entry, but man did he suck back then...http://www.polycount.com/forum/showthread.php?t=61776&highlight=sputch
Bit embarrassing, anyway, I aim to finish him this time. Crit away.
Some aircraft designs for my Race for the Globe project:
There's more on me blog.
Cheers!
So, some pix from mr.cryengine.
http://albertoherrera3d.com/
http://albertoherrera3d.files.wordpress.com/2011/12/header-webpage.jpg
http://albertoherrera3d.files.wordpress.com/2011/12/maya-temple-big.jpg
http://albertoherrera3d.com/
[IMG][/img]
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tacit math- In what are you rendering those? Interesting.... I need to know!
cool atmosphere A_HERRERA!
a small bump form me
Kickass! AFI
@ zxcman ... "small bump " ... u suck !
Still wip, tweaking the shadows and AO
on my Castle, all in Maya - going to post processing in Photoshop !