Hey guys, thought I would post these props on this section; crits are more then welcome.
( Clock - 556 & Radio - 431 Triangles )
Oh, I was wondering what the desired polycount would be for next-gen asset? Why do I ask, well these were seen as 'too high poly' for unity asset store:poly105:.
Been working on an AKS-74u. Pretty much the first weapon i've modeled and textured to the end. Lack of motivation seems to hit me really well :poly141:
Kinda torn on the subway scene, mystichobo... you've got some really nice material definition going on in places but it also seems a generic scene.
To me, it doesn't feel like it's all sci-fi enough to be different compared to other subway scenes - the building and construction feel futuristic, the sign with the train capacity, too, but the LED ETA boards and tram feel dated and out of place.
After a busy year, finally got a chance to do some more portfolio work. It's the Supercat Fast Attack Vehicle! I've barely done any Zbrush rendering so I thought I'd give it a go!
It's starting to come together, still a few problems here and there though. Hopefully I can make this somewhere on-par with the amazing work in this thread!
Like the orc and your bust imijatov. Really inspiring, how long does a bust like that take for you to make?
I did some more work on a Frag grenade, still need do give the textures some more work. It's 1562 Tri's and a 1024x1024, Diffuse, bump and specular map. Comments are always welcome!
Here's a concept I've been working on. It's based on a scene from one of my favorite books, First King of Shannara by Terry Brooks. The characters are searching for a powerful relic in an ancient fortress called the Chew Magna, located in a mountainous region. I'm looking for some feedback as I continue to work! Eventually I would like to turn this into 3D. Thanks in advance!
Excerpts from the book that I'm working with:
โA massive fortress stood before them, its stone blocks so ancient the edges were worn smooth and its surface so cracked it seemed as if spiderwebs had covered it over. It was a wondrous construction, a balancing of towers atop battlements, an interlinking of parapets that cantilevered forward and back at every turn, and a spiraling of catwalks that suggested the intricacy of tapestry threads woven on a loom. The castle rose high and then higher, until its farthest reaches were barely discernable. Mountains ringed the castle, opening to the sky through the ceiling of clouds and mist. Trees and scrub grew thick along the rock walls at higher elevations, branches and vines drooping inward toward the castle spires, letting daylight slip through in a ragged seam. It was from here that the light took its odd cast, spilling down through the filter of the leafy canopy and swirling haze to coat the fortress stone in its watery illumination.โ (196)
โInch by inch, the mountains were reclaiming the ground on which the fortress had been built. One day they would close about it for good.โ (196)
โHe glanced up again at the trees and scrub and vines growing high above them on the cliffs, and realized that the mist was almost a rain. He could feel the damp on his face. He looked at the fortress doors and windows, black holes in the gray haze. Iron hinges and locks hung empty and useless; the wood had rotted away at every turn. Moisture worked at the stone and mortar as well, wearing it down, eroding it. Tay walked to the wall of the nearest tower and rubbed his hand across the stone. The surface crumbled like sand under his fingers. This ancient keep, this Chew Magna, had the unpleasant feel of a place that would collapse under a strong wind.โ (196)
Wow Jessica, amazing paint so far! That extreme vertical perspective is a little jarring for me though, have you considered a portrait canvas, or a lower horizon line? Might help to emphasise the sense of imposing verticality whilst being more comfortable on the eye?
I agree with benji, your trying to imply height with that perspective and you are using a canvas that doesn't support a lot of height. Then with your horizon line around the middle of the canvas your trying to squeeze the building which makes it look like it's leaning backwards.
If you are looking up like that your not likely to see the floor and if you want you either have to place the camera on the ground (move the horizon line down) or make it a portrait frame.
Very cool Jessica, looking forward to seeing this progress. Yeah I agree the horizon line should be lower. That wall leading towards the fortress should be adjusted accordingly after the horizon is lowered. Also the towers should be a bit more rounded to be accurate to such an extreme perspective. Quick paintover for suggested perspective tweaks attached.
Dude, Andyk125, that revolver is sooooo coooooooool. I actually said "whooooaaaaaahoooly shit" when I first saw it. I think the grenades are extremely awesome, they remind me a lot of Deus Ex: HR.
The low poly you recently posted could use some more contrast to define the separation between the cap and the actual grenade part. Or SOMETHING. I'm not sure, but something about that low poly is not quite doing it for me.
Dude, Andyk125, that revolver is sooooo coooooooool. I actually said "whooooaaaaaahoooly shit" when I first saw it. I think the grenades are extremely awesome, they remind me a lot of Deus Ex: HR.
The low poly you recently posted could use some more contrast to define the separation between the cap and the actual grenade part. Or SOMETHING. I'm not sure, but something about that low poly is not quite doing it for me.
Excellent work!
Thank you very much for those kind words
Didn't get much respond in the my thread so I was allready wondering if it was any good. There are so many awesome works being posted here!
I still need to fix some issues with the low poly grenade, I will also try to make it more appealing and give it that extra spark The grenades are actually concept art from the Avatar movie, but haven't really been used in the film except for one glimp.
burtonyang that is really cool! I dont know if I like the green colour/material on the windscreen/bubble bit and that bubble seems a tiny bit too pointy? maybe its just a matter of personal taste! :P
Replies
A little request from a friend of mine.
( Clock - 556 & Radio - 431 Triangles )
Oh, I was wondering what the desired polycount would be for next-gen asset? Why do I ask, well these were seen as 'too high poly' for unity asset store:poly105:.
Concept by Artyom Vlaskin, going to be starting the LP later on tonight.
Blown away by this thread, will have to check last 30+ pages, just to get where I left off.
Keep it up!
To me, it doesn't feel like it's all sci-fi enough to be different compared to other subway scenes - the building and construction feel futuristic, the sign with the train capacity, too, but the LED ETA boards and tram feel dated and out of place.
It's starting to come together, still a few problems here and there though. Hopefully I can make this somewhere on-par with the amazing work in this thread!
I just lit it/rendered it for her cuz I was bored and love to light =P
This is her portfolio http://acharacterartist.wordpress.com/
*rendered with Marmoset
*4 Point lights/IBL Ambient/SSS
View in webplayer:
http://dl.dropbox.com/u/50653934/Soul%20Hacker/FinalSmasherRenderTest/WebPlayer/WebPlayer.html
hope you like it so far
Mayday ย Very awesome; good that you stuck with it.
Recent bust:
Can you show how you did the rope ?
Totaly awesome f... Prop dude .I am curious as to how you did the rope as well .Thats so spot on man .Great Job .
great work man
I'm trying to do Jessica Rabbit :
BOOOOOOOOOOOBS
http://www.polycount.com/forum/showthread.php?t=104502
Like the orc and your bust imijatov. Really inspiring, how long does a bust like that take for you to make?
I did some more work on a Frag grenade, still need do give the textures some more work. It's 1562 Tri's and a 1024x1024, Diffuse, bump and specular map. Comments are always welcome!
Still playing with shapes... not completely happy with the thing yet.
Cool sculpt Anthony!:] That concept artist goes by 'Sephiroth' on CGHub.
Excerpts from the book that I'm working with:
โA massive fortress stood before them, its stone blocks so ancient the edges were worn smooth and its surface so cracked it seemed as if spiderwebs had covered it over. It was a wondrous construction, a balancing of towers atop battlements, an interlinking of parapets that cantilevered forward and back at every turn, and a spiraling of catwalks that suggested the intricacy of tapestry threads woven on a loom. The castle rose high and then higher, until its farthest reaches were barely discernable. Mountains ringed the castle, opening to the sky through the ceiling of clouds and mist. Trees and scrub grew thick along the rock walls at higher elevations, branches and vines drooping inward toward the castle spires, letting daylight slip through in a ragged seam. It was from here that the light took its odd cast, spilling down through the filter of the leafy canopy and swirling haze to coat the fortress stone in its watery illumination.โ (196)
โInch by inch, the mountains were reclaiming the ground on which the fortress had been built. One day they would close about it for good.โ (196)
โHe glanced up again at the trees and scrub and vines growing high above them on the cliffs, and realized that the mist was almost a rain. He could feel the damp on his face. He looked at the fortress doors and windows, black holes in the gray haze. Iron hinges and locks hung empty and useless; the wood had rotted away at every turn. Moisture worked at the stone and mortar as well, wearing it down, eroding it. Tay walked to the wall of the nearest tower and rubbed his hand across the stone. The surface crumbled like sand under his fingers. This ancient keep, this Chew Magna, had the unpleasant feel of a place that would collapse under a strong wind.โ (196)
If you are looking up like that your not likely to see the floor and if you want you either have to place the camera on the ground (move the horizon line down) or make it a portrait frame.
Maybe I'd make a WIP thread...
Please do!
The low poly you recently posted could use some more contrast to define the separation between the cap and the actual grenade part. Or SOMETHING. I'm not sure, but something about that low poly is not quite doing it for me.
Excellent work!
Thank you very much for those kind words
Didn't get much respond in the my thread so I was allready wondering if it was any good. There are so many awesome works being posted here!
I still need to fix some issues with the low poly grenade, I will also try to make it more appealing and give it that extra spark The grenades are actually concept art from the Avatar movie, but haven't really been used in the film except for one glimp.
http://www.polycount.com/forum/showthread.php?p=1661488
REKLAS - That paintover is incredibly helpful :poly142: Much appreciated.
Hey ganon nice wooden stuff!
Thanks SharDCG
Andyk125 - This bust took a couple of weeks when cobbling all the time I worked on it together. Week nights and weekends only.
Train Station
portfolio website
Fataiopawoye.com