Freelance project I'm working on for my freelance employer. It's 100% solid (no holes) and structurally sound for 3D printing, in a new prototype commercial 3D printer.
I'm not a huge fan of it tbh, but he keeps pushing me in this direction so I guess I gotta live with it. Treads are .01% done aka placholder. Rendered in Mental Ray. I'd say about 60% done overall.
Ged: I went back to look at the concept again and it was more blue than what I had so I played around with it and decided to make it predominantly blue. I also rounded out the edges of the glass dome, thanks for the input! $!nz: Sorry, there's no interior because of the time constraint I had for class when I was making this, it would have made this a lot cooler though.
Still working on this guy. I haven't made armour or clothing before so it has been a learning experience! His hands have torn up gloves on but you can't really see them in the render. He is meant to be a tad exaggerated but not as stylized as in Darksiders 2
It seems like your normal map is inverted on the hexagon pattern, at least I remember those being insets when I saw the highpoly earlier in the thread?
It seems like your normal map is inverted on the hexagon pattern, at least I remember those being insets when I saw the highpoly earlier in the thread?
Your right I forgot to hit the invert y button in the marmoset toolbag. I will change it and post the finished version again.
Ged: I went back to look at the concept again and it was more blue than what I had so I played around with it and decided to make it predominantly blue. I also rounded out the edges of the glass dome, thanks for the input! $!nz: Sorry, there's no interior because of the time constraint I had for class when I was making this, it would have made this a lot cooler though.
@JoeCyriac - Great job. The armor turned out pretty good. @fusedgore - that car looks great. Are you planning to put it in an environment? @zephon - nice looking textures. @jaydon - I suggest making the legs and arms a bit thicker. Death is looking pretty thing in comparison to the armor. @Warotic - For now I suggest you have a brighter light setup so you can see what is going on with your textures, right now is very hard to see any detail at all. @linkov - that mailbox is looking sweet.
I'm close to finishing my current project. I am working with the LUT and lighting in UDK to give it the final touches.
Jessica Dinh: loving that concept, awesome job O_O Ganon: nice job, great texture work, would definitely love to see a wip page Stinkhorse: lots of detail! i thumbs up the digital version idea, i would love to see this colored fusedgore: that's a nice render! vray?
Well I finished my grenade, hope you guys like it! After a few times I finially rememered to invert the y for the normal map... Comments are really welcome
Thanks allot for the kind words .Yes the render is vray .This was for a tutorial I did for cgtutsplus .You can catch them all here http://cg.tutsplus.com/author/shaun-keenan/
.They still have 3 or 4 parts left to release or publish .Along with the render setup .Not the car .I know that will make allot of people sad but I cant release the car model .I may be able to at some point but no plans on doing that right now .Total tutorial time is something like 13-15 hours of total video .You can see al the images i rendered out here .www.mzpstudios.com .I had no plans to put it into an environment either .Though to be honest I may eventually use it in an environment or putting it into an environment .I will just have to see how it works out .
I adore the red areas of the train station - especially the light it produces.
With that in mind though, I think this scene would work much better at night with the chief source of light being from the emmissive blue and red strips lining the structures. You could make something pretty unique and impressive
I think that your moon lighting from the DominantDirectionalLight is quite good as a general ambience, but the rest of your scene's lighting isn't showing off your assets or doing them much justice.
It's quite dark and your scene has a fairly uniform lighting intensity throughout.
I'd suggest really cranking up the EmissiveBoost in the object properties of your lamps (F4). While keeping your FalloffExponent quite sharp.
This should create pools of brightly lit areas under your lights with nicely contrasting shadows where there are no lamps.
finally I am more or less done with this. I promise to post something else non willis related in future. He is not even my favourite actor lol
comparison of the original I think I started in 2008 or so.
original version
I could keep on messing with it, but I have learned all that I needed from doing this project. retopo is a bit uneven, textures far from perfect, but I am utterly sick of it
Replies
I really like this, even if It's super clean!
Is their an interior, behind that windshield?
Spent way too much time on this guy. Debating doing some hand smoothing on the shading or just tracing him in Photoshop and doing a digital version.
I'm not a huge fan of it tbh, but he keeps pushing me in this direction so I guess I gotta live with it. Treads are .01% done aka placholder. Rendered in Mental Ray. I'd say about 60% done overall.
Just some quick maya viewport grabs.
It shows! That Orc's got some serious mug action. Nice skin too, is it just a bust?
but I thought I would throw it out there.
$!nz: Sorry, there's no interior because of the time constraint I had for class when I was making this, it would have made this a lot cooler though.
Here's the update:
A Hand painted scene i'm working on for school.
I did some more work on my grenade, textures are still not completely finished but it's getting there. Wondering what you gusy think!
Your right I forgot to hit the invert y button in the marmoset toolbag. I will change it and post the finished version again.
Those are all the images I ran out with
I added some more resolution to my Mixamo entry. Here's the result.
Love the colors and style
@fusedgore - that car looks great. Are you planning to put it in an environment?
@zephon - nice looking textures.
@jaydon - I suggest making the legs and arms a bit thicker. Death is looking pretty thing in comparison to the armor.
@Warotic - For now I suggest you have a brighter light setup so you can see what is going on with your textures, right now is very hard to see any detail at all.
@linkov - that mailbox is looking sweet.
I'm close to finishing my current project. I am working with the LUT and lighting in UDK to give it the final touches.
Here is my WIP thread
http://www.polycount.com/forum/showthread.php?t=102055
Ganon: nice job, great texture work, would definitely love to see a wip page
Stinkhorse: lots of detail! i thumbs up the digital version idea, i would love to see this colored
fusedgore: that's a nice render! vray?
this is for the showdown challenge on art by papercut, my thread: http://www.artbypapercut.com/forum/index.php?topic=33.0 i'll be updating it on my characters thread here too (http://www.polycount.com/forum/showthread.php?t=98206&page=4)
5 & 8 stand out the most to me. Good luck!
Part of my concept sheet for the ArtByPapercut Showdown comp:
.They still have 3 or 4 parts left to release or publish .Along with the render setup .Not the car .I know that will make allot of people sad but I cant release the car model .I may be able to at some point but no plans on doing that right now .Total tutorial time is something like 13-15 hours of total video .You can see al the images i rendered out here .www.mzpstudios.com .I had no plans to put it into an environment either .Though to be honest I may eventually use it in an environment or putting it into an environment .I will just have to see how it works out .
With that in mind though, I think this scene would work much better at night with the chief source of light being from the emmissive blue and red strips lining the structures. You could make something pretty unique and impressive
I think that your moon lighting from the DominantDirectionalLight is quite good as a general ambience, but the rest of your scene's lighting isn't showing off your assets or doing them much justice.
It's quite dark and your scene has a fairly uniform lighting intensity throughout.
I'd suggest really cranking up the EmissiveBoost in the object properties of your lamps (F4). While keeping your FalloffExponent quite sharp.
This should create pools of brightly lit areas under your lights with nicely contrasting shadows where there are no lamps.
just put Harrison Ford in
Cheers to everyone who gave me crits on my thread
comparison of the original I think I started in 2008 or so.
original version
I could keep on messing with it, but I have learned all that I needed from doing this project. retopo is a bit uneven, textures far from perfect, but I am utterly sick of it
Cross post from the WIP here:
http://www.polycount.com/forum/showthread.php?p=1661036#post1661036
Salving away on this freelance project. It's 100% solid (no holes) and structurally sound for 3D printing, in a new prototype commercial 3D printer.
Glad to see you're done
burtonyang + fusedgore> loving em :]
An alien for a competition, I was just trying render settings with mental ray, is not great but Im learning a lot in the process
I am not entirely happy with the result, suggestions and critique are welcome!
This was commissioned work for bitgorilla btw. I feel like this is not done and i would like to do another texturing pass...