Well I made my first texture pass for the huey, there's still a lot of work to be done.
Here's also a wire with the base maps, the normal map and UV layout.
Gee, leave this thread alone for a day and it's already full of new eyecandy, nice work as always all around.
Guedin that looks promising, would love to see the rest.
Here's a little breakdown of the shack scene, most of it is just cheating (as always) and lighting. The bottom shot is from the top so you can see the placement of the tree planes, just standard blinn materials except for the water. Actually fairly similar to how you would do it in an offline rendered shot i guess.
I frustratingly lost several of hours of progress on this lady, so I'm probably calling it quits.
Pose is sloppy and shadows are a laugh, but it was a rocky path to make my first 3d character after a several year hiatus!
I was intrigued on how the lighting work in batman and how the textures and assets are made.
Full details on my investigation : [breakdown] Batman : Arkham City
I was intrigued on how the lighting work in batman and how the textures and assets are made.
Full details on my investigation : [breakdown] Batman : Arkham City
choco // Your landscapes are amazing as usual ^^
Mrskullface // very very nice sir!
kurthectic // This is so cool! You def need to push it even further with a bottom half.
Just some pants and stuff. Ignore the top third of the pants there will be a long coat over. C&C welcome.
hey choco, sweet looking stuff there could you please kill yourself so that i wont have to worry about making things as nice as you do, or break your own arms so that theres more time to catch up.
^^^Sorry to hear you got laid off. But in a way im a little glad coz it means I got to see this awesome bit of artwork. Really nice! *Saved to inspiration!
(obviously...i'm not glad, but it portrays the awesomeness of the arts, so.. whatever!)
jeroen: haha , cant wait to see the sculpt
MrSkullface: looking sweet!
spiderdude: i dont know what i like more, the fact that she has two pair of boobs or the entire macabre design. loving it!
Guedin: sexy looking girl wondering about the rest
Duncan: suweet, it reminds me of neox his chris sanders tribute
Scoobydoofus: you`re outputting some awesome sculpts laterly, keep it up!
Dvolution: nice variety of work
haiasi: DEM COLORZ
Poly-jon: clean sculpts, very solid work
Did a valuestudy tonight , seems to be going a bit easier these days but gotta start practicing some heads without ref too
More environment WIPs. This time its my interpretation of a concept from The Spire on indiedb. Two different shots with different light. Need to finish a few bits and on to the next scene!
This is my first project I did in Maya 2012, this is also my first time attempting this kind of art style and using zbrush4 to heavily normal map objects.
Check it out, and feel free to crit.
I've recently been doing a lot of trees and bushes. I think you need to add a lot more cards for the leaves. Right now it's way too easy to see the cards. Also, It would be good to make the texture card have a ton more open gaps in the alpha. You have it working well on the outer edges, but the center of the texture is completely solid. Which makes the shadows it casts too dense. Lastly, adding a few edges to bend the card will help a lot.
Does that make sense? if not I'll try and get an example for you .
More environment WIPs. This time its my interpretation of a concept from The Spire on indiedb. Two different shots with different light. Need to finish a few bits and on to the next scene!
you should prolly remove that lens flare and turn down the DOF. lol I can't even see anything.
More environment WIPs. This time its my interpretation of a concept from The Spire on indiedb. Two different shots with different light. Need to finish a few bits and on to the next scene!
-snip-
-snip-
From what I can see the models and textures look nice -- but the lighting is awful. Fix that and it will look pretty dang neat.
I was intrigued on how the lighting work in batman and how the textures and assets are made.
Full details on my investigation : [breakdown] Batman : Arkham City
That's very interesting, what would be great to see is how they do the water, maybe it's only 3D in DX11 but it's always perplexed me as to how it's done, the most amazing water I've ever seen.
This is my first project I did in Maya 2012, this is also my first time attempting this kind of art style and using zbrush4 to heavily normal map objects.
Check it out, and feel free to crit.
Looks pretty awesome, love the design/shapes. Looks like he belongs in a tactics game with that pedestal. I think it could benefit from having more hue variation - in the skin especially - he's only yellow with black shadows. I see a little hint of red in the ears and on the cheeks, but that's it. Some more of that red highlight and saturation as the midtone transfers to shadow in other places could help make the details and shapes pop a bit further.
Replies
Another tiny prop... a Prison entrance - tweaking lights and stuff
Here's also a wire with the base maps, the normal map and UV layout.
Guedin that looks promising, would love to see the rest.
Here's a little breakdown of the shack scene, most of it is just cheating (as always) and lighting. The bottom shot is from the top so you can see the placement of the tree planes, just standard blinn materials except for the water. Actually fairly similar to how you would do it in an offline rendered shot i guess.
@ Spiderdude - she's nasty lookin'... love it!
http://www.polycount.com/forum/showthread.php?t=104502
Pose is sloppy and shadows are a laugh, but it was a rocky path to make my first 3d character after a several year hiatus!
render DUMP alert
Here's a prop I've been working on for my new scene:
Looks great, but I think you could have pushed the concept a bit more. The main body and base seem kind of plain to me.
[ame="http://www.youtube.com/watch?v=JxN8R6YTheI"]http://www.youtube.com/watch/v=JxN8R6YTheI[/ame]
I was intrigued on how the lighting work in batman and how the textures and assets are made.
Full details on my investigation : [breakdown] Batman : Arkham City
3 Builidngs for today.. finish them up tomorrow
Very cool investigation! Thanks for sharing!
Mrskullface // very very nice sir!
kurthectic // This is so cool! You def need to push it even further with a bottom half.
Just some pants and stuff. Ignore the top third of the pants there will be a long coat over. C&C welcome.
hey choco, sweet looking stuff there could you please kill yourself so that i wont have to worry about making things as nice as you do, or break your own arms so that theres more time to catch up.
(obviously...i'm not glad, but it portrays the awesomeness of the arts, so.. whatever!)
Making this more or less to practice with some of it's features.
1) Dang I left for an hour or so and you finished it, sheesh. Glad to see you got rid of that brick floor too.
2)
For me, I'm still working on my Viper. XPOST
Still not done with it completely.
Also, damn you and those poptarts!
Aaaand Marmoset makes everything sexy.
(Gotta fix the normals on the bricks.)
jeroen: haha , cant wait to see the sculpt
MrSkullface: looking sweet!
spiderdude: i dont know what i like more, the fact that she has two pair of boobs or the entire macabre design. loving it!
Guedin: sexy looking girl wondering about the rest
Duncan: suweet, it reminds me of neox his chris sanders tribute
Scoobydoofus: you`re outputting some awesome sculpts laterly, keep it up!
Dvolution: nice variety of work
haiasi: DEM COLORZ
Poly-jon: clean sculpts, very solid work
Did a valuestudy tonight , seems to be going a bit easier these days but gotta start practicing some heads without ref too
Working on the second vechicle for my scene
Here is my WIP thread:http://www.polycount.com/forum/showthread.php?t=105138
Work in progress, but fuck knows whats with the jaw!
Check it out, and feel free to crit.
I've recently been doing a lot of trees and bushes. I think you need to add a lot more cards for the leaves. Right now it's way too easy to see the cards. Also, It would be good to make the texture card have a ton more open gaps in the alpha. You have it working well on the outer edges, but the center of the texture is completely solid. Which makes the shadows it casts too dense. Lastly, adding a few edges to bend the card will help a lot.
Does that make sense? if not I'll try and get an example for you .
Keep it up!
Here's my first-ever Polycount post.
It's a WIP of an environment I'm doing for school.
From what I can see the models and textures look nice -- but the lighting is awful. Fix that and it will look pretty dang neat.
That's very interesting, what would be great to see is how they do the water, maybe it's only 3D in DX11 but it's always perplexed me as to how it's done, the most amazing water I've ever seen.
This is looking very good I think your tree would benefit from changing its normals: Polycount wiki vertex normals
Roger that. I guess I had to do it just once. For the final shots I'll take time making it right. Its only about 60% so far.