Looking nice Zac! You should do a small scene doing that.
Just a few things I need to texture(trashcan and pipes under the floor) and ill be close to being done I think. Still just having trouble nailing down the lighting.
I think a few things here and there could be scaled and made more pointy (like his toes could be larger and the spikes on his right shoulder pad aren't rounded)
other than that; super sick...I haven't played any metroid game in several years; but I knew instantly it was a space pirate
My girlfriend made her first 3d box model just now.
I think that its a good asset, maybe remove some of the edge loops because its a little hi poly. Also texture it up with a 8x8 texture it should look great!
Hi polycount!!, i just finish my Space armor combat Libertaria-027 !!!!! The armor have 14972 tris and use 2048x2048 difusse, normal , spec and glow maps. The hammer have 586 and the base 451 tris , both use 1024x1024 difffuse, normal and spec maps. The final render its with Marmoset and the focus lights added with photoshop. Thanks for following !!! http://danielorive.blogspot.com/
So...much...greatness in this thread. Very humbling!
My contribution is a stylized beer barrel (my first hand painted prop!) The barrel alone is 236 tris, and the with the stand it comes to 420 tris. Texture is a 512x512 diffuse map.
Made a cross for a school assignment, for a game called GRIM FATE. Pretty fun. Not much to look at yet, though. But I do like how this came out, no matter how simple it may be.
Male counterpart to the female I posted back a little while ago...
I know I know! It's a dude...
Please don't be offended, because I mean this as a compliment. I always thought the male Kelari looked a lot like John Travolta. (I was able to make a pretty good Oprah out of a black dwarf too!)
I tried to read up to the thread so far, it's already too much ehehehe
I took a break to learn DRAWING! And my 3D is a bit better, maybe it's more due to my resolve having grown. Anyway,
so far more accomplished than most my stuff! Looking forward to rigging yay!
Just a quick one to test workflow `Max/Zbrush/Xnormal`.
2582 Tris and 1024 Normal, Diffuse and Spec.
I don´t know what to do with the rest of the texture space. The Model itself is mapped without distortions and equal space for every part. I fear I might get seams when I scale some parts. Either I try scaling, add some geometry/objects or... I just call it done.
Just a quick one to test workflow `Max/Zbrush/Xnormal`.
2582 Tris and 1024 Normal, Diffuse and Spec.
I don´t know what to do with the rest of the texture space. The Model itself is mapped without distortions and equal space for every part. I fear I might get seams when I scale some parts. Either I try scaling, add some geometry/objects or... I just call it done.
You could definitely add some clothes/armour/belts and whistles and use the extra UV space for that. It looks good though, you gonna pose it? I am curious to see how these legs will work out for you.
Yep, some chainy stuff maybe : )
It is just too sad to waste that space.
Wait, I will make some more screens showing the wireframe. I am not really into rigging/skinning and animation, though the edgeflow should be correct. Would be nice t get some feedback on it.
While I think something like the above would work better, I guess yours wouldn't have too many problems if you made sure to Turn the edges on the painted area, so that they form a loop around the leg.
/edit: That is to say, you could retopo the leg on the fly and make the UV's fit (not too much trouble anywaY) but for starters make sure the edges look the correct way.
I would suggest learning hot to rig and pose at least functionally, so that you can be testing your geometries. Have a look at Ben Mathis' rigging tutorial; it's a bit old, but I think it teaches you everything you may need to know.
Replies
Like Neox said he should really be a lot more emaciated looking.
Uploaded with ImageShack.us
a anatomy study that im working on right now
1- 256x256 texture, no alpha + a gradient map that could be shrunk and used else where.
and I stole the gradient from Ryan
Thanks for the 'fuck yeahs'
SO RAD! Are these just diffuse only?
Just a few things I need to texture(trashcan and pipes under the floor) and ill be close to being done I think. Still just having trouble nailing down the lighting.
I think a few things here and there could be scaled and made more pointy (like his toes could be larger and the spikes on his right shoulder pad aren't rounded)
other than that; super sick...I haven't played any metroid game in several years; but I knew instantly it was a space pirate
Single instance of the model :
and a vimeo of the process
[vv]35611907[/vv]
I think that its a good asset, maybe remove some of the edge loops because its a little hi poly. Also texture it up with a 8x8 texture it should look great!
The armor have 14972 tris and use 2048x2048 difusse, normal , spec and glow maps. The hammer have 586 and the base 451 tris , both use 1024x1024 difffuse, normal and spec maps.
The final render its with Marmoset and the focus lights added with photoshop.
Thanks for following !!!
http://danielorive.blogspot.com/
Anywho, me likey!
[vv]35605331[/vv]
Thank you! I think the problem is my monitor .... I will fix the texture
Great style! Great proportions from the shoulders down to the leg. The head might be a tad too small though. Keep it up!
My contribution is a stylized beer barrel (my first hand painted prop!) The barrel alone is 236 tris, and the with the stand it comes to 420 tris. Texture is a 512x512 diffuse map.
Her little pine-cone-pom shoes are adorable. Is she supposed to be an autumn version of Tinkerbell? Because that would be a cool idea.
Still trying to reduce the feel like this is somehow tiberium related. Need to kill off more of that green. Any suggestions?
Male counterpart to the female I posted back a little while ago...
I know I know! It's a dude...
FirstKeeper: Great work as per usual! Texture flats plez?
totally awesome Haz! madprops for those bakes turning out so nice on such a low poly head
ive been feeling really dumb for not doing much personal work lately so i feel obligated to post this pretty generic looking oldmanface!
Please don't be offended, because I mean this as a compliment. I always thought the male Kelari looked a lot like John Travolta. (I was able to make a pretty good Oprah out of a black dwarf too!)
For you car nuts, it's an Enkei RPF1 alloy with Yokohama AO48 tyre
Currently got simple diffuse and normal map plugged in.
I took a break to learn DRAWING! And my 3D is a bit better, maybe it's more due to my resolve having grown. Anyway,
so far more accomplished than most my stuff! Looking forward to rigging yay!
Also, it's always nice to see Hazardous characters!
I posted a bunch of sketches and design and such to my portfolio. The lot of them are here: http://worthdayley.com/10-general.html
Here's a preview
Stellar texture work Hazardous!
eazy - your retopo is super dense, but I love your creature and nice texture!
Dan! - you are a machine of awesomeness! lovely work
WIP, no fine details yet
2582 Tris and 1024 Normal, Diffuse and Spec.
I don´t know what to do with the rest of the texture space. The Model itself is mapped without distortions and equal space for every part. I fear I might get seams when I scale some parts. Either I try scaling, add some geometry/objects or... I just call it done.
You could definitely add some clothes/armour/belts and whistles and use the extra UV space for that. It looks good though, you gonna pose it? I am curious to see how these legs will work out for you.
It is just too sad to waste that space.
Wait, I will make some more screens showing the wireframe. I am not really into rigging/skinning and animation, though the edgeflow should be correct. Would be nice t get some feedback on it.
[sec, preparing screenshots]
edit:
Good chance that will work?
While I think something like the above would work better, I guess yours wouldn't have too many problems if you made sure to Turn the edges on the painted area, so that they form a loop around the leg.
/edit: That is to say, you could retopo the leg on the fly and make the UV's fit (not too much trouble anywaY) but for starters make sure the edges look the correct way.
I would suggest learning hot to rig and pose at least functionally, so that you can be testing your geometries. Have a look at Ben Mathis' rigging tutorial; it's a bit old, but I think it teaches you everything you may need to know.
http://vimeo.com/27211834