I made a very small environment for my lanterns. I wanted to have something presentable for eurogamer, but there's still quite alot to do before it's a polished piece.
This scene was inspired by Tangled and I've used JordanW's Bathhouse water shader, without permission.
Been doing this for a while, I am not that great at doing textures but I prefer doing the modeling side.
There are a few thing missing from the car, such as the vital steering wheel and the diffuser/ exhaust, I missed these out due to being a bit too complex for me to do at the time. I wanted to mostly focus on the car itself than any of the smaller pieces.
First Image: Mostly showing off the car itself, there are a few areas which need improving (just above the side pod). I haven't created the back of the car due to being out of sight.
Second Image: I wanted to do something with the car, so I created a pit garage.
Third Image: Here I extended the pit garage upwards slightly and created a basic back room (engineers office). The lighting isn't the greatest but It was just a mere test to see what the whole scene looked like.
I have imported the scene (from the third image) into Unity 3D and made it so you have walk around the scene. If you want to check it out, click on signature link and the big image, at the bottom you should see "Pit Garage (v 0.1)". Just be aware when you are near or facing the cars the frame rate may drop, also there are no textures.
First white, then Ink Shade, then Ink Shade + Saturated Contrast Color and finally the normal! The transitions are also with splats.
Its far from perfect, outline is only made with fresnel and the saturated color would be better as separated colors somehow but I have no idea how to achieve that with the shader.
Procrastinated as always and didn't have time to do all the things I wanted with this guy, but got it done in time at least. Maybe I'll revisit him later.
@luke: dat wire! - really cool Your setup looks very clean! Good stuff.
i think you could help the presentation by placing a few decals and props around to have something in the background blur. I also posted the same advice in this thread: Using lower Field of Views on the Camera can help in presenting long objects.
So this is an update on an environment I started a long time ago. It's based off of some concept art from warhammer online. I decided to completely restart the environment with modularity and the grid in mind, and it worked out way better than the previous one, although I still need to learn some more about cryengine. This is just a crappy screenie of a base facade I made using my modular pieces. Still need to add some normal details using nDo and then I'm into texturing.
Here's a work in progress of Leonardo. The texture are just base colors and I'm still learning how to render in Zbrush. In the meantime..i'm going to start to retopo this guy and work on his sword.
Finished making this tutorial series for people to learn from, I try to stick to non addon stuff like uv tools ect in it, there is most likely things I've done wrong but if anyone want to check it out and give me feedback and what I can improve on next time feel free
I love this Mashru - really nice work! That high-poly looks like a ZBrush screengrab? If so, what percentage is traditionally sub-d modelled and what is sculpted?
@ Sam, i would say around 95% if not more is poly modeled. only areas i sculpted(in mudbox) were the connecting ducts and few rivets. i just like zbrush render, but nothing was done in zbrush.
This is a great thread, love the variety of work posted. Here is an alien bust I did recently, decimated in ZBrush then rendered in 3ds Max with Mental Ray.
Replies
This scene was inspired by Tangled and I've used JordanW's Bathhouse water shader, without permission.
There are a few thing missing from the car, such as the vital steering wheel and the diffuser/ exhaust, I missed these out due to being a bit too complex for me to do at the time. I wanted to mostly focus on the car itself than any of the smaller pieces.
First Image: Mostly showing off the car itself, there are a few areas which need improving (just above the side pod). I haven't created the back of the car due to being out of sight.
Second Image: I wanted to do something with the car, so I created a pit garage.
Third Image: Here I extended the pit garage upwards slightly and created a basic back room (engineers office). The lighting isn't the greatest but It was just a mere test to see what the whole scene looked like.
I have imported the scene (from the third image) into Unity 3D and made it so you have walk around the scene. If you want to check it out, click on signature link and the big image, at the bottom you should see "Pit Garage (v 0.1)". Just be aware when you are near or facing the cars the frame rate may drop, also there are no textures.
Love him! Playing with him at the moment!
wow awesome. so simple yet so effective
First white, then Ink Shade, then Ink Shade + Saturated Contrast Color and finally the normal! The transitions are also with splats.
Its far from perfect, outline is only made with fresnel and the saturated color would be better as separated colors somehow but I have no idea how to achieve that with the shader.
Another simple prop for leveling (up) texturing skillz:
me on the other hand, im pretending im a character artist -_- ... weekend project. (missing a lot, still like the rest of the teeth for starter).
WIP - A Beast sort of thing.
Better than cars in GT5 and Forza 4
I'm working on small but serious game project and this is part of the city enviroment.
This bigger was first, few clicks and I have new building .
Super quick X post: Thought I would give re topo in Z-Brush a go..... I like it. Think I found a new workflow.
Will be working on this more this week.
Is it Chris Rock?
Made my effing night.
Glass shader and flame will be done in udk in the following weeks.
So this is an update on an environment I started a long time ago. It's based off of some concept art from warhammer online. I decided to completely restart the environment with modularity and the grid in mind, and it worked out way better than the previous one, although I still need to learn some more about cryengine. This is just a crappy screenie of a base facade I made using my modular pieces. Still need to add some normal details using nDo and then I'm into texturing.
http://ageofreckoning.warhammeronline.com/sites/war/files/images/styles/gallery_image/public/WAR_concept_mar09-02.jpg theres the link to the original concept art
http://www.flickr.com/photos/87891612@N06/8042490299/in/photostream
WIP for Areananet Art Test. I still need to finish blocking out and fix proportions. Crits welcomed!
My links keep being broken when trying to link the image
Tis a HighPoly Rock and not a Moose.
http://www.polycount.com/forum/showthread.php?t=98988
I tried following Choco's Tutorial to the T.
I'm going to add some cracks tomorrow but for the most part I'm Happy
C&C Welcome
looking really really great so far, i did something very similar recently same engine/car too
http://www.polycount.com/forum/showthread.php?t=91974&page=3
Another update to my Sci-Fi Server Room environment
Heres some of the things I've added or changed:
- Added color grading
- Added a few key lights
- Textured a couple more props
- Add the smoke / fog particle
[ame="http://www.youtube.com/watch?v=fwVG5sGBTR4&feature=relmfu"]http://www.youtube.com/watch?v=fwVG5sGBTR4&feature=relmfu[/ame]
[ame="http://www.youtube.com/watch?v=lmUUoxRFRJA"]http://www.youtube.com/watch?v=lmUUoxRFRJA[/ame]
thread: http://www.polycount.com/forum/showthread.php?t=105748
http://www.youtube.com/playlist?list=PL3rP67NUdEy1LfF9N8pJT0vc57pymzo01
@ Sam, i would say around 95% if not more is poly modeled. only areas i sculpted(in mudbox) were the connecting ducts and few rivets. i just like zbrush render, but nothing was done in zbrush.
here is a wire of the highpoly in maya.
also a wire of the lowpoly:
how many did u do?
which one is it? (in the game)
Really like that environment Chillydog12345 - good way to learn UDK is to jump right in