Well done everyone, some great work here. Well here is something I started last week and finished last night. I have made 4 LODS, 10,000 8,000 3,500 1,500tris. This is one part of a complete scene I am working on at the moment. There will be other characters, weapons, all the cool jazz. Have a good day everyone.
EDIT: there is no post process effects, no fancy shaders, and it was all handpainted.
Well done everyone, some great work here. Well here is something I started last week and finished last night. I have made 4 LODS, 10,000 8,000 3,500 1,500tris. This is one part of a complete scene I am working on at the moment. There will be other characters, weapons, all the cool jazz. Have a good day everyone.
EDIT: there is no post process effects, no fancy shaders, and it was all handpainted.
Wow that dino's awesome! Could you post the 1500 tri version?
Here's something I'm working on right now, clocks in at 499 Poly's and has a 512x512 diffuse & normal map.
ScoobyDoofus- hehe, awesome. liking the proportions and chunky boots.
wayniac- badass! but the texture looks a little noisy, and overall doesn't read great - I think it could use some large scale variety in value and more contrast around the head to create a focal point!
luke, nice sculpt man, solid looking forms. the structure of it looks kinda random though- depends what kind of geology is going on I guess!
Alkogolik - awesome! although, to me it seems like the point where the nose meets the glabella is quite low.
gilesruscoe- hehe, nice design.
Arthur Ramazanov- awesome stuff man
ScribbleHead- looking cool, could do with some further distinction between the different levels of foreground/background though.
Vysuki, you could try emphasising the facets and edges further, through highlight variation.
Donavonyoung - SERIOUSLY BADASS! so much character and expression in there
ablaine - love it!
MrHobo - looking great, but the pose seems a little rigid! ...it's something subtle!
Graze- can't believe that's hand painted man, awesome!
scope- nice little asset, but can't quite see how it's 500 polys - can you post wires? the texture's looking kinda blank but I'm sure you'll get onto that
Progress on the bug man, trying to get the folds acceptable, which I don’t think they are as of yet. Trial and error I guess. I’ll be making a staff for this guy too.
Put some time aside to start painting textures for this 3D model I have made (work in progress). Also in the process of concepting a small, oriental low poly environment to put her in later. :-)
Hi, guys, this is a model i'm working on for an animation project and i go paranoid over my topology. i'm following tutorials from Jonathan Williamson but the flow on the cheek on the model i've made is different. i'm wondering if it's actually wrong - any thoughts on the matter would be greatly appreciated
and the sample topology i was talking about from JW:
i always feel bad for just fanboying haha, but there's so much awesome work in here.
Romy, it's worth reiterating how totally badass that texture is
bitgem, love that arch man - would love to see more of how you approached it. I'm surprised you polypainted it in zbrush and what benefits you see to doing it that way
Mr Ninjutsu, Bugman is turning out great. I'm not sure how I feel about his scrawny norml-length legs compared to his normal beefy arms, are you gonna add 2 extra legs somewhere?
Fightpunch, you've been blasting out those awesome mechs! really cool
That's pretty damned good for non-architectural SketchUp! I'd kill (or perhaps maybe just maim horribly) to see a video of you putting together one of these mechs
Tried out a new technique in zBrush where I emulate real clay sculpting by building a skinny zSphere armature that I then add InsertSpheres on as if they are lumps of clay which i deform and sculpt on. I then dynamesh it and sculpt on it. Didn't really take it that far so parts of it (especially the arms) look really goofy, but I like how well defined the major forms turned out.
Got the idea from this video by the lovely and hunky R Kingslien:
I'm working on a hand-painted level in UDK and working on a river using flow maps. I've been doing some research and am trying to style it like LoZ Windwaker water.
Worked on that rock texture in a hangout last night as well! Considering making a WIP Polycount thread on this project.
A lot of expiring stuff guys! As for me I'm working on another soviet truck for the small project Spin Tires - Maz-535. Low and High poly are done only baking and textures left.
Great Stuff guys!
Arenanet Art test wipping through.
sculpt far from finished though...
i should finish the high poly sculpt and low poly mesh by tomorow... i hope xD
@oskar: both have the same concept but both with a different take on it
great stuff so far my friend, keep that sculpt machine working! :thumbup:
Put some time aside to start painting textures for this 3D model I have made (work in progress). Also in the process of concepting a small, oriental low poly environment to put her in later. :-)
Sweeeeeety (^_^). Nice body proportions, and legs curves. Watching )
something like this. It depends on what you're aiming for as a style, ultra realistic or semi toon. Either way, more transluency to the ice and snow needs to be a little whiter
A lot of expiring stuff guys! As for me I'm working on another soviet truck for the small project Spin Tires - Maz-535. Low and High poly are done only baking and textures left.
shrew, oniram, arthur, vysuki, funky bunnies -> thanks guys !
Odium, gilesruscoe-> actually it is just 2 different textures. for the flooded one i used the inverted AO as a mask to add the water. Anyway it can perfectly be done through udk with a displacement map and a blending material, I am currently working on that
Hey guys I've been trying to finish my server room scene over the last week. I think I'm about ready to wrap this up and move onto my next project except for a few tweaks. If anyone has anything to add feel free to pop by my main thread
Replies
EDIT: there is no post process effects, no fancy shaders, and it was all handpainted.
Wow that dino's awesome! Could you post the 1500 tri version?
Here's something I'm working on right now, clocks in at 499 Poly's and has a 512x512 diffuse & normal map.
That's excellent. Looks like a creature that should be lurking in a cave
wayniac- badass! but the texture looks a little noisy, and overall doesn't read great - I think it could use some large scale variety in value and more contrast around the head to create a focal point!
luke, nice sculpt man, solid looking forms. the structure of it looks kinda random though- depends what kind of geology is going on I guess!
Alkogolik - awesome! although, to me it seems like the point where the nose meets the glabella is quite low.
gilesruscoe- hehe, nice design.
Arthur Ramazanov- awesome stuff man
ScribbleHead- looking cool, could do with some further distinction between the different levels of foreground/background though.
Vysuki, you could try emphasising the facets and edges further, through highlight variation.
Donavonyoung - SERIOUSLY BADASS! so much character and expression in there
ablaine - love it!
MrHobo - looking great, but the pose seems a little rigid! ...it's something subtle!
Graze- can't believe that's hand painted man, awesome!
scope- nice little asset, but can't quite see how it's 500 polys - can you post wires? the texture's looking kinda blank but I'm sure you'll get onto that
Just finished another piece of the dungeon asset set I am working on... a stone arch. C&C welcome!
Re-creating Lone Druid from Dota 2, Planning on giving him fur unlike his ingame counterpart.
I will hint recently killed on a major show.
Progress on the bug man, trying to get the folds acceptable, which I don’t think they are as of yet. Trial and error I guess. I’ll be making a staff for this guy too.
Some great work in the last few pages, as always!
http://www.indiedb.com/games/dungeon-escape
and the sample topology i was talking about from JW:
JordanW, that's looking ace. Curious to see more updates!
I've been working on this thing for ages. Think it's time to call it quits now.
[ame="http://www.youtube.com/watch?v=v1lsG0S4qAA"]Reformed Protestant Church Flythrough - YouTube[/ame]
Fightpunch, love those mechs!
gilesruscoe, you're improving fast
Started working on the Arenanet Arttest, a deadline makes sculpting so much more exciting
ps: I've created a thread, so any comments are welcome over here http://www.polycount.com/forum/showthread.php?t=106251
Romy, it's worth reiterating how totally badass that texture is
bitgem, love that arch man - would love to see more of how you approached it. I'm surprised you polypainted it in zbrush and what benefits you see to doing it that way
Mr Ninjutsu, Bugman is turning out great. I'm not sure how I feel about his scrawny norml-length legs compared to his normal beefy arms, are you gonna add 2 extra legs somewhere?
Fightpunch, you've been blasting out those awesome mechs! really cool
Nina that's awesome!
perna, +1. Also, nice stuff!
JordanW that is so awesome.
CodeFather also very stunning. Did you pose that in ZB?
Fight Punch - epic mechs dude. Real sweet.
CodeFather- that fem is great!
so many hair cards...
http://www.polycount.com/forum/showthread.php?p=1679967#post1679967
http://www.mileswadsworthart.com
That's pretty damned good for non-architectural SketchUp! I'd kill (or perhaps maybe just maim horribly) to see a video of you putting together one of these mechs
sorting is a bitch.
Tried out a new technique in zBrush where I emulate real clay sculpting by building a skinny zSphere armature that I then add InsertSpheres on as if they are lumps of clay which i deform and sculpt on. I then dynamesh it and sculpt on it. Didn't really take it that far so parts of it (especially the arms) look really goofy, but I like how well defined the major forms turned out.
Got the idea from this video by the lovely and hunky R Kingslien:
[ame="http://www.youtube.com/watch?v=PeGolX2_yIA&feature=g-all-u"]Creature Design & Sculpting With Jordu Schell & Ryan Kingslien Inside Look - YouTube[/ame]
Worked on that rock texture in a hangout last night as well! Considering making a WIP Polycount thread on this project.
Arenanet Art test wipping through.
sculpt far from finished though...
i should finish the high poly sculpt and low poly mesh by tomorow... i hope xD
@oskar: both have the same concept but both with a different take on it
great stuff so far my friend, keep that sculpt machine working! :thumbup:
Sweeeeeety (^_^). Nice body proportions, and legs curves. Watching )
I think here it looks to bland. what I like about ice is the color given by the light going through it. It give a more colorful feeling to it.
http://www.zbrushcentral.com/attachment.php?attachmentid=263123
something like this. It depends on what you're aiming for as a style, ultra realistic or semi toon. Either way, more transluency to the ice and snow needs to be a little whiter
this blue is one of the reason I love Ice
almighty_gir: The character's torso and arms look hot and lean! :thumbup:
Odium, gilesruscoe-> actually it is just 2 different textures. for the flooded one i used the inverted AO as a mask to add the water. Anyway it can perfectly be done through udk with a displacement map and a blending material, I am currently working on that