@Johnnyraptor, are those actually the prints? They look great. Nice smooth texture but with all the details, they look like they're sculpted in sculpy.
Crosspost to my anatomy thread. I think I'm closing in on this guy. I had a hard time with the black skin for some reason, I couldn't get the shades reasonable.
@Terrabite: nice work dude, bought her today! eventhough i dont have the time to play anymore xD
@almighty_gir: daaang that sephiroth looks saaaweeeeet dude
watch out with the pose though, his upper body is posed great
but i feel like he is losing balance when i look at the lower body
especialy his feet feel wonky
and aaah ffs arenanet deadline delay!
now that i sacrificed an entire week of school to get it done :poly122:
sh*t happens i guesse
enough bs, time to get serious!
from 10 000 000 tris to 7294 god bless normal maps! xD
here's texture wip, far from acceptable but it gives something to build(paint) on.
Working on this for a uni project. Its the apartment block from the film "Batteries Not Included". Lots of retopologising/unwrapping/texturing ahead. Only 3 weeks til deadline... zoiks
fightpunch: are you using the full version of Sketch Up? When I used it, I wasn't able to pull off complex shapes like you are. I want to!
TheDarkKnight: That loos so radical! Maybe to give the arms a cohesive look to the body, perhaps do something more streamlined with the shoulder pads. You have a sort of Noble Knight in Armor look going, perhaps something more pauldron-like.
All of these are great, thanks for sharing guys, impressive inspiring and motivating! you all rock \m/.
So here is what I have been working on for the past two weeks: some kind of top down tower defense kinda game!
lots of changes, as you can see from the last images, the first ones are a little portion of the whole location.
It's gonna bee a drug coffee shop which serves different types of alien brains to eat and have psychedelic experience, oh and if you want to know it has a multigalaxy delivery service, you can see the hunters garage outside but there is no vehicle yet.
My method was to paint textures from scrack or on a real teaxture base, then make their Normal from painted custom height map with nDo2.
I am planing to add some broken ground and have a blending shader inside unity for adding rust, dirt, rumble and ... in unity. also there will be lots of pipes and broken of them.
I would be very pleased if you guys help me out for coming to a better end for this scene, thanks for watching (and reading ).
PS: is this a good place for this post or i should have made a new thread? pleas guide.
@Rayph : Sweet momma of mammaries, I'd love to 3D that rawr-gal ! (but i'm doing way too many girls these days)
@ Lex : Thanks bra. really solid work you've got there. I think it deserves a little more color and saturation on the head, to capture the sight of the reader. Otherwise, not much to add ! Good luck
Maybe some larger images Evil Raz? From what I can see the upper torso/arm system is your strongest as far as accuracy - lower torso is the least accurate in regards to muscle placement and flow.
Larger size
I tried to do double the size of this post one but it for some reason in imageshack the picture turned very blurry like it is a small size image when I clicked the do not resize checkbox.
This is a down-rez of an original handgun design I did in Max and Zbrush a couple of years ago. I used Topogun and Max to retopo and bake. 1802 Triangles.
My 1st shot is a little glamour-shot'esque with the bokeh and the chromatic aberration so I included a straight shot as well. I'm still working on what the best presentation for my portfolio will be.
Thanks for looking. It's humbling to post among so many talented artists!
I'm currently working on creating the low poly of a jukebox I've been working on.
Please leave feedback and comments on my thread, I also have a wip of the low poly!
Thank you for looking! And thanks to raul for the help on baking my low poly!
I like the flatspec when I'm painting, and add the spec on at the end. In Hazardous_Skin I've tweaked the spec to pop harder on lighter values in your polypaint, so any areas that are dark will be much less specular than the lighter.
I've been modelling Mjolnir (Thor's Hammer) and Loki's Sceptre from the Avengers movie as part of a university project. This is my first time modelling in Maya.
Amazing work as always here, OtrickP loving it, Anyways this is pretty much my first attempt at a major high poly piece, Still lots to do but pretty pleased with progress, Concept courtesy of Blaisoid.....
Replies
@Johnnyraptor, are those actually the prints? They look great. Nice smooth texture but with all the details, they look like they're sculpted in sculpy.
@Stalis, I love the style and texture, awesome.
Crosspost to my anatomy thread. I think I'm closing in on this guy. I had a hard time with the black skin for some reason, I couldn't get the shades reasonable.
Realtime, Marmoset, 2.5K Tri's, 1024 Normal, Spec, Diffuse.
@scyth: awesome man, i love the lower body pose of 1 and i love the upper body of 2 xD
@Hazardous: i'm jealous
@Guedin: AGAIN, i'm jealous
@Intervain: love it
@MM: superb work dude
@Terrabite: nice work dude, bought her today! eventhough i dont have the time to play anymore xD
@almighty_gir: daaang that sephiroth looks saaaweeeeet dude
watch out with the pose though, his upper body is posed great
but i feel like he is losing balance when i look at the lower body
especialy his feet feel wonky
and aaah ffs arenanet deadline delay!
now that i sacrificed an entire week of school to get it done :poly122:
sh*t happens i guesse
enough bs, time to get serious!
from 10 000 000 tris to 7294 god bless normal maps! xD
here's texture wip, far from acceptable but it gives something to build(paint) on.
There's a crappy gif showing my process in the polycount sketch thread if anybody is interested.
Taking the Josh Herman : Hardsurface character modelling course over at cgworkshops.com, really awesome, just started the 5th week.
Need to figure out how to make the arms look less like seperate pieces and get them to relate to eachother better. Any tips?
TheDarkKnight: That loos so radical! Maybe to give the arms a cohesive look to the body, perhaps do something more streamlined with the shoulder pads. You have a sort of Noble Knight in Armor look going, perhaps something more pauldron-like.
So here is what I have been working on for the past two weeks: some kind of top down tower defense kinda game!
lots of changes, as you can see from the last images, the first ones are a little portion of the whole location.
It's gonna bee a drug coffee shop which serves different types of alien brains to eat and have psychedelic experience, oh and if you want to know it has a multigalaxy delivery service, you can see the hunters garage outside but there is no vehicle yet.
My method was to paint textures from scrack or on a real teaxture base, then make their Normal from painted custom height map with nDo2.
I am planing to add some broken ground and have a blending shader inside unity for adding rust, dirt, rumble and ... in unity. also there will be lots of pipes and broken of them.
I would be very pleased if you guys help me out for coming to a better end for this scene, thanks for watching (and reading ).
PS: is this a good place for this post or i should have made a new thread? pleas guide.
Some of my recent work that I did while on a 6 week placement.
Here is a sample of what I did:
Calling it the I-Float
@ Lex : Thanks bra. really solid work you've got there. I think it deserves a little more color and saturation on the head, to capture the sight of the reader. Otherwise, not much to add ! Good luck
Larger size
I tried to do double the size of this post one but it for some reason in imageshack the picture turned very blurry like it is a small size image when I clicked the do not resize checkbox.
thumbnail exercise:
playing with shapes:
My 1st shot is a little glamour-shot'esque with the bokeh and the chromatic aberration so I included a straight shot as well. I'm still working on what the best presentation for my portfolio will be.
Thanks for looking. It's humbling to post among so many talented artists!
http://www.polycount.com/forum/showthread.php?t=92993
Done with this:
Please leave feedback and comments on my thread, I also have a wip of the low poly!
Thank you for looking! And thanks to raul for the help on baking my low poly!
The matcaps are for Zbrush 4r4.
Hazardous_Skin
Hazardous_Skin_flatspec
I like the flatspec when I'm painting, and add the spec on at the end. In Hazardous_Skin I've tweaked the spec to pop harder on lighter values in your polypaint, so any areas that are dark will be much less specular than the lighter.
Xposting: here's a little update on the diffuse-
diffuse + normals:
http://www.polycount.com/forum/showthread.php?t=105962
AreanaNet character that I should've finished by now.
Procrastination !
C&C welcome
Lmfao, polypanties
Just a quick update
Still no Spec/Gloss fancy pants maps, really trying to hammer out a solid base.
Hell yeah, I love it.
Also I'm planning to get in that style too with this: