Whilst things are a little hectic at work ive put taken a short break from the Bioshock scene to do a little High Poly modelling practice to sharpen up some areas that I feel need improvement. Ive been wanting to make a car for some time and animate it in an environment so I figured id get to work making something at the same time.
note: I accidently posted this on the wrong thread, so here goes again
I've been lurking around on this thread for several days now and I'm amazed at the awesome stuff that's being made here . I decided to gather up my courage and start posting my own work in hope of getting some feedback and improving myself
This is the work in progress of a cartoon headbust I'm making; I wanted to try out the Zbrush retopology tool and the whole project kinda got out of hand. Long story short, I normal mapped and textured the thing and I'm now working on morphs so I can animate different expressions.
I'm very aware of the non baked part under his neck, I'm removing that later and adding a shirt. It's presented with xoliul shader with a standard light and I'm at 1800 tris. Any feedback, hints or tips would be greatly appreciated .
Brick texture I am working on for a Dishonored inspired environment. Might do a P&P thread, still in the air. A WIP. A ton of tiny things left to do. Disregard the sloped plane. already had it in the scene and then just applied the brick material to it.
murph: that is greatness man!!!!!! I love how the wow 'style' has evolved and been refined over the years, now theres so much range those values - so gorgeous man!!
MM: dude your stuff always blows me away... I love it!!
Murph : I hate you with Odin's might. That aside, this armor is absolutely blowing my mind. As said by Haz, you guys really worked up a weat on those armors, and the diffuse are mind-stunning.
I had a lot of people coming up with stuff like "old gen texture is dead hurp durp, everything with normal and shaders now derpherp" i'm happy you guys keep showing the diffse some fricken love ! KUDOS BRAH
Replies
Few hours here and there.
Today I decided to finish this up, it is something that I've working on the last three weeks
composition por esraulgalindo, en Flickr
Putting Hazardous matcaps to work
Sick waight man! Love it!
Working on my new portfolio layout, basic template by chris de joya! More content to go up soon
Working currently on remake of my old model. I stumble upon it and was horrified of how ugly it looked, even for my nearly-first attempt (in 2007).
Onward to my critter and then...Millenia from grandia 2
Don't have time for anything big right now...
Low
looks ace man!
omg tacit math, that so cool, love the clothe!!!
Nice one ReFriedN00dle, I like it!!!
Doing some more construction work on my castle/tower.
Tacit: Really awesome work!
Looking awesome man, love that knee guard.
working on this:
wip thread here
http://www.polycount.com/forum/showthread.php?t=107048
another awesome character design!
question, will you ever texture or finish on your concepts, ever ?
i hope you do...
This is the concept for our DOTA2 contest entry. Our WIP thread is lacking in feedback-love and so any critiques are welcome over here
Here's this guy finished up..
Just put the finishing touches on my Female Mage
http://www.polycount.com/forum/showthread.php?p=1687138#post1687138
Another likeness study. Guess the actor I suppose, even though this is off.
note: I accidently posted this on the wrong thread, so here goes again
I've been lurking around on this thread for several days now and I'm amazed at the awesome stuff that's being made here . I decided to gather up my courage and start posting my own work in hope of getting some feedback and improving myself
This is the work in progress of a cartoon headbust I'm making; I wanted to try out the Zbrush retopology tool and the whole project kinda got out of hand. Long story short, I normal mapped and textured the thing and I'm now working on morphs so I can animate different expressions.
I'm very aware of the non baked part under his neck, I'm removing that later and adding a shirt. It's presented with xoliul shader with a standard light and I'm at 1800 tris. Any feedback, hints or tips would be greatly appreciated .
cheers!
awesome work man- the ambient shading really brings it out - really liking the render as well
geez and there're so manny good work here in this thread- wish I can quote on all of them-
bathroom props for a scene
here is another little art dump from Trials DLC work:
i did 15 head gears for Origin of Pain DLC.
you can see them all here:
http://o-mm-o.cghub.com/images/
few of my favorites:
[ame="http://www.youtube.com/watch?v=MW8GPrFkTEo"]3dartvideogameartist3dart3darttutorialthankyou - YouTube[/ame]
Edit:
To contribute, here's a head i made last night.
Ysalex- Bill Murray? If so, then yeah, needs some work. Definitely getting there though. He has a lot of acne scarring.
Quick environment sketch for a game project.
Maya screen grab with just Diffuse.
In UDK:
95% finished. All that's left is adding moss and lichen to make it all cohesive, and then importing to my UDK scene!
MM: dude your stuff always blows me away... I love it!!
I had a lot of people coming up with stuff like "old gen texture is dead hurp durp, everything with normal and shaders now derpherp" i'm happy you guys keep showing the diffse some fricken love ! KUDOS BRAH
Here's what I'm working on
Colour scheme is shit right now, just learned about assigning materials to each subtool so did a quick test