Been working on my modelling/texturing skills for a game I've been working on. This is the result. Hand painted textures, crazybump normal/bump maps applied
Scythe and Donavonyoung, great chubby models! Looking forward to see yours textured Scythe. There are a lot of nice details for the eye to catch, such as the tentacle sticking out of the bag on Dona's character...
looking good donavonyoung, the basket on his back seems to have gotten a bit low rez?
Ive just started on this low poly building in udk, had it planned out in max for a while, its one 1024x1024 texture for everything except the pavement. Still needs some corner trims and I cant seem to get rid of the seams between the tiling wall geometry This is just diffuse at the moment.
The Shadow seams come from your Lightmap UVs. You have to make sure that your UVs are on the grid perfectly. If you are using maya you can click a UV point and move while holding "x", you will snap to the grid. Doing this step and making sure you give your UVs enough spacing apart will get rid of the shadow seams.
The Shadow seams come from your Lightmap UVs. You have to make sure that your UVs are on the grid perfectly. If you are using maya you can click a UV point and move while holding "x", you will snap to the grid. Doing this step and making sure you give your UVs enough spacing apart will get rid of the shadow seams.
I think its "S" or "ctrl+S" In max ,atleast in latest.
The Shadow seams come from your Lightmap UVs. You have to make sure that your UVs are on the grid perfectly. If you are using maya you can click a UV point and move while holding "x", you will snap to the grid. Doing this step and making sure you give your UVs enough spacing apart will get rid of the shadow seams.
Oh thanks, maybe thats what it is! I did give them a lot of padding but didnt stick to the grid, that makes doing the uvs an awkward task but shouldnt take too long I hope.
gave myself 16 hours over the weekend to make this. I wanted to damage stuff. I also figured out that I need a more organized workflow for this kind of stuff ;p
Dug up an old concept of mine which I'd wanted to take to 3d since I made it. Design needs some refinement though. Aiming for a tad more realism but still keeping the stylized flow of the forms, particularly the limbs.
gave myself 16 hours over the weekend to make this. I wanted to damage stuff. I also figured out that I need a more organized workflow for this kind of stuff ;p
Thought I would post a part of the work I've been doing. Trying my hands at some environment work. Probably going to start a thread because I know I'm going to suck at this.
Here are some of my assets so far, I'll finalize them once they are in udk.
ChristianB, you should work on bringing in more variation. Currently the wood is pretty flat. I think you should try shooting for a more blended, painterly. Currently it's like there's a bunch of differently colored shapes, rather than reading as a consistent wood texture.
More experimentation with hard surface modeling using Modo + Zbrush, it's a lot quicker than typical subD workflows...
Not sure if i'll turn this into something real.
I've been eyeing a creasing based subD workflow recently, especially with the new OpenSubdiv implementation in 601, and I'm assuming that's what you've done here. But how do you bring that into zBrush? Do you rely on the zBrush creasing or do you do something like subdivide it before you export and then rebuild subdivisions?
I've been eyeing a creasing based subD workflow recently, especially with the new OpenSubdiv implementation in 601, and I'm assuming that's what you've done here. But how do you bring that into zBrush? Do you rely on the zBrush creasing or do you do something like subdivide it before you export and then rebuild subdivisions?
I'm using the catmul-clark subDs yes, but the zbrush workflow is building a bunch of boolean objects in modo, addition and subtraction. Converting my mesh to dynamesh in Zbrush and start subtracting and adding pieces. It lets you add holes and cut shapes a lot easier than having to model it all as once piece.
The body looks pretty good, but the face is off. It seems to me that it's too small for the head, especially from the front; Eyes too close together, mouth too narrow, etc.
Replies
Been working on my modelling/texturing skills for a game I've been working on. This is the result. Hand painted textures, crazybump normal/bump maps applied
Cross posting my work on this guy. Just some regular dude.
OG Thread
The Shadow seams come from your Lightmap UVs. You have to make sure that your UVs are on the grid perfectly. If you are using maya you can click a UV point and move while holding "x", you will snap to the grid. Doing this step and making sure you give your UVs enough spacing apart will get rid of the shadow seams.
I am still working on it to make it somethgin amazing.
Not so much wip, as finished dynamesh doodle.
Almost done!
[ame="http://www.youtube.com/watch?v=YCoo1zWBYSk&feature=plcp"]http://www.youtube.com/watch?v=YCoo1zWBYSk&feature=plcp[/ame]
love it! i feel like it should be wearing a bib.
Used max viewport canvas to get rid of the seams, presented in max2012, xoliul 2.0.
Roughly 12 hours in Photoshop later.
Awesome work! love the colors and everything on it.
I quote the wrong post x| my bad.. anyway amazing job you made there.
Dug up an old concept of mine which I'd wanted to take to 3d since I made it. Design needs some refinement though. Aiming for a tad more realism but still keeping the stylized flow of the forms, particularly the limbs.
Victorious Janna:
Looks great Oskar & ENODMI .
wip
Daphz, I love these sorts of things you do. Fascinating, beautiful, and esoteric.
awesome
Thought I would post a part of the work I've been doing. Trying my hands at some environment work. Probably going to start a thread because I know I'm going to suck at this.
Here are some of my assets so far, I'll finalize them once they are in udk.
@Dat Janna ;;; Good work, sir !
something i'm working on for an indie team who asked for help! (paid)
Not sure if i'll turn this into something real.
this is simply and plainly AWESOOOOOME !! Thanks for sharing ^^
I'm abit ashamed now to show my hard work...
oh well...
I've been eyeing a creasing based subD workflow recently, especially with the new OpenSubdiv implementation in 601, and I'm assuming that's what you've done here. But how do you bring that into zBrush? Do you rely on the zBrush creasing or do you do something like subdivide it before you export and then rebuild subdivisions?
I'm using the catmul-clark subDs yes, but the zbrush workflow is building a bunch of boolean objects in modo, addition and subtraction. Converting my mesh to dynamesh in Zbrush and start subtracting and adding pieces. It lets you add holes and cut shapes a lot easier than having to model it all as once piece.
Turntable: http://www.tunnel-vision.net/Personal/storage/turntable.mp4
Crosspostin like a biiiig whore
http://www.polycount.com/forum/showthread.php?t=107485
Ive never done chibi style stuff- so I threw something together- it's a Joe Everyman jrpg starter character!
The body looks pretty good, but the face is off. It seems to me that it's too small for the head, especially from the front; Eyes too close together, mouth too narrow, etc.
WIP Remington 870 Tactical
Model done in Softimage XSI, the smoothing and render in Mudbox