Thanks for the input Neox, updated the post above. Hopefully it's a bit better. Still going to try and improve the face I think, but I think I've been starring at the same thing for too long. Will get back to the high poly in the morning so I can spot more things to fix and improve with a pair of fresh eyes.
Here is my Showdown entry. I don't really have the time to get it finished before the deadline so I am going along at my own pace. He now has less ridiculous trousers lol
Textures made for the cancelled ArenaNet environment art test. Any comment and critics are welcome as I'll finish it for practise purpose. So the more I learn the more I can improve next thing I'll create.
walreu: Sorry for late reply, thanks and hello, fellow countryman!
hoenheim: I like the floor textures, they look very finished and I can imagine how it would feel like touching the surface.
Ironmonkey: That zombie is very spooky and it looks pretty realistic and stylized at the same time! I think the bullet holes(?) on the side of his head and neck are a nice touch.
Hi!
This is what I am trying to solve: My first Model for the UDK. Just for exercise purposes and I hope to learn a lot from you guys, so go and give me your critique!!
SOOOO much win on here everyone. :thumbup: :thumbup: :thumbup: Great work
cross post
I got sick of high poly for a while so I started the lowpoly. Then got swept up in an unwraps and test bakes a few days later and here we are. I am currently trying to get onto the hair before I go too far down the texturing path. I am trying to decide between sculpted hair or hair planes. I think I am leaning more towards hair planes but I am not 100% yet. Maybe a few base colours will help me make up my mind :poly142:
Those look really nice hoenheim, might I be able to see the specs?
Hey dude ! My stuff is pretty simple since I just show for the door and the floor a plane with a material composed of -Diffuse -Normal -Spec -Glow (all in 1024... some of the maps will be reduced to 512 but I've other priorities ^^ )
Below, you can see the 3 first maps I quoted. The gloss map isn't really interesting to show. Does it answer to your request ?
Managed to steal a couple of hours this afternoon to do some more work on the Car for a scene ive been working on (whenever I can!) Still fairly WIP, quite a long way to go.
Replies
Awesome man.
Some hand painted stuff... needs practice!
Concept by Nate Castronovo
Currently only diffuse, no spec and gloss yet.
(middle parts in black are untextured also)
the cargo bags and the lockers are both just boxes. Trying to see how far i can push fake-perspective in textures
Here is my Showdown entry. I don't really have the time to get it finished before the deadline so I am going along at my own pace. He now has less ridiculous trousers lol
Crosspost with my thread
Textures made for the cancelled ArenaNet environment art test. Any comment and critics are welcome as I'll finish it for practise purpose. So the more I learn the more I can improve next thing I'll create.
decimated versions right now kinda sloppily placed.
Final:
Breakdown:
http://www.gavimage.com/civilwar/GavinGoulden_CWBeefheart_Breakdown.jpg
got my hands on better colors later on, lets see if i can ge some photos at the party
and no thats not me ^^
looking pretty sweet!
JordanW: that is awesome, did you use world machine for the terrain?
Here's a Blastoise I modeled and textured for my zbrush class. Criticism is welcome!
Original concept: http://silver5.deviantart.com/art/Realistic-Blastoise-Sketches-216985300
wireframes?
http://www.polycount.com/forum/showthread.php?t=107838
Been working on this for a few months, this is the 60shitzillion version of the model. Sorry if the render isn't all that great.
I made some new textures for my victorian indoor.
A floor texture with both clean and dirt version.
hope i get some crits to improve it
And here's the link for more shots.
http://www.polycount.com/forum/showthread.php?p=1696908#post1696908
Thanks!
Still working on that girl. One day i'll finish it! Well... I hope so xD
hoenheim: I like the floor textures, they look very finished and I can imagine how it would feel like touching the surface.
Ironmonkey: That zombie is very spooky and it looks pretty realistic and stylized at the same time! I think the bullet holes(?) on the side of his head and neck are a nice touch.
This is what I am trying to solve: My first Model for the UDK. Just for exercise purposes and I hope to learn a lot from you guys, so go and give me your critique!!
Cheers!
P.S.: Original Post:
http://www.polycount.com/forum/showthread.php?p=1696983#post1696983
Those look really nice hoenheim, might I be able to see the specs?
cross post
I got sick of high poly for a while so I started the lowpoly. Then got swept up in an unwraps and test bakes a few days later and here we are. I am currently trying to get onto the hair before I go too far down the texturing path. I am trying to decide between sculpted hair or hair planes. I think I am leaning more towards hair planes but I am not 100% yet. Maybe a few base colours will help me make up my mind :poly142:
KEEP THE RADS COMING everyone.
Hey dude ! My stuff is pretty simple since I just show for the door and the floor a plane with a material composed of -Diffuse -Normal -Spec -Glow (all in 1024... some of the maps will be reduced to 512 but I've other priorities ^^ )
Below, you can see the 3 first maps I quoted. The gloss map isn't really interesting to show. Does it answer to your request ?
More work on my TORCHLIGHT II fan art. First texturing-attempt on my lowpoly ( 4700 tris ).
First the finished high poly...
Hope you like it!!
blastoise looking awesome
@darthbiomech what is that thing on the middle?
@ayoub44 cool bullpup, maybe it got some little normal issue on the back part of the gun.
@FabioPaiva , hot damn warrior
lively night at town/village I did recently .
I might make/proceed to the the high-res version of this. depending on mood ^^
Wow, that's freakin amazing! what engine is that, and how'd you go about making those mountains? World machine?
Sick sick sick! Love how these textures read, osk. Any chance you'd share a breakdown?
Managed to steal a couple of hours this afternoon to do some more work on the Car for a scene ive been working on (whenever I can!) Still fairly WIP, quite a long way to go.