Not sure how it is in the real thing (I'm assuming pretty similar), but that surface texture (the ripply lines) read really noisily (in fact it kinda hurts my eyes trying to focus on those areas.
That's called zimmerit and it's intended to prevent explosives from being sticked on. But yeah it should definitely be toned down a bit to get rid of the noise and moir
I created all the buildings and foliage. I used udk castle assets to populate the place a bit because I ran out of time. The water shader is also udks Hope you enjoy.
OK did a quick texture mock up just photo sourcing random textures for the cloth at the moment but will do the real texture tomorrow any tips for clothing and/or skin textures?? O.o
everytime i come here i see realy awsome stuff i will get there someday ! btw today i did a rough tassellation test with a mid poly model 6k poly i hope you like it !
I posted this a while back, but im reposting with higher rez, and more finished textures. Hope yall enjoy! :)The fortune teller was created using modo, zbrush and photoshop. The textures were done purely in photoshop. Maps were rendered all in modo. And the low poly is showcased in UDK.
sltrOlsson -> yes, hindsight i realize shapes aren't really sharp, I will definitely sharp them for my next rock sculpt, thank you for pointing this out!
Neox-> yeah good tip, thanks !
reverendK, odium -> well, the sculpt was realized in a very classic way, i started to sculpt basic shapes at a low subdivision level. When i have the "dynamic" of the rock, i go further in the details by pushing the subdivision level. I mainly used trim dynamic, flatten, hpolish and clay tubes
So short of time, so many project, but finally my brother and I (Lando_Viggo) have been able to sit down, and start up a dream project of our, will be a environment UDK thing, but I will post that thread some other time, here's what I've been working on today, first prop, nothing out of the ordinary, but I hope you dig
(some "details" on this prop might give away what the whole scene will be about, free pizza to anyone who can nail it )
Hi, I have been working on and off for with this for quite a long time, but I spent the last few weeks finishing it off, and all that's left now is rigging/skinning and presentation
had fun with it, and actually pretty happy with it regardless of all the mistakes I can now see haha
Alkogolik -- wow, great anatomy and amazing with the hand work.
Brwnbread -- seems like you've been working on that forever. Nice to see it finished, turned out great. I like the muted color scheme and the... erm... loaded underwear.
Replies
cool posts guys. looking forward to seeing more.
Not sure how it is in the real thing (I'm assuming pretty similar), but that surface texture (the ripply lines) read really noisily (in fact it kinda hurts my eyes trying to focus on those areas.
Main thread is here http://www.polycount.com/forum/showthread.php?t=99342
Also thank you Dylan for mentioning keyshot, decided to try it out.
It's not very far away!
How did you approach the sculpt? Just forward sculpting each layer?
The shapes are a bit soft, they should be sharper to be more realistic
although i dont like your background.
It doesn't come across right.
Also, how does this guy eat xD
May i see the topology?
when you do it in zbrush, try using negative smoothing values in tool>deformation, thats mesh sharpen
[ame="http://http://www.youtube.com/watch?v=HdChLuIaLBc&feature=plcp&noredirect=1"]http://http://www.youtube.com/watch?v=HdChLuIaLBc&feature=plcp&noredirect=1[/ame]
working on this, based on a concept from daniel rizea going to create the entire scene.
unfortunately his website seems to be offline/infected, so i can't link to the original piece
Feedback appreciated
Comments and critique are welcome in the thread for him:
http://www.polycount.com/forum/showthread.php?t=107986
there are some topo shots the the wip thread here
altho its in the process of changing in response to C&C
thx
Very nice. Are you rendering with an AO pass?
Neox-> yeah good tip, thanks !
reverendK, odium -> well, the sculpt was realized in a very classic way, i started to sculpt basic shapes at a low subdivision level. When i have the "dynamic" of the rock, i go further in the details by pushing the subdivision level. I mainly used trim dynamic, flatten, hpolish and clay tubes
I've been working slowly on my first environment piece but it's been busting my brain. Took a night off to do a quick sculpt.
(some "details" on this prop might give away what the whole scene will be about, free pizza to anyone who can nail it )
Crits are welcome as always
Dude, you're really rockin' those textures, nice work man
Check it out and let me know what you think!
cross posting with my thread
had fun with it, and actually pretty happy with it regardless of all the mistakes I can now see haha
I enjoy a lot of stuff in this thread
Brwnbread -- seems like you've been working on that forever. Nice to see it finished, turned out great. I like the muted color scheme and the... erm... loaded underwear.
Not sure if I'll have time to play with this more...
Decided to spend some time on my Showdown entry because it's been almost a month since I touched it last.
lol bulge
Swizzle - THIS IS COOLLLL is that a phone or is he happy to see me?
http://www.thegameeffect.com/contentMedia/images/users/smappdi/massdriver-4-9-2012.jpg
Gonna finish it when I get school stuff done :whyme:
oldy from 2008 i think, never posted that
Nice Shoes! seriously though wicked nice sculpt
Ninja Turtles, excited for this