PaperTiger: I like your building! It may be simple as far as design is concerned but I find it enjoyable to look at. Breaking up the tiling could really push the asset further.
Trying to find a good way to show this geode roof that I did for RIFT. I ended up rendering it in Max for this shot but I'm still unsure of the look of it. I think fog could help sell the depth a bit better. Dammit why didn't I think of that 3 hours ago?
Wow! I am digging that Anuxinamoon, great job! Well guys here is a project that I am currently texturing, Its a caster gun from the anime Outlaw Star, and I am trying to texture it in a cartoony rachet and clank kinda of style=)
Hi guys, i am slowly progressing with my sceen, though i have many other things to do
Here is a small blockout for a Servo skull, highpoly and lowpoly can be expected next week.
Cheers guys I will probably make a thread for this project in a few days.
Yeah, the mortar is a separate subtool. Basically my workflow was as follows
1. Sculpt 3 bricks of different shapes and sizes
2. Bring them into Max, decimate and align along a square plane
3. Bring the plane and the bricks into Zbrush. Make the plane a seperate subtool, subdiv and sculpt using the Clay Buildup, Clay (with spray mode enabled) and Clay Tubes brushes.
4. Export the mortar plane, render out a displacement map, bring it into Photoshop and use Offset.
5. Bring the Offset displacement map into Zbrush and sculpt away the seams
6. Export the seamless plane, render out a displacement map, Offset
7. Bring the seamless displacement map into Max and use the displacement map to control the strength
8. Tweak the position and size of the bricks
9. Bake AO, normal, masks, cavity
10.???
11.Profit
I wish Zbrush had some better tools for sculpting tilling textures. If it did, steps 4-7 would have not be necessary.
Trying to find a good way to show this geode roof that I did for RIFT. I ended up rendering it in Max for this shot but I'm still unsure of the look of it. I think fog could help sell the depth a bit better. Dammit why didn't I think of that 3 hours ago?
oh duuuude you got everything right; that looks so awesome!
i think you're focusing too much on stills, though... even in Real Life geodes require movement to discern. if you're gonna add fog, do so sparingly!
by the way, have you seen naica? if people weren't included for scale, your only clues to the scale of the place would (probably) be in the fibers/blades/growth striations of the crystals themselves.
eh, whatever, looks totally fine to me! if you're trying to show this off as a portfolio piece, how about a slow turntable?
Cheers guys I will probably make a thread for this project in a few days.
Yeah, the mortar is a separate subtool. Basically my workflow was as follows
1. Sculpt 3 bricks of different shapes and sizes
2. Bring them into Max, decimate and align along a square plane
3. Bring the plane and the bricks into Zbrush. Make the plane a seperate subtool, subdiv and sculpt using the Clay Buildup, Clay (with spray mode enabled) and Clay Tubes brushes.
4. Export the mortar plane, render out a displacement map, bring it into Photoshop and use Offset.
5. Bring the Offset displacement map into Zbrush and sculpt away the seams
6. Export the seamless plane, render out a displacement map, Offset
7. Bring the seamless displacement map into Max and use the displacement map to control the strength
8. Tweak the position and size of the bricks
9. Bake AO, normal, masks, cavity
10.???
11.Profit
I wish Zbrush had some better tools for sculpting tilling textures. If it did, steps 4-7 would have not be necessary.
edit:
Bao92, DAAAMN
In explanation hell of a long process, in practice not so much, I also wish zbrush had better tools for sculpting tiling textures as you say.
Nearly done with this school assignment, can't customize it to much since it has to be based on a real wall that is located around town (savannah, GA). Wish I had chosen a more interesting wall now that this is complete.
edit: didn't like the previous renders I put up so I changed them
Got an update on this thing. Everything is flat color and no specular map.
Cross posted >.> My lowpoly thread...
Man everytime I see an update, it looks more and more badass !
Lovely pedestal, the skin texture is awesome, the metal/leather colorscheme is working really well !
There is one thing that looks off to me, if you don't mind me saying ...
I really dig the pose but The left arm posture I feel is the weakest part, maybe it would benefit to contrast it like the mockup below, what do you think ?
Nearly done with this school assignment, can't customize it to much since it has to be based on a real wall that is located around town (savannah, GA). Wish I had chosen a more interesting wall now that this is complete.
edit: didn't like the previous renders I put up so I changed them
I think it looks good but its something with it it feels noisey and to sharp in some way so its a bit unplesent to look at it.
There is one thing that looks off to me, if you don't mind me saying ...
I really dig the pose but The left arm posture I feel is the weakest part, maybe it would benefit to contrast it like the mockup below, what do you think ?
I gave it a try...
I think it is a lot easier to do in photoshop because you can do anything. I can't get it like yours because it actually breaks his wrist to get that silhouette. I tried to get it close but overall the pose feels forced and doesn't show his dagger too well.
I tried a second one but I am not a big fan of it either due to the foreshortening on his arm and overlap of the dagger and his arm.
Idk man I appreciate you taking the time though. If anything else we can take this over to my thread that way we are not cluttering the WAYWO thead.
was bored so I decided to give 3d coat a try, and I instantly fell in love with it.. I find it a lot more comfortable than Zbrush.. and the retopo tools are pure sex :thumbup:
Beach lady wip but there something terrible wrong with the portion on her can someone help me.
Her neck looks freakishly long, and the chin seems to be to far back or smth. Aside of thath the shoulders are too too narrow. The problem is, that her shoulders seem to be from a total different body style than her hips, belly, breasts and legs. The shoulders look like from an 1,60 100 pound asian teenager while her belly is from an mid twenty "sexbomb" not super slim type.
I'm not an anatomy god - but these were some quick observations hope you find this helpful
The face looks great though, and the hands may not need to be shrunk- I think I had to do that after I elongated them in photoshop I also pushed her hips out a bit with liquify
Replies
I would be lying if I said Mathorne wasn't a huge insipration to me. That man is a genius.
Kingdom Death: Architect wip.
Miniature sculpt for 37mm production.
Trying to find a good way to show this geode roof that I did for RIFT. I ended up rendering it in Max for this shot but I'm still unsure of the look of it. I think fog could help sell the depth a bit better. Dammit why didn't I think of that 3 hours ago?
Unfortunately not. Sorry!
Here is a small blockout for a Servo skull, highpoly and lowpoly can be expected next week.
Stuff I did for Crysis 2
For more visit my polycount thread!
here is the first sculpt of mine used mudbox and photoshop cs5
Cheers guys I will probably make a thread for this project in a few days.
Yeah, the mortar is a separate subtool. Basically my workflow was as follows
1. Sculpt 3 bricks of different shapes and sizes
2. Bring them into Max, decimate and align along a square plane
3. Bring the plane and the bricks into Zbrush. Make the plane a seperate subtool, subdiv and sculpt using the Clay Buildup, Clay (with spray mode enabled) and Clay Tubes brushes.
4. Export the mortar plane, render out a displacement map, bring it into Photoshop and use Offset.
5. Bring the Offset displacement map into Zbrush and sculpt away the seams
6. Export the seamless plane, render out a displacement map, Offset
7. Bring the seamless displacement map into Max and use the displacement map to control the strength
8. Tweak the position and size of the bricks
9. Bake AO, normal, masks, cavity
10.???
11.Profit
I wish Zbrush had some better tools for sculpting tilling textures. If it did, steps 4-7 would have not be necessary.
edit:
Bao92, DAAAMN
i think you're focusing too much on stills, though... even in Real Life geodes require movement to discern. if you're gonna add fog, do so sparingly!
by the way, have you seen naica? if people weren't included for scale, your only clues to the scale of the place would (probably) be in the fibers/blades/growth striations of the crystals themselves.
eh, whatever, looks totally fine to me! if you're trying to show this off as a portfolio piece, how about a slow turntable?
In explanation hell of a long process, in practice not so much, I also wish zbrush had better tools for sculpting tiling textures as you say.
http://www.youtube.com/watch?v=Yj5qVJ6YVTk
started working on a design for a wallpainting in my new apartment
That Gameplay seems too similar to shadow complex
[ame="http://www.youtube.com/watch?v=cLhf9BrcP3I"]http://www.youtube.com/watch?v=cLhf9BrcP3I[/ame]
just messing around.
Nosferatu Sabertooth?
best dam level in the game you might be pleased to here that your map is on the coop mod that was released as a demo :P
edit: didn't like the previous renders I put up so I changed them
need to bake this guy out asap
NWS http://img.photobucket.com/albums/v236/bonebrew22/ninaBluePaintingCOLLAPSE.jpg
fun
Got an update on this thing. Everything is flat color and no specular map.
Cross posted >.> My lowpoly thread...
awesome
Man everytime I see an update, it looks more and more badass !
Lovely pedestal, the skin texture is awesome, the metal/leather colorscheme is working really well !
There is one thing that looks off to me, if you don't mind me saying ...
I really dig the pose but The left arm posture I feel is the weakest part, maybe it would benefit to contrast it like the mockup below, what do you think ?
http://www.wanderlustgame.com/
I think it looks good but its something with it it feels noisey and to sharp in some way so its a bit unplesent to look at it.
I gave it a try...
I think it is a lot easier to do in photoshop because you can do anything. I can't get it like yours because it actually breaks his wrist to get that silhouette. I tried to get it close but overall the pose feels forced and doesn't show his dagger too well.
I tried a second one but I am not a big fan of it either due to the foreshortening on his arm and overlap of the dagger and his arm.
Idk man I appreciate you taking the time though. If anything else we can take this over to my thread that way we are not cluttering the WAYWO thead.
This will be one section to a league of legends model edit for Poppy
And here's a cropped area of the texture.
Orenji-kun's Original Concept can be found here
http://orenji-kun.deviantart.com/art/Poppy-263310770
Her neck looks freakishly long, and the chin seems to be to far back or smth. Aside of thath the shoulders are too too narrow. The problem is, that her shoulders seem to be from a total different body style than her hips, belly, breasts and legs. The shoulders look like from an 1,60 100 pound asian teenager while her belly is from an mid twenty "sexbomb" not super slim type.
weekly character in progress spam time
This week, a shoulder pad.....oooohh ahhhhh!!
thanks for looking
Shameless crosspost
The face looks great though, and the hands may not need to be shrunk- I think I had to do that after I elongated them in photoshop I also pushed her hips out a bit with liquify