Thanks tincow, yeah I just kind of hodge-podged everything into the UV set, trying to not get too much wasted space. A lot of that black space thats left there is for non-yet-baked geo -- the shin guard, the hair, buttons and straps etc.
I'm never really sure how to organize my uvs. I try to group by material but I always end up with lots of little pieces filling the gaps to the large ones, so in the end I always settle for using as much uv space as possible. Any tips would be appreciated.
dinosaur-like bi-pedal grasshopper. as tall as two grown men. can be tamed to be ridden. lives in the desert. eats camels, horses and people. //
purpose of the exercise was to keep faithful to a real life grasshopper body structure. especially the hind legs and to not cheat by having a forward facing knee. hence why its knees are backwards. how does it exactly run? i dunno. prolly moves its legs like how a man walking backwards might move their legs. will have to model and animate to know for sure.
also. i suck at drawing environment. or colour scheme
ysalex when breaking UVs down for characters I think both mats and player visibility, for instance the head and upper body are the focus so give them the larger space. Boots for instance should get less as its just really somewhere the human eye is attracted to
man this thread gets more ridiculous every single day!
cool alienguy, giles!
moof! awesome mech-chicks, man!
rayph and fightpunch: you guys are killin it 2dstylez
ablaine, really nice result on your guildwars chick, dude
raven, you're a madman i love all of your disney sculpts!
Fred2303 i always really dug that piece! I'm glad you wrapped him all up!
Cool gnome, Dado!
I've been super busy... well busier than my usual lazyman workload anyway haha. But after a few sessions during breaks I finished another fanart of Midna from Zelda Twilight Princess. I wasn't really going for a super faithful representation of her original appearance if you're familiar with the game haha i guess its a bit more like cosplay than anything :poly122:, but hopefully most people won't mind my spin on her
any thoughts welcome
man this thread gets more ridiculous every single day!
cool alienguy, giles!
moof! awesome mech-chicks, man!
rayph and fightpunch: you guys are killin it 2dstylez
ablaine, really nice result on your guildwars chick, dude
raven, you're a madman i love all of your disney sculpts!
Fred2303 i always really dug that piece! I'm glad you wrapped him all up!
Cool gnome, Dado!
I've been super busy... well busier than my usual lazyman workload anyway haha. But after a few sessions during breaks I finished another fanart of Midna from Zelda Twilight Princess. I wasn't really going for a super faithful representation of her original appearance if you're familiar with the game haha i guess its a bit more like cosplay than anything :poly122:, but hopefully most people won't mind my spin on her
any thoughts welcome
didn't get too much done, since I've been busy with stupid paperwork and then Airbørn this week (no I am not showing anything for Airbørn today )...
...but pretty much done with the diffuse textures, just adding details here and there, and then doing a proper spec and possibly normal map.
Some might even remember it from a post eons ago, this is a complete rework of a prop I did for a game , which unfortunately never saw the light of day (shame on me).
Yet I still want to show it in my portfolio eventually, so I am redoing it a lot better (hopefully) than it used to be
So, I basically have no real idea how to pick poses for portfolio shots. Anyone have any common sense guidelines that may be helpful? Is it better to do t-poses, or super dynamic action poses, or relaxed subtle poses?
but I'm wondering if something more dynamic would be better, like this:
bit.ly/WfH9ME
I also wonder about props for the pose? Do I need to do them all to completion, or do people looking at my portfolio know that the character is the focus, and stand-in props are okay? Like the gun below, I just did an approximation.
Replies
Some recent composition shenanigans.
unwrapped, mostly baked and starting to put down color, then spec. I'm aware of the texture seam lines, they'll be fixed at the very end.
My spaceship looks like a duck, but I am totally okay with that!
Here's our pitch from some hours ago http://indiejam.dk/ragnarok-2015/ it's like an RTS but with absolutely useless units.
I'm never really sure how to organize my uvs. I try to group by material but I always end up with lots of little pieces filling the gaps to the large ones, so in the end I always settle for using as much uv space as possible. Any tips would be appreciated.
Quickie.
that came out really nice! gj man
still at it with dem disney doodles
[ame="http://www.youtube.com/watch?v=DxhDW6F0SfU"]Disney Alladin Tribute - YouTube[/ame]
Still plugging away. I'm pretty happy with what I've got going so far, but there's still a looooot of work to be done before it's finished.
Very nice, only thing bugging me is the symmetry on cheek... the little, scar? if one side of it was removed it would be great.
working on some designs, updating old ones
Kinda going for his Constantine look.
bump to new page for great justice
these are sick man! love both the designs
dinosaur-like bi-pedal grasshopper. as tall as two grown men. can be tamed to be ridden. lives in the desert. eats camels, horses and people. //
purpose of the exercise was to keep faithful to a real life grasshopper body structure. especially the hind legs and to not cheat by having a forward facing knee. hence why its knees are backwards. how does it exactly run? i dunno. prolly moves its legs like how a man walking backwards might move their legs. will have to model and animate to know for sure.
also. i suck at drawing environment. or colour scheme
that Jafar reminds me of the one on family guy for some reason good work
I finally finished my Ibuki fanart. Did a lot of tests with matcaps in zbrush
[ame="http://www.youtube.com/watch?v=yNaa7dKok6E"]UDK | EXIL - November 2012 update - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=Hu0PZPDMzxw"]UDK | EXIL - New Animations climbing - YouTube[/ame]
Awesome stuff, Hazardous! Are we going to be seeing more like her soon?
cool alienguy, giles!
moof! awesome mech-chicks, man!
rayph and fightpunch: you guys are killin it 2dstylez
ablaine, really nice result on your guildwars chick, dude
raven, you're a madman i love all of your disney sculpts!
Fred2303 i always really dug that piece! I'm glad you wrapped him all up!
Cool gnome, Dado!
I've been super busy... well busier than my usual lazyman workload anyway haha. But after a few sessions during breaks I finished another fanart of Midna from Zelda Twilight Princess. I wasn't really going for a super faithful representation of her original appearance if you're familiar with the game haha i guess its a bit more like cosplay than anything :poly122:, but hopefully most people won't mind my spin on her
any thoughts welcome
[ame="http://www.youtube.com/watch?v=DUBNCRytT_0"]Legend of Zelda - Twilight Princess Midna sculpt - YouTube[/ame]
Funky Bunnies - She's stunning! I love it. Nice work.
Loooove it. I love how you sculpt too. So much confidence.
http://projectaftermath.blogspot.com
working on ze modular textures
Here is another update after I reworked the concept a little for the legs, next the hand meshes...
Hell yeah bunny!
Mad skills, the video again shows how easy you put things inplace.. madness for sure.
Scythe
Ravenslayer
woogity
Funky Bunnies
Rens!
Thanks everyone
agreed that was bad ass. Makes me want to dig into zbrush more, get some of that sculpting confidence you got going there buns ;D
Hope you like it
Tadaa, hail the monorail!
didn't get too much done, since I've been busy with stupid paperwork and then Airbørn this week (no I am not showing anything for Airbørn today )...
...but pretty much done with the diffuse textures, just adding details here and there, and then doing a proper spec and possibly normal map.
Some might even remember it from a post eons ago, this is a complete rework of a prop I did for a game , which unfortunately never saw the light of day (shame on me).
Yet I still want to show it in my portfolio eventually, so I am redoing it a lot better (hopefully) than it used to be
Quick paint before bed... might revisit this.
Here is some character sculpting progress, slowly getting there
Alien Exterminators-
For a good price,they will rid ur homes of alien infestation,hopefully without destroying ur home.
http://www.polycount.com/forum/showthread.php?t=98003&page=4
and crossposting the question too:
So, I basically have no real idea how to pick poses for portfolio shots. Anyone have any common sense guidelines that may be helpful? Is it better to do t-poses, or super dynamic action poses, or relaxed subtle poses?
I tried to do an iconic kaneda pose, I chose this one:
http://animeonly.org/albums/2007_02_11/AnimeManga-Wallpapers/AnimeManga/Akira_-_Kaneda.jpg
but I'm wondering if something more dynamic would be better, like this:
bit.ly/WfH9ME
I also wonder about props for the pose? Do I need to do them all to completion, or do people looking at my portfolio know that the character is the focus, and stand-in props are okay? Like the gun below, I just did an approximation.
Anyways, any advice much appreciated.
based on art by Mr. Jack