Looks awesome mod! Nice amount of details and nice exaggeration with the proportions/style. Nice render and lighting as well.
I don't think the spike shaped bar ends go well with the rest of the bikes style. Where's the glass part of the front turn signals? It's almost as I get the feeling that these turn signals are oriented to flash backwards The seat seems way "rounded", could be a bit more flat perhaps? Are the passenger pegs needed? I don't see any passenger seat and it doesn't seem to be a removable cowl there either.
Keep going!
Thanks for the comments, yeah there are a lot of little pieces like little turn signal glass missing I'm gonna to them all then finishing up. The reason why I left the passenger supports and pegs is because this bike is gonna be a police bike and I was thinking of using the passenger supports as mounting points for a police drone what is going to be detachable from the back.
Xenia: I really like the design & feel on this guy. What it needs is a little more attention to organic form & harmony. The vertical plate on his front torso is counter-intuitive to anatomy. The arm works gr8 in that respect. Try exposing more areas to the 'inner cloth' material and breath some air in the design.
Fred: u may be having a hard time cuz u'r over-doing it. Ease up, leave some areas clearer a balance the heavy details
Its my first post on polycount,I am a bit scared because of the amount of awesomeness that this site is having,but hell, if I dont post,I will never learn ,thats if anybody is willing to give feedback.
A highpoly rendered in mental ray,I know anybody can do a render in max of highpolys,so,I am posting this,with huge humbleness ,until I learn to do some proper lowpolys.
looks like a good highpoly, quite naturalistic face and pose too.
Swizzle - the stylization and colors look yummy! I could imagine him to be a character for some humorous animation. Looks like he got a cellphone in his pocket?
Something quick and easy as part of the 200sx drift-slag environment im working on. I'm using a laptop while im away from home so I figured rather than stressing it out 24/7 with the 20million poly car, id make some assets for the environment.
Great work everyone and Swizzle I am loving that character
Ok after a mental week (this is the normal) I have built the under suit, made a rough head and finished the boots blocking out....just the glove blockout left and I will get my highpoly hands dirty!!
great job everyone! I´ve finally found some time to finish this old project on Bane that I started working on some time ago. Does anyone know what these artifact brown dots are? and how do I get rid of those? I got them while switching between low to high subdivision levels..
i think you should try to go to the Color menu and pressing "FillObject" with a white color, if that doesn't get rid of those than maybe exporting your model and reimport it, then reconstructing subdivision if nothing else works.
i think you should try to go to the Color menu and pressing "FillObject" with a white color, if that doesn't get rid of those than maybe exporting your model and reimport it, then reconstructing subdivision if nothing else works.
this looks like you have little polygons with a certain material applied - rather than filling a white color, try filling with the "Flat Color" material. This is the base material in Zbrush and will remove any material assignments to any polygons you may have accidentally added (usually this is caused by using something like the Move brush with 'M' mode checked on for me)
Its my first post on polycount,I am a bit scared because of the amount of awesomeness that this site is having,but hell, if I dont post,I will never learn ,thats if anybody is willing to give feedback.
A highpoly rendered in mental ray,I know anybody can do a render in max of highpolys,so,I am posting this,with huge humbleness ,until I learn to do some proper lowpolys.
This is actually really awesome, great form, tight details, and wonderful variation of detail vs smooth surfaces for the eyes to rest. I'd love to see some more shots, closeups, even some wireframes to see how he's put together. Really, this is a great character model, and I'd love to see more of him!
I'm working on a new character the sculpt is for 90% done I'm looking now for some hardcore feedback before I finish my character I hope you guy's can help me out.
Replies
More doodling.
Also, crosspost from WIP Thread: http://www.polycount.com/forum/showthread.php?p=1718247#post1718247
Heres a wip render of a bike project that i'm workin on
I made the concept in zbrush with dynamesh the rest is detailing in max.
I don't think the spike shaped bar ends go well with the rest of the bikes style. Where's the glass part of the front turn signals? It's almost as I get the feeling that these turn signals are oriented to flash backwards The seat seems way "rounded", could be a bit more flat perhaps? Are the passenger pegs needed? I don't see any passenger seat and it doesn't seem to be a removable cowl there either.
Keep going!
meganeko girl , practising some hand painted texturing
rendered in marmoset toolbag.
C&c are very welcome, I probably will attempt to make other kind of hair
rotation
Er, or, to avoid confusion, Christian Bale as Batman?
Fred: u may be having a hard time cuz u'r over-doing it. Ease up, leave some areas clearer a balance the heavy details
I finally opened Zbrush tonight after a long time away from it...
Very WIP
looks like a good highpoly, quite naturalistic face and pose too.
Some Z-Brush practice! Need a lot more though! Breakdowns here - http://danieldexter-taylor.weebly.com/desert-diorama.html
inside the ammo warehouse :
Almost done with this:
Something quick and easy as part of the 200sx drift-slag environment im working on. I'm using a laptop while im away from home so I figured rather than stressing it out 24/7 with the 20million poly car, id make some assets for the environment.
Ok after a mental week (this is the normal) I have built the under suit, made a rough head and finished the boots blocking out....just the glove blockout left and I will get my highpoly hands dirty!!
pls respond
Near-Future Guns Thread
Update on the scifi bus stop
crosspost
thread : http://www.polycount.com/forum/showthread.php?t=110535
Got the base of the texture down on this guy.
Some updates here and there. I'm really busy right now at work, so little time left for personal projects.
@MrNinjutsu - That kid looks great!
Started carrying on with an older project.
Good style. I like it
@Jon Mills
Looks realistic. Do you have plans to make the whole model?
Really nice work, Lroy! I love the emotion you got into the ol' dude, this is a big step man!
lovely work all around guys!
i think you should try to go to the Color menu and pressing "FillObject" with a white color, if that doesn't get rid of those than maybe exporting your model and reimport it, then reconstructing subdivision if nothing else works.
- Updates on the 200sx, still got some areas im not happy with.. working on the environment simultaneously just to keep things fresh
this looks like you have little polygons with a certain material applied - rather than filling a white color, try filling with the "Flat Color" material. This is the base material in Zbrush and will remove any material assignments to any polygons you may have accidentally added (usually this is caused by using something like the Move brush with 'M' mode checked on for me)
Took a break from the Dota2 contest tonight:)
2hr funs:)
your post: http://www.polycount.com/forum/showpost.php?p=1718221&postcount=13437
I'd suggest using an image hosting site and using the [img][/img] tags so you can get more attention. I think people just mistakenly skipped over this!
This is actually really awesome, great form, tight details, and wonderful variation of detail vs smooth surfaces for the eyes to rest. I'd love to see some more shots, closeups, even some wireframes to see how he's put together. Really, this is a great character model, and I'd love to see more of him!
Progress on the highpoly.
Almost done with this... Almost.
http://artofguti.blogspot.nl/