Crosspost from my WIP thread..went back and cleaned this up a little and applied some Ddo tricks on the edges and crevices. sorry for spamming this guy :poly136:
Some amazing stuff in the thread, inspirational all.
but Fozworth i just saw in your sig "Vegetation Artist at DICE" and totally thought it said "Vegetarian Artist at DICE". Just thought you should know haha
Haven't highpoly modeled in about 2 years I think, so the last couple of weeks I've been putzing away on this for a few minutes a night.
Besides the wheel and some bolts/rivets its all one continuous mesh.
My own feedback: I wanted to brush up on highpoly modeling and focused less on the weight of the object and how precise its form is to the reference so some of that suffers a bit. I just hadn't modeled in highpoly for a long time and simply wanted to flex my muscles.
I've also got some very tight edges that wouldn't come out very well in a normal map. But if I was doing this for a videogame I wouldn't do it as 1 continuous mesh (takes longer to model) so I'm not worried about it (it also affects how heavy this feels, which isn't as heavy as the reference feels).
Anyway, left to do is finish the wiring. Do a quick surface texture pass, and render it and move on.
Finally found some time to continue the work on this little guy. Messed up my wood texture, got to remake it. Dirt/scratches/rust completely missing, also gloss map isn't created yet.
Cubemap is controlled by spec map only...got to fix that.
roosterMAP awesome work, where did your get your reference from? I can see some Matrix ships influence in there? Swear to god, this thread is really kicking ass- I think I should change my browser homepage ;]
Everything here is hand drawn first on paper and then brought in for render in PS. I've been doing this a lot the last month or so. Good work flow. Maybe this weekend I'll post some pen sketches. I do everything is pen or brush to force myself to try and make fewer mistakes. If I flub up I can always correct it later, but it's a good mentality to think the screw ups are the end of the world sometimes.
Made me a truck for a story I'm working on. Cannibals ride around in it hunting kids and stuff. Rawr!
And some modular prop/set dressing stuffs for the same story.
@Elijah - Awesome stuff man, I really dig the style. @LOad - The fact I live in London and seeing police officer in zombified state makes it even more scary.
What the hell man this stuff is crazy. gmax's zombie is awesome....I love the glass shards stuck in the face haha that right there is brutal xD. Why are so many posts on this thread always so good O.o
Unity camera and lighting test (realtime ~3ms/frame), trying for a surreal, somewhat painterly effect for the central hub. I figure it should be a bit unsettling and just a little bit 'wrong'.
Player shown to scale, figured out how to do the 'infinite hallway' thing with a cubemap, fog and DoF.
so watched fight club again and felt like I have to do this speed sculpt 3 hours + painting lighting and crap wasn't spot on with likeness but was more for my spirit and style then precision.
Replies
I just textured my Old Crane here is the THREAD
^^^ dDo 100%
haha just kidding just kidding!
it looks great! very bioshock looking to me for some reason.
http://www.polycount.com/forum/showthread.php?t=106097
Also finished up my latest music track. Enjoy!
[ame="http://www.youtube.com/watch?v=LDC4HGYE8WE"]Electronic - Glowing Shots - YouTube[/ame]
tnx man
playing with lighting and stuff, building some new areas : ) Still working on large stuff most of the time, hoping to jump to the smaller props soon.
[ame="http://www.youtube.com/watch?v=-iqG3ziduWw"]Geth Bust Turntable - YouTube[/ame]
plain sculpt
Continuing my sculpt/zbrush learning. Also a quick bit of sketchup.
Working on my hulk.
Thanks to steffan (neox) for the critiquez
Working on a wasteland gangster! haha.
The last days i worked on this one:
please give me some crits and comments what I could improve or how you like it .. THX
Cxyda
but Fozworth i just saw in your sig "Vegetation Artist at DICE" and totally thought it said "Vegetarian Artist at DICE". Just thought you should know haha
Besides the wheel and some bolts/rivets its all one continuous mesh.
My own feedback: I wanted to brush up on highpoly modeling and focused less on the weight of the object and how precise its form is to the reference so some of that suffers a bit. I just hadn't modeled in highpoly for a long time and simply wanted to flex my muscles.
I've also got some very tight edges that wouldn't come out very well in a normal map. But if I was doing this for a videogame I wouldn't do it as 1 continuous mesh (takes longer to model) so I'm not worried about it (it also affects how heavy this feels, which isn't as heavy as the reference feels).
Anyway, left to do is finish the wiring. Do a quick surface texture pass, and render it and move on.
Ref - http://i.imgur.com/GUtk6.jpg
Cubemap is controlled by spec map only...got to fix that.
Feel free to crit the shit out of me
Wheeeeeeeeeeeeeee!!! ^^
roosterMAP awesome work, where did your get your reference from? I can see some Matrix ships influence in there? Swear to god, this thread is really kicking ass- I think I should change my browser homepage ;]
Almost finished with my UDK Environment:
http://www.polycount.com/forum/showthread.php?t=105103
here's my poop i fixed up
http://www.polycount.com/forum/showthread.php?t=110266
Cross-posting from my sketch-book: http://www.polycount.com/forum/showthread.php?t=105544&page=2
Everything here is hand drawn first on paper and then brought in for render in PS. I've been doing this a lot the last month or so. Good work flow. Maybe this weekend I'll post some pen sketches. I do everything is pen or brush to force myself to try and make fewer mistakes. If I flub up I can always correct it later, but it's a good mentality to think the screw ups are the end of the world sometimes.
Made me a truck for a story I'm working on. Cannibals ride around in it hunting kids and stuff. Rawr!
And some modular prop/set dressing stuffs for the same story.
@LOad - The fact I live in London and seeing police officer in zombified state makes it even more scary.
I got the chance to spruce up some old work with the Mike Nash fake it renderer.
http://mikeanashtuts.blogspot.com/p/fake-it-scene-pack.html
The Rot 2.0
Player shown to scale, figured out how to do the 'infinite hallway' thing with a cubemap, fog and DoF.
Wow dude, this is incredible. I'm big into post-rock/ambient stuff, so you've just made yourself a new fan. :thumbup:
Mrskullface - amazing stuff!! is that keyshot?
Load - blew my mind with the zombie
Awesome.
[ame="http://www.youtube.com/watch?v=hoS1MCF8AeI"]Beavis And Butthead - Boing! - YouTube[/ame]
sweet baron harkonnen