I really appreciate the feedback I've received from the talented artists on this forum, I need all the help I can get when it comes to environments/lighting etc.
awww and I was so happy someone liked my little scene.. haha, thanks
FridockShir, if you were referring to my piece thanks :poly124:
alexk, I think your scene is coming along nicely. I think the ceiling paint looks good but needs a little change. all the pieces hanging are quite long. I think if most of them were shorter, and only a few were as long as you have now it would be much more believable. Keep it up :thumbup:
This one took way too long. I wish I could have done him justice
Keep making me feel bad polycount............. keep making me feel bad.
The biggest difference is the lighting on the hair. With some tweaks to that and the general warmth in the colours you could get really close to the concept...
duncan a little more contrast overall would help, esp in the face, check the concepts lips and hair compared to what you have now. the whole concept is almost a little blown out, so maybe play with your material or how you are lighting it yea.
Here's a giant truck. Some of you may remember a resource extraction vehicle I made about a month ago. This is a smaller vehicle, but still large in scope. This version saps resources out of shallow depth pools.
Might edit/re-post this late with turn-arounds...perhaps even a layered cutaway showing the vehicle's action below the surface.
Something I worked on for a really long time will be released soon! Made some rendering stuff:
Tutorial Cutscene Turnaround:
Also made a little different advent calendar. I almost stitched lots of renderings for it together then I remembered that there is the awesome tiledshot console command in the UDK!
For the animations of the skeletons and the poses you can see there I used Kinect MoCap. http://www.tocogames.com/ac
Just for the fun of it, a bucket thrown into the water:
murph - amazing stuff, skin tones turned out really well. El Scorcho - This is great! I really love that knee armor haha. Is this a realtime screengrab or rendered? [Sorry if this is a silly question]
Thanks all for the encouragement last time around!
Fieldscarecrow - Thanks! So have you mister! :P ScudzAlmighty - Thank you, I see what you mean and agree, I'll try and make it look more grounded/less cut and paste in the renders. I'm terrible at presentation.
Been trying to make hair this week, here's a flat diffuse screengrab. Making hair is really tough, decided to try only alphaing the tips so there's less sorting errors. Face has wrong texure on right now and please ignore the dodgy neck, that's gonna be hidden in the end haha.
Great to see it finished man! You know there's a glas shader in Toolbag right?
hey, if your talking about the complexrefraction shader, it didnt give the right effect for me. It kinda shifted everything behind it across a bit, instead of distorting it? Also I'm not sure if I could get the dirt to show up on it either? What I have done though, is like 3 layers of glass, one actualy has the complexrefraction on, but only slightly.
If your talking about something else though, then I do not know of it lol
future-fiction: that looks great! i disagree that the ear is misplaced, if anything any disagreement about placement could be from lack of neck mass going up behind it, but i prefer it this way
you have an interesting arm, a design of a truck cabin & grill, the stabilizers holding up the truck and you ruin the entire thing with that step ladder. the scale that step ladder presents compeltely conflicts the rest of the truck. either work with the rest of your truck details to make sure the scale of this vehicle is present, or remove it entirely.
and if its cool to be completely subjective, the front end of the truck and its wheel base is entirely uninspired.
i didnt look to see if its in the concept (and really that doesnt matter even if it is) but please address your "space panels". random paneling with angled edges and absolutely no sense of functionality.
at the space factory did someone print out that floor panel, cut it in that shape, and place it on the floor to line up with the other space panels? then the interior space decorator came by and made sure the color themes were complimentary? grey, yello, grey, yellow. but never yellow touching yellow. or grey touching grey. and dont even consider using other colors.
space panels are the epitome of lazy design.
i know you said you are following a concept but please consider how this area was actually built. while it is your job as an artist to create visually pleasing works of game art, its also your responsibility to keep the player immersed in that world. lazy space panels look ok, but they're just there, like abstract works of space art.
its happening in some places already in this piece but i beg of you to do this for the entire thing. push the concept. the concept is just ideas. its not a blueprint for you to follow to the T.
consider how they're placed.
how they're fastened.
why are they there?
"this is here because it looks cool." sure, maybe. whatever?
"you can really see how this place was put together and it looks fucking awesome. i can picture how a technician might come in to repair a conduit behind that wall to the right of the chamber." ok now we're talking.
you have an interesting start to what can really be a shining piece. but really, fuck space panels.
I got a little too giddy to make this thing look pretty before adding final details. thankfully I can add the small details on the top exposed panel by just adding the stuff over top of the blank area
also BANGARANG you are my favorite poster now, please continue to be awesome.
There. Finished the low poly versions of the crates. The long one is 510 tris, the small one is 108 tris.
Hmm. Cratepocalypse: The Cratening. The Dark Crate Rises. Clear And Present Crate. Lock Stock And Two Smoking Crates... Ok, I'll stop.
With rudimentary knowledge of dDo, I can say that, while it speeds up my workflow by a considerable amount, the results seem to give away the use of the tool. Use it enough and you start to recognize the patterns in other people's dDo-generated textures. I'm all for speeding up workflow and efficiency, but I think if I continue to use this tool after this, it will be for a base only (no fancy-ass details).
The advantages of having hand-painted texture knowledge are far too valuable to rely solely on this tool for production. Also, the Photoshop files sizes... HOLY SHIT.
Here's a few rocks for the ground that I'm making for my Indian woman. Also i forgot to mention that i have her full turnaround at my blog check it out yo.
Replies
Finished texturing my Lina. Lemmie know if I should do anything else to her before I rig her in the morning
You can follow along as I finish this scene here; http://www.polycount.com/forum/showthread.php?t=102188&highlight=wolf+king
I really appreciate the feedback I've received from the talented artists on this forum, I need all the help I can get when it comes to environments/lighting etc.
FridockShir, if you were referring to my piece thanks :poly124:
alexk, I think your scene is coming along nicely. I think the ceiling paint looks good but needs a little change. all the pieces hanging are quite long. I think if most of them were shorter, and only a few were as long as you have now it would be much more believable. Keep it up :thumbup:
trying out painting over a zbrush sketch... it's a fun technique. My take on G-man from Half Life.
Would quite like to model an alien egg or something and put that thick layer of fog over this.
The biggest difference is the lighting on the hair. With some tweaks to that and the general warmth in the colours you could get really close to the concept...
I'm currently following the anime Psycho-Pass and I love it so much that I did a Dominator gun asset:
heres the thread for a few more images: http://www.polycount.com/forum/showthread.php?t=93099
Japhir, that bear looks AWESOME
Here is the update directly from yesterday's live session ,
you still can watch it here : CGPT Team live session
We will do the retopology, and then we will live stream the poly-painting part .
Have nice day,
Cheers
CGPT Team
brwnbread, I do I do I do! Any chance of high res screens?
Great to see it finished man! You know there's a glas shader in Toolbag right?
Here's a giant truck. Some of you may remember a resource extraction vehicle I made about a month ago. This is a smaller vehicle, but still large in scope. This version saps resources out of shallow depth pools.
Might edit/re-post this late with turn-arounds...perhaps even a layered cutaway showing the vehicle's action below the surface.
zelly
ljabli
brwnbread
:thumbup:
and here is an other work we did yesterday as well
We hope you'll like it.
cheers,
CGPT Team
Tutorial Cutscene Turnaround:
Also made a little different advent calendar. I almost stitched lots of renderings for it together then I remembered that there is the awesome tiledshot console command in the UDK!
For the animations of the skeletons and the poses you can see there I used Kinect MoCap.
http://www.tocogames.com/ac
Just for the fun of it, a bucket thrown into the water:
And his gun..
Love that you have the color scheme designer grab in there. I have been doing that in my texture work for a while. :-D
Concept is awesome. Gonna be high poly? Low? would love to see this with some darksiders art treatment
Day 4
Trying to improve my rendering.
El Scorcho - This is great! I really love that knee armor haha. Is this a realtime screengrab or rendered? [Sorry if this is a silly question]
Thanks all for the encouragement last time around!
Fieldscarecrow - Thanks! So have you mister! :P
ScudzAlmighty - Thank you, I see what you mean and agree, I'll try and make it look more grounded/less cut and paste in the renders. I'm terrible at presentation.
Been trying to make hair this week, here's a flat diffuse screengrab. Making hair is really tough, decided to try only alphaing the tips so there's less sorting errors. Face has wrong texure on right now and please ignore the dodgy neck, that's gonna be hidden in the end haha.
hey, if your talking about the complexrefraction shader, it didnt give the right effect for me. It kinda shifted everything behind it across a bit, instead of distorting it? Also I'm not sure if I could get the dirt to show up on it either? What I have done though, is like 3 layers of glass, one actualy has the complexrefraction on, but only slightly.
If your talking about something else though, then I do not know of it lol
Tris: 1.378
More info: Cuanatun
(View in 3D)
Oktagon Games
Tris: 1.192.
More info: Cuanatun
(View in 3D)
Oktagon Games
We are live doing a Concept art by Anthony Jones in Zbrush , you can attend our live session for today here : CGPT Team Zbrush Live session
cheers,
CGPT Team
Textures 100% made with dDo.
Working on the SHIELD lab from avengers =]
here's a goblin from concept to mesh, wip.
http://www.youtube.com/watch?v=WYBqFyKKTVg
this
what is this?
you have an interesting arm, a design of a truck cabin & grill, the stabilizers holding up the truck and you ruin the entire thing with that step ladder. the scale that step ladder presents compeltely conflicts the rest of the truck. either work with the rest of your truck details to make sure the scale of this vehicle is present, or remove it entirely.
and if its cool to be completely subjective, the front end of the truck and its wheel base is entirely uninspired.
i didnt look to see if its in the concept (and really that doesnt matter even if it is) but please address your "space panels". random paneling with angled edges and absolutely no sense of functionality.
at the space factory did someone print out that floor panel, cut it in that shape, and place it on the floor to line up with the other space panels? then the interior space decorator came by and made sure the color themes were complimentary? grey, yello, grey, yellow. but never yellow touching yellow. or grey touching grey. and dont even consider using other colors.
space panels are the epitome of lazy design.
i know you said you are following a concept but please consider how this area was actually built. while it is your job as an artist to create visually pleasing works of game art, its also your responsibility to keep the player immersed in that world. lazy space panels look ok, but they're just there, like abstract works of space art.
its happening in some places already in this piece but i beg of you to do this for the entire thing. push the concept. the concept is just ideas. its not a blueprint for you to follow to the T.
consider how they're placed.
how they're fastened.
why are they there?
"this is here because it looks cool." sure, maybe. whatever?
"you can really see how this place was put together and it looks fucking awesome. i can picture how a technician might come in to repair a conduit behind that wall to the right of the chamber." ok now we're talking.
you have an interesting start to what can really be a shining piece. but really, fuck space panels.
I got a little too giddy to make this thing look pretty before adding final details. thankfully I can add the small details on the top exposed panel by just adding the stuff over top of the blank area
also BANGARANG you are my favorite poster now, please continue to be awesome.
Hmm. Cratepocalypse: The Cratening. The Dark Crate Rises. Clear And Present Crate. Lock Stock And Two Smoking Crates... Ok, I'll stop.
With rudimentary knowledge of dDo, I can say that, while it speeds up my workflow by a considerable amount, the results seem to give away the use of the tool. Use it enough and you start to recognize the patterns in other people's dDo-generated textures. I'm all for speeding up workflow and efficiency, but I think if I continue to use this tool after this, it will be for a base only (no fancy-ass details).
The advantages of having hand-painted texture knowledge are far too valuable to rely solely on this tool for production. Also, the Photoshop files sizes... HOLY SHIT.
The "jumping dragon" text is really difficult to read.
photo by photoport.