my dad just died last tuesday
while he was struggling with the cancer in hospital i started working on a bust of him, but as there were more important things to do in the hospital, i worked mostly from memory at home, until i recieved a photo from my sister which helped me a lot to finish him.
Got this one printed at 15cm height, will recieve the print on saturday, will upload some photos then
This was the reason why i couldn't work on airborn anymore and why manuel had to take over the work on Pi
JR - no give up - just a version of her in toonshade look with "rei"ish colors :poly122: - i had different versions of her while testing the render and this version i liked the most ...
Just finished this weeks school assignment, kinda satisfied with the result concidering we only got one week and we are just 3 months into the education Its not my own concept so I dont take any credit for that
Gir gotta second praetus' comment, her eyes are really big and as a result of that too close together by a noticeable amount, the width between the eyes should be the same width of an eye.
@spatz - diggin those eva girls @almighty gir - her eyes are a bit too big and close together. Nice render! @fightpunch - that thing is sweet, needs to be in a game so I can shoot rockets at it!
Been trying to get my head around modelling and texturing my first gun.
Still got some bits on top to model and work needs doing on the textures, but it's beginning to look somewhat presentable.
@spatz - diggin those eva girls @almighty gir - her eyes are a bit too big and close together. Nice render! @fightpunch - that thing is sweet, needs to be in a game so I can shoot rockets at it!
I am new to polycount and learning zbrush and anatomy.
This is like my second or third model in zbrush (loving it till now,zbrush i mean), some feedback and tips would be great guys. Thanks!
Converting to a Noob [inspired] scene. Starting to add organic elements. Alien bug things. Slime, crap, webbings are planned. Learning zbrush and cryengine at the same time!
My first try on normal maps and specular maps, my 4th object. Assignment was max 300o tris and 1025 diffuse, specular and normal maps. Build a prop for a FPS from a real life reference. No fancy filtering and maximum 3 dynamic lights. I'm pretty satisfied:
I see everyone posting awesome art, and here I am still posting mediocre crates. I spent 8 hours today making the "barrels" in the image below. High poly, retopo, unwrap, and base texture. I think that's the fasted I've taken anything through the full pipeline so far. It's not perfect as it still has some texture padding issues.
The barrel is sitting at 784 tris (damn cylinders). The large crate is 514 tris and the small crate is 108 tris.
More work done. Approaching the point where I have the base meshes of all the equipment done.
I put the alpha for the hair tube in my thread, so anyone can use it. Not super complicated but I guess but maybe it'll save someone some time on braids or rope.
The texture is convincing, just the wood could do with being a bit more beat up, as a fence wouldn't stay intact that long perhaps if it's in the sea long enough to get barnacles and that much seaweed growth.
@skeptical nate - LOVE IT! great work dude, really inspiring stuff.
Did some work on the high poly of the drivers seat for my drift project, still kinda messy in places, so if anyone has any crit im happy to make tweaks and changes before i tidy it up Was really tempted to make it really worn any unique but its going to be used twice in the same car so the repetition would be obvious.
Nice style with the face Gir, but get some ref for the neck, length can be stylised however the actual shape of the throat/voicebox n sternomastoids are seriously out of wack. Keep on rockin
First ever sculpt in ZBrush, purchased a license last week and have from recommendations been following Eat3D ZBrush introduction. The UI was a little alien at first but feeling alot more natural now I have customized the UI too.
Work in progress on an old man head to get to grips with the program:
I haven't really been active on the boards enough but i thought i would share a recently finished personal project.
I call this character Starr. He started off as a basic photoshop sketch i hadnt really planned on taking into zbrush but i just made the decision last minute. http://imageshack.us/a/img267/7552/starrecovered.jpg
All the texturing was done inside maya using the primitive poly paint brush. The entire model is being driven by 4096 normal, and hand painted diffuse,and spec. The final rendering was done in Mental Ray
Replies
Oh, don't call it poopy, it's a good concept. I like it very much!
Hey man, have you give up of Asuka? Anyway, I've seen on Pixologic site, on upgrade page. Astonishing work!
Looking sick man! Love what you've done with the face since I saw it in the hangout, awesome work
in the crytek SDK.
Absolutely stunning!
Spatz - Evangelion. It's a little bit weird to see the color shift on Asuka, but overall, it looks really good.
My last till after the holidays most likely
@almighty gir - her eyes are a bit too big and close together. Nice render!
@fightpunch - that thing is sweet, needs to be in a game so I can shoot rockets at it!
Been trying to get my head around modelling and texturing my first gun.
Still got some bits on top to model and work needs doing on the textures, but it's beginning to look somewhat presentable.
Dude, I will need to change my pants now
This is like my second or third model in zbrush (loving it till now,zbrush i mean), some feedback and tips would be great guys. Thanks!
weeee~
The barrel is sitting at 784 tris (damn cylinders). The large crate is 514 tris and the small crate is 108 tris.
And the HP for the hell of it:
Cross post from my rat bird thread. High poly just about finished.
Concept by Christian Pearce
May contain rupees?
I put the alpha for the hair tube in my thread, so anyone can use it. Not super complicated but I guess but maybe it'll save someone some time on braids or rope.
crits and comments appreciated.
thread: http://www.polycount.com/forum/showthread.php?t=114451
The texture is convincing, just the wood could do with being a bit more beat up, as a fence wouldn't stay intact that long perhaps if it's in the sea long enough to get barnacles and that much seaweed growth.
I will make lowpoly soon
Did some work on the high poly of the drivers seat for my drift project, still kinda messy in places, so if anyone has any crit im happy to make tweaks and changes before i tidy it up Was really tempted to make it really worn any unique but its going to be used twice in the same car so the repetition would be obvious.
Nice style with the face Gir, but get some ref for the neck, length can be stylised however the actual shape of the throat/voicebox n sternomastoids are seriously out of wack. Keep on rockin
Trousers for SecondLife (hipoly)
C&C really appreciated
I'm working on this gun right now:
MisterSande: Thanks! I did all the hard surface bits in max, then took it to Zbrush to scuff it up a bit. This is also rendered in Zbrush.
scotthomer: Thanks man! means a lot coming from you.
Low poly concrete barrier - 122 tri's.
Work in progress on an old man head to get to grips with the program:
I call this character Starr. He started off as a basic photoshop sketch i hadnt really planned on taking into zbrush but i just made the decision last minute. http://imageshack.us/a/img267/7552/starrecovered.jpg
All the texturing was done inside maya using the primitive poly paint brush. The entire model is being driven by 4096 normal, and hand painted diffuse,and spec. The final rendering was done in Mental Ray