Third post... Another asset for an urban decay scene I'm working on.
Any feedback is appreciated.
Hey! Looks good. One thing though. Rust usually builds up, instead of indenting.
Also, the spec is very flat. It reads like it has very little specular at all. Which, in turn, makes it look rather flat. I couldn't find a picture of a real one, but I imagine it being a little bit more shiny in spots. And the rust, even, should have a little bit of specular.
Not to mention, the repeating rust on the upper and lower parts of the barrel.
The rust also doesn't make too much sense, in regards to where it is rusting.
Check out this picture, which is actually one of the only non-3Dart examples I could find....:
Skimmed through the thread, decided it was a reference photo :polytwitch:
Wooden handle looks unnatural - need more gloss. I understand it is still a WIP, just my 2 cents
yesh, haha that's not even a wooden handle hahaha... that was just an accident - it's been corrected already, thnx!
Well...since it is still x-mas in some places, I guess I'm not too late. Even though I feel embarassed to post, considering so many talented artist, here is my shameless contribution for Christmas!
Little update on Supes, mostly facial symmetry and texture work;
Hey Scudz, pretty fun Superman you've got goin!
I realize its a WIP, but hey its Polycount. Here's your free crits!
I did a little liquify + Paintover for ya. I think you've got some proportional issues that could be addressed to make him look more like the character. To me, those eyebrows read more like iron filings than human hairs.
His jaw looks a bit thin, the wrinkles/frowny brows are a bit overdone.
Ears seem a little long, his hairline is a little high and oddly placed, eyes seem a little narrow/small.
Ok, calling this done. Fixed many small things and decided to go for a more common paint choice. I learned lots from this project and the next time I do something similar I think it will be much easier
Hey Scudz, pretty fun Superman you've got goin!
I realize its a WIP, but hey its Polycount. Here's your free crits!
I did a little liquify + Paintover for ya. I think you've got some proportional issues that could be addressed to make him look more like the character. To me, those eyebrows read more like iron filings than human hairs.
His jaw looks a bit thin, the wrinkles/frowny brows are a bit overdone.
Ears seem a little long, his hairline is a little high and oddly placed, eyes seem a little narrow/small.
Scoob that's fricken awesome dude:) It gets a little away from the look I have in my head of him, though more than a little like something Ben Regimbal would do, so I've gone for more of a mid-ground. Minus the painted-in eyelashes though;)
Trying out making peeling wallpaper texturing. I tried many different methods and it's always been something that has interested me, and I think I finally have a look I'm happy with.
It's probably worth mentioning that the order that I made them in are from left to right.
-Avoid pure white light, they are not very pleasant to see and very hard to sue to give an interessting tone.
-Try more spotlights instead only pointlights, they give a direction which is more interesting to read/follow. A pointlight is good to enhance some details, but a spotlight will tell something.
-Your scene is too dark, from the texture themselves but also with your lighting.
-Add a bit of Fog/Steam particles to give a better depth and an a bit of mysterious feeling.
-Some texture could gain a lot more of interest with some color tone in them, currently it's gray mostly.
You have a nice level of details and I'm sure a better lighting will give you a very interesting render.
Did this character to test out a technique for making hair quickly. Entire hair cut took just 40mins instead of the normal stupid amount of hours it takes me to get alpha planes looking ok.
More progress on the 200sx Drift Cinematic, very WIP but here is the rollcage and "wand". The hydraulic "wand" is a handbrake that doesn't lock into place and is much more responsive than the regular parking brake. These are usually wrapped in grip-tape to prevent them slipping out of the drivers hands.
Replies
Block out in Modo:
Then do the rendering in Photoshop:
Could be taken a lot further and cleaned up a lot, but this was just for learning. Had fun!
Dude this is awesome! Nice modelling!
P.S. Happy Holidays, polycounters
Hey! Looks good. One thing though. Rust usually builds up, instead of indenting.
Also, the spec is very flat. It reads like it has very little specular at all. Which, in turn, makes it look rather flat. I couldn't find a picture of a real one, but I imagine it being a little bit more shiny in spots. And the rust, even, should have a little bit of specular.
Not to mention, the repeating rust on the upper and lower parts of the barrel.
The rust also doesn't make too much sense, in regards to where it is rusting.
Check out this picture, which is actually one of the only non-3Dart examples I could find....:
@scotthomer: Awesome as always! So looking forward to seeing that textured!
Currently working a bit on and off on some kind of military knife, inspired mostly by the Glock knife. Crits welcome as always.
yesh, haha that's not even a wooden handle hahaha... that was just an accident - it's been corrected already, thnx!
also some poop i started while avoiding annoying relatives at my parent's home
Feedback appreciated in my new thread here ... first time sculpting females
Happy new years people!
Well...since it is still x-mas in some places, I guess I'm not too late. Even though I feel embarassed to post, considering so many talented artist, here is my shameless contribution for Christmas!
Maybe you could go in and harden some edges up like the bridge of the nose
Hey Scudz, pretty fun Superman you've got goin!
I realize its a WIP, but hey its Polycount. Here's your free crits!
I did a little liquify + Paintover for ya. I think you've got some proportional issues that could be addressed to make him look more like the character. To me, those eyebrows read more like iron filings than human hairs.
His jaw looks a bit thin, the wrinkles/frowny brows are a bit overdone.
Ears seem a little long, his hairline is a little high and oddly placed, eyes seem a little narrow/small.
Thread: http://www.polycount.com/forum/showthread.php?p=1742983
Have also been working on and off on this Empire Longsword from the Warhammer universe, concept by the amazing Dan Scott.
here is one of the characters wich I made for some casual game for mobile devices
Rendered in Maya with Mental Ray.
Scoob that's fricken awesome dude:) It gets a little away from the look I have in my head of him, though more than a little like something Ben Regimbal would do, so I've gone for more of a mid-ground. Minus the painted-in eyelashes though;)
Trying out making peeling wallpaper texturing. I tried many different methods and it's always been something that has interested me, and I think I finally have a look I'm happy with.
It's probably worth mentioning that the order that I made them in are from left to right.
baked lowpoly
14,170 tris
In the future I will send the rest of the work. I think so
My advices/crits' :
-Avoid pure white light, they are not very pleasant to see and very hard to sue to give an interessting tone.
-Try more spotlights instead only pointlights, they give a direction which is more interesting to read/follow. A pointlight is good to enhance some details, but a spotlight will tell something.
-Your scene is too dark, from the texture themselves but also with your lighting.
-Add a bit of Fog/Steam particles to give a better depth and an a bit of mysterious feeling.
-Some texture could gain a lot more of interest with some color tone in them, currently it's gray mostly.
You have a nice level of details and I'm sure a better lighting will give you a very interesting render.
duble post xd
Started texturing Samara
Step by step mini tut thing....
Working on a video for my UDK environment
Im done with this project!abt 3.5k
Here is a really early WIP of my floating city