Looking good! Not sure what engine you are using, but you might try a dirt or decal pass to help hide some of the tiling. If you are doing this in UDK you could do some vertex painting to help with this as well.
Vorge, your sketches are tight little pieces of deliciousness.
Oskar, since you asked for crits, here's something... There seems to be a slight problem of scale with the different elements you've picked to build the bot. The parts that make up the back definitely look like they should be much larger. A portable radio is a certain size, and so is an oldy time camera. Both of those things are smaller, in most cases, than the honking big pieces of computer equipment you have there.
haha wow! I say it every time I post, but I love this thread!
I'm working on the textures for this cinematic moped : any crits at this stage? it's just a viewport grab by the way, diffuse/basic spec only.
Sure, this is a fairly old looking ride here. Could you ding it up some? It's shaped, right now, like a brand new scooter, even though it's very rusty and a little scratched up. Maybe some crumpled edges, something, I don't know...
Not finished, but since I will not have time anymore to achieve the work I call it done :
great work man.
One thing I'd like to outline are the carpets.
1) u've got 2 identical carpets, but one is just non-uniformly 2x scaled revealing the squashed texture. It's a bad thing to do because the eye can easilty spot not only deformed texture, but also the same texture pattern near by in another carpet with different proportions.
2) it would be subtle, but having some folds would work nice for the carpets.
Swizzle - i love that character. He's got a nice semi-cartoony feel to his face, a bit like Rage.
A piece im doing in school for my portfolio. Comments and critics is very welcome.
A penny for your thoughts
Werry intresting pice, i really like it the only thing i could suggest would be to maybet play around some with the textures for the back part to make it look more like metal as that waht im guessing it is.
Hey guys, I'm new here, but I thought I would post up a bust sculpt I did in zbrush. The concept is a mix between an angler fish/eel, and a space marine. I wanted to give him a cool story to him, so I ripped off one of his fins and attached a medical apparatus that part of him to keep him healthy.
1) u've got 2 identical carpets, but one is just non-uniformly 2x scaled revealing the squashed texture. It's a bad thing to do because the eye can easilty spot not only deformed texture, but also the same texture pattern near by in another carpet with different proportions.
2) it would be subtle, but having some folds would work nice for the carpets.
keep it up!
Thanks, I agree with you !
I will keep these advices for my future work !
Vorge:
The ribbony bits were a pain in the ass to optimize and UV, but the hardest part to bake so far has actually been the cuirass. Getting the belt and straps and whatnot to actually be visible without weird distortion was a bit of a challenge. I'm sure the boots are going to give me some trouble as well.
Ferg:
I'm not quite sure if I want to give him a helmet yet, but if I do it'll probably resemble a conquistador helmet or something along those lines.
t4paN:
It's at about 16,500 tris, give or take a few hundred. I still have some optimization to do.
St4lis:
I actually based the larger shapes off of Brink concept art, but I can certainly see the Rage look in there as well.
not sure about the bed bars, i want them but not sure if those will be the ones i go with in the end. pretty much finished off the top part of the truck, but since i want a little lift to it ill have to do some modeling under it as well, then finish this thing off by giving it some wheels !
been a long time since i posted anything in here...busy as hell with school QQ
been working (slowly but surely) on my sci-fi knife texturing...got the metal pieces 95% done....might tweak the scratches somemore so that they don't look like retarded white blobs....im just happy that i'm HOPEFULLY learning more about texturing
also decided to put off changing the model coz im now full focusing on texture learning....bad me >.<
We just released our game this month. I did mostly level modeling and texturing (about 7 levels). First time doing a cartoony-style type of texturing. Definitely learned a lot.
I modeled most of the Niceville level hub (minus the trees). Texturing was done by our concept/texture artist. The game was done in Unity.
[URL="[IMG]http://i394.photobucket.com/albums/pp24/marcus_88_2008/IMG_0218.png[/IMG]"][/URL]
stuART_3dee - Awww, that stuff looks really fantastic! Nice
Working on a bridge, Pandaren concept. Using it to study modularity, and when I'm done with it, I plan to make another building using the same modular pieces. Should probably start a P&P thread for this soon:
this is my last work, i've finish it today, its a ballistic shield from Hyrule Police Department xD! i'll apreciate the feedback!
By the way sorry for my bad English!
Have a nice one
haha nice mashup!
for any crits: the metal looks maybe too busy in low frequency detail and the scratches should be done in one brush stroke, like a single sword hit, not 10 arond the same place and direction
st4lis> Looking good. I did a quick paint over. I've just increased the contrast a bit by making the darker parts of the image a bit darker (ie. moving the black point slider a bit to the right in a curves layer). Also made the curve a bit bending upwards with another control point.
Also, on the inner ring near the camera lens I blurred out the normal map details to make it smooth and added a small specular highlight on the same metal ring. To me it seems out of place that the inner part of the metal in this spot would have such wear and irregularities.
I'd also consider somehow making his arm holding that coin pop a bit more. I didn't see it at first. Maybe somehow make it go outside of his silhouette? Another angle?
Finished baking normals and AO. Getting some overlays and stuff done before I move on to actual diffuse painting. I do need to get his hammer and a couple of other accessories done, but those aren't terribly vital at the moment. The WIP thread is linked in my signature, case anybody wants to check it out.
I can't believe I'm nearing the finish line on this. I'm crazy excited.
Taking an Organic Modeling class which has us do one model in zBrush every day. I guess I'll bring my old sketchbook thread back to life now that I'll have a steady stream of work coming out.
This is what I did today. Started doodling on him in class and continued when I got home. The rough idea is that he is a sage of sorts that has grafted a magical tablet to his head in order to gain divine sight. I realized towards the end that I've subconsciously ripped off Faceless Void from Dota2.
Working on the anatomy of my latest character, even though he will get a costume I trying to get the anatomy as good as possible before moving on to moddelling the costume. Any thoughts ?
It's turning awesome, Hazardous. I just don't understand why a woman should wear a blouse that keep her boobs hanging out. It doesn't seem to make sense.
Replies
Did some sketching this evening!
diggin the character swizzle, good distribution of details / shapes. Helmet?
excellent heads vorge, love the polypaint
another doodle from the other day... maybe thinking about turning it into a full monster character... probably not
Looking good! Not sure what engine you are using, but you might try a dirt or decal pass to help hide some of the tiling. If you are doing this in UDK you could do some vertex painting to help with this as well.
Here's some (progress?) WIPs of my witch.
A piece im doing in school for my portfolio. Comments and critics is very welcome.
A penny for your thoughts
Need to make more of these .
Practice practice practice
Can't wait to get my taxes... nDo2 will be mine! xD
What do you think of it so far?
Also, don't be afraid to take some giant screen grabs from Marmoset and post those... I wanna see some of those small det's ^^
Oskar, since you asked for crits, here's something... There seems to be a slight problem of scale with the different elements you've picked to build the bot. The parts that make up the back definitely look like they should be much larger. A portable radio is a certain size, and so is an oldy time camera. Both of those things are smaller, in most cases, than the honking big pieces of computer equipment you have there.
Sure, this is a fairly old looking ride here. Could you ding it up some? It's shaped, right now, like a brand new scooter, even though it's very rusty and a little scratched up. Maybe some crumpled edges, something, I don't know...
just finished my artwork of xiaoyu
great work man.
One thing I'd like to outline are the carpets.
1) u've got 2 identical carpets, but one is just non-uniformly 2x scaled revealing the squashed texture. It's a bad thing to do because the eye can easilty spot not only deformed texture, but also the same texture pattern near by in another carpet with different proportions.
2) it would be subtle, but having some folds would work nice for the carpets.
keep it up!
Do it! This guy would be super awesome... he's a freaky mofo!
So cool- would love to see a process video for this guy.
Thanks, I agree with you !
I will keep these advices for my future work !
The ribbony bits were a pain in the ass to optimize and UV, but the hardest part to bake so far has actually been the cuirass. Getting the belt and straps and whatnot to actually be visible without weird distortion was a bit of a challenge. I'm sure the boots are going to give me some trouble as well.
Ferg:
I'm not quite sure if I want to give him a helmet yet, but if I do it'll probably resemble a conquistador helmet or something along those lines.
t4paN:
It's at about 16,500 tris, give or take a few hundred. I still have some optimization to do.
St4lis:
I actually based the larger shapes off of Brink concept art, but I can certainly see the Rage look in there as well.
Here is a practice texture:
Skyerzz: really nice hard-surface armor! the tail looks weird, tho.
I wish I knew more about hi-poly hard-surface modeling. here's a poopy sci-fi helmet.
and here's my wip thread for more poop: http://www.polycount.com/forum/showthread.php?t=93823
any crits????????????????? plz? : )
Wooo Podracer!
I started playing around with some walls for my castle
Trying to break em up a bit with geometry to make them a bit less boring, got a long way to go though Tiling is mega obvious
been doing small traditional stuff lately:
annnnnd, shameless plug - been selling them on etsy:
http://www.etsy.com/shop/KongziLLA
yeah! keep it up PC!
Hazardous- Really really dig this chick, I love the subtle touches like the flesh being squeezed by the material on the hips.
Figured I would preview pimp a folio piece I am putting together...
been working (slowly but surely) on my sci-fi knife texturing...got the metal pieces 95% done....might tweak the scratches somemore so that they don't look like retarded white blobs....im just happy that i'm HOPEFULLY learning more about texturing
also decided to put off changing the model coz im now full focusing on texture learning....bad me >.<
crits and comments are 100% welcome
new version: (still wip)
old version:
I modeled most of the Niceville level hub (minus the trees). Texturing was done by our concept/texture artist. The game was done in Unity.
[URL="[IMG]http://i394.photobucket.com/albums/pp24/marcus_88_2008/IMG_0218.png[/IMG]"][/URL]
Egypt and the Barn
[URL="[IMG]http://i394.photobucket.com/albums/pp24/marcus_88_2008/IMG_0203.png[/IMG]"][/URL]
[URL="[IMG]http://i394.photobucket.com/albums/pp24/marcus_88_2008/IMG_0222.png[/IMG]"][/URL]
Working on a bridge, Pandaren concept. Using it to study modularity, and when I'm done with it, I plan to make another building using the same modular pieces. Should probably start a P&P thread for this soon:
By the way sorry for my bad English!
Have a nice one
for any crits: the metal looks maybe too busy in low frequency detail and the scratches should be done in one brush stroke, like a single sword hit, not 10 arond the same place and direction
Jessica you are my new hero, the enviro you are working on is fantastic, I love it!
Transposing the Architect - fair few things to work out still...
Also, on the inner ring near the camera lens I blurred out the normal map details to make it smooth and added a small specular highlight on the same metal ring. To me it seems out of place that the inner part of the metal in this spot would have such wear and irregularities.
I'd also consider somehow making his arm holding that coin pop a bit more. I didn't see it at first. Maybe somehow make it go outside of his silhouette? Another angle?
I can't believe I'm nearing the finish line on this. I'm crazy excited.
This is what I did today. Started doodling on him in class and continued when I got home. The rough idea is that he is a sage of sorts that has grafted a magical tablet to his head in order to gain divine sight. I realized towards the end that I've subconsciously ripped off Faceless Void from Dota2.
Swizzle - Dooo ittt. Those little poofy sleeve things are fun haha
Working on the anatomy of my latest character, even though he will get a costume I trying to get the anatomy as good as possible before moving on to moddelling the costume. Any thoughts ?
the pose is excellent ! now time for polypainting ! can't wait to see it done X3 oh and... i guess you will make a 3D game version ?
Looks awesome Swizzle!