Great works everyone! Here are some icons on which I have worked for awhile and some samples of their real size. Merry Christmas and Happy New year PC!
i get what you're saying here, but you're still not getting a good amount of variety, it looks like you just copied and pasted. doesn't feel like someone labored over that stiching, plus some of the spots you have the stitching on, doesn't look too hot.. maybe breaking pieces off the bumper or something, something to at least break up the silhouette...
ok so i went to PS to illustrate what i mean...
Heya dude!
thanks for getting stuck in I think you're right about the damage to the bumpers, I doubt ill be vastly changing the silhouette of the car without severely damaging it (which Id love to do, but seems a shame seeing as ive put so much work into the body of the car!) The areas where the bumpers are cracked need work for sure, this was a test to see what I could achieve in Zbrush and what was the best way to do it.
That...that is an exaggeration, c'mon now, are you seriously trying to read the silhouette of a car now, and if it dictates if it's new or not? Most of the time such information is surface based, not silhouette based at all.
Car's are 2 ton machines, made out of metal or hardy material, they're hardly going to be showing dents, and if you look at the pictures and video Scott posted, you will see that plenty of those cars had nasty bumps and bruises, but nothing to the level that changes the outline of the car.
Hell, you can even have a car dent the side of the door, leave a license plate and no paint on it, and it still wouldn't change the outline. I have seen this happen several times infront of me, no outline change at all.
There are many crits you can give the piece, such as how the dents look 'mushy', the stitching is too 'clean', since you can clearly see that when people stitch the cars they do one-liners loops instead of crosses, etc, but to mention at such an early stage the outline of all things...
Heya dude!
Yeah, I see what you mean, ive seen extreme cases where the actual silhouette has been changed by impacts and what not, but that is mostly where panels (bumpers etc) are removed and the car suffers for this aesthetically (hence why I wont be doing it!). I will be going back through the car, (restarting the metal damage for sure) and confining the drift stitch to the fibreglass and the denting to the metal, but ill probably keep this to a minimum. Im going to rust up the problem areas (around the arches) etc but ill probably try and keep the rest of the body as straight as possible, although id like to offset a few panels etc. I was using something like this for reference for the stitching: which is quite "clean" but then again, it looks almost like the owner is trying to make the stitch un-noticeable rather than it simply being there for function. Ill make sure to fix that.
The large issue is the stitches don't read like cable ties, they're all X's, close together, which would to more harm than good, any stress on those ties so close together and the plastic is much more likely to crack and tear.
The other issue is: no one in their right mind would cable tie plastic body parts onto metal.
It's silly, and I've never seen someone drill holes into their fenders so they can cable stitch their side skirt onto the body. Most people I know would just toss the side skirts.
Right now you're using the cable ties to attach the bumbers and sideskirts, which would never happen, those parts have 4 or more clips that attach it to points on the frame. If the bumper fell off, they're more likely to cable stitch from those points to the frame from inside the bumper, than to drill holes into the body work to attach something.
The main issue of how you did it, was cable tieing to the body - the metal. Cross stitching or straight stitching, thats a personal preference.
Heya man!
Yeah, i think you've hit the nail on the head really, confining the stitch to fibreglass will be much more believable than having the stitch running across the metal panelling. Less uniform spacing and positioning of the cable ties will hopefully sell the believably also, ill probably try and keep a varied selection of "stitches" in terms of a few crosses a few straight stitches and maybe even a few zipties missing.
Thanks for the help! Most appreciated, got a busy few days ahead I think
yea i think it was the cross stitching that i had the biggest issuew with, because it looked like the stitching was with laces or something. That, and I'd never seen that done before now. Personally I's suggest making the stitches a bit longer, having more straight ones, and modelling a few with the actual lump at the end of the cable tie, maybe even leave a few that haven't had the tails cut off
You guys produce some astounding work, it silences me all the time.
I am in my 2nd Year of College, doing a Games Design Course, yet I am still quite lame at modelling I was wondering if anybody could give me some links to tutorials, or just give me some tips?
Boy I've missed a lot of stuff in this thread over the last few months. Such great things happening here.
Here is an old bust I decided to dust off and turn into a realtime asset. Rendered in Marmoset. I'm still working on her, trying to get all the materials to read the way I want them to. Some specific areas are the eyes and lips. The iris' probably went waaay too big, so going to have back and fix that. Also the lips are very flat. Need to work on popping those out, and tweaking the shape a little.
Any other critiques and suggestions welcome. Thanks!
Great works everyone! Here are some icons on which I have worked for awhile and some samples of their real size. Merry Christmas and Happy New year PC!
I find the icons really appealing. Awesome work, I really have nothing to C&C.
Sick today and I feel death is upon me, wanted to be somewhat productive, so I started sculpting Melona...I've been dying to sculpt a Queen's Blade character for a while, I'll have to finish her up much later though...worked on it for about ~2hrs
@ scotthomer thanks dude, I forgot about your old Portfolio how cool it was, very original
@ Polygoblin hey Benjamin how are ya. Thanks a bunch, specially from you. nice
@ Paul68Rageous Thanks for the advice, I will think about it.
On that Smith Carbine of yours, You might wanna tighten the bevels bit. Also compare your barrel hole with the reference one yours is kinda big.
Anyway, quick weekend project I decided to give a go after seeing the Hobbit for the second time I wanted to do some kind of medieval fantasy character. Now onto retopology! So many projects!
And so little time...
Oh, and cheers gilesruscoe for the mini hair tut, helped me save a lot of time using splines.
This year I got very inspired by the development of the indie game The Other Brothers (I've discovered here on Polycount), so I produce a couple of fanart based on his universe.
This latest one was my holyday card for the team. Hope you enjoy too:
And with this one I think I`m done pimping on PCount this year. Wish you all friendly members the best - it a pleasure to check WAYWO and Sketchthread from time to time. Saúde!
I wish the game had looked remotely as interesting as this piece makes it seem
Finally started something for myself tonight (just a couple of hour in). Gonna work more on the likeness and then do a stylization pass on him. End goal is to put him in Marmoset, etc.
Finally started something for myself tonight (just a couple of hour in). Gonna work more on the likeness and then do a stylization pass on him. End goal is to put him in Marmoset, etc.
Klash-120: I would consider muting your colors in the environment. The gold and reds distract the eye from the creatures and their purple eggs. I had trouble keeping my attention on them, which is what I would guess you're going for.
just finished this, i know it needs more weathering, but i suck at texturing
(3ds max viewport grabs)
Your normals are quite broken, especially around the bottom of the grip, it looks like a case of incorrect smoothing groups combined with not enough geometry to hold the shape and the normals are as a result buckling. The same effect can be seen around the top of the grip also. It is best to separate the different smoothing groups into different UV islands and visa versa and bake that way, so you don't get areas where light is trying to interpolate around a corner using 1 smoothing group. Polygons are generally much cheaper than textures, so it would be alot better if you used a 1k texture and two or three times the polygons for a weapon like this.
thanks Hector, ill desat his skin as soon as possible!
Great working everyone! Renaud (i liked your last username better :P) Looks great as usual! tehsplatt thats more than i can manage in zb haha
how did you render this model? evilraz: looks pretty sweet man. following a concept?
Started with a mech design suit few hours in. Zbursh 4
I think i will be exaggerating the anatomy further
Renaud Galand - awesome! Man that makes me want to go watch goonies, such a great movie. I like the style you're putting into him.
Tor - badass as always. Setting the bar for good material read.
Replies
Thread link: http://www.polycount.com/forum/showthread.php?t=104068
Thanks.
Heya dude!
thanks for getting stuck in I think you're right about the damage to the bumpers, I doubt ill be vastly changing the silhouette of the car without severely damaging it (which Id love to do, but seems a shame seeing as ive put so much work into the body of the car!) The areas where the bumpers are cracked need work for sure, this was a test to see what I could achieve in Zbrush and what was the best way to do it.
@Ace-Angel
Heya dude!
Yeah, I see what you mean, ive seen extreme cases where the actual silhouette has been changed by impacts and what not, but that is mostly where panels (bumpers etc) are removed and the car suffers for this aesthetically (hence why I wont be doing it!). I will be going back through the car, (restarting the metal damage for sure) and confining the drift stitch to the fibreglass and the denting to the metal, but ill probably keep this to a minimum. Im going to rust up the problem areas (around the arches) etc but ill probably try and keep the rest of the body as straight as possible, although id like to offset a few panels etc. I was using something like this for reference for the stitching:
which is quite "clean" but then again, it looks almost like the owner is trying to make the stitch un-noticeable rather than it simply being there for function. Ill make sure to fix that.
Thanks for the help dude!
@kaptainkernals
Heya man!
Yeah, i think you've hit the nail on the head really, confining the stitch to fibreglass will be much more believable than having the stitch running across the metal panelling. Less uniform spacing and positioning of the cable ties will hopefully sell the believably also, ill probably try and keep a varied selection of "stitches" in terms of a few crosses a few straight stitches and maybe even a few zipties missing.
Thanks for the help! Most appreciated, got a busy few days ahead I think
You guys produce some astounding work, it silences me all the time.
I am in my 2nd Year of College, doing a Games Design Course, yet I am still quite lame at modelling I was wondering if anybody could give me some links to tutorials, or just give me some tips?
Many thanks!
Here is an old bust I decided to dust off and turn into a realtime asset. Rendered in Marmoset. I'm still working on her, trying to get all the materials to read the way I want them to. Some specific areas are the eyes and lips. The iris' probably went waaay too big, so going to have back and fix that. Also the lips are very flat. Need to work on popping those out, and tweaking the shape a little.
Any other critiques and suggestions welcome. Thanks!
The whole idea is, is that i'm remaking my first Z-brush blob (left) to my current skillset.
still WIP rendered in Marmoset
Here is what I've been workingon the past couple of days. This is my first post here on PolyCount. I would love to hear feedback from the community.
An update on my arena environment. Been working in Cascade with some dust effects as well as fixing lightmapping stuff. Next up is some torches.
@ scotthomer thanks dude, I forgot about your old Portfolio how cool it was, very original
@ Polygoblin hey Benjamin how are ya. Thanks a bunch, specially from you. nice
@ Paul68Rageous Thanks for the advice, I will think about it.
On that Smith Carbine of yours, You might wanna tighten the bevels bit. Also compare your barrel hole with the reference one yours is kinda big.
thanks everyone
Enjoy
Anyway, quick weekend project I decided to give a go after seeing the Hobbit for the second time I wanted to do some kind of medieval fantasy character. Now onto retopology! So many projects!
And so little time...
Oh, and cheers gilesruscoe for the mini hair tut, helped me save a lot of time using splines.
I wish the game had looked remotely as interesting as this piece makes it seem
dude, ouch...
Right? Don't know what that was about...
I wanna ride my bicycle!
Work in progress.
Critic would be appreciative.
(3ds max viewport grabs)
Looks good so far
Posting it here because i was wondering if any one had tips on rendering/presentation because my renders all ways look so average and gross haha
My 3d-model of the ACB-M81(a knife). Hope you like it
Any tips or criticism is/are welcome.
Speed texturing:
[ame="http://www.youtube.com/watch?v=Rxd4CmPKJhw"]http://www.youtube.com/watch?v=Rxd4CmPKJhw[/ame]
Your normals are quite broken, especially around the bottom of the grip, it looks like a case of incorrect smoothing groups combined with not enough geometry to hold the shape and the normals are as a result buckling. The same effect can be seen around the top of the grip also. It is best to separate the different smoothing groups into different UV islands and visa versa and bake that way, so you don't get areas where light is trying to interpolate around a corner using 1 smoothing group. Polygons are generally much cheaper than textures, so it would be alot better if you used a 1k texture and two or three times the polygons for a weapon like this.
Fantastic work as always Tor, hate you.
I want your flats and material setup.
Impressive ! What is your texture resolution to have a such nice level of details ?
Great working everyone!
Renaud (i liked your last username better :P) Looks great as usual!
tehsplatt thats more than i can manage in zb haha
how did you render this model?
evilraz: looks pretty sweet man. following a concept?
Started with a mech design suit few hours in. Zbursh 4
I think i will be exaggerating the anatomy further
Tor - badass as always. Setting the bar for good material read.
Some more tweaking on this bust.
Looks like you have weird Ao maps on the metal. Did you use nDo to generate those Ao maps
crosspost from here