so much good stuff in this thread, it's hard to keep up to date will all the awesome posts. been a while since i've posted anything but I was noodlin on this tonight. not sure how much further i'll take it.
Are those super symmetrical knee belts actually over her knee's? I think they need to be a tad higher for to actaully be able to bend her legs.
Aside from that, wow awesome!
I agree, those knee belts should probably be above or below her actual knee so it's not awkward. Other than that, she's lookin' bad ass!
Yeah, what's it supposed to be? You want someone to basically concept this for you?
It's a elevator platform over a shaft into the ground. Sort of like a vertical mineshaft.
I plan on adding an overhead crane, telephone poles, scrap metal lying around, boxes etc but I was looking forward to someone doing a paintover. It happens all the time here, maybe you're new here.
It's a elevator platform over a shaft into the ground. Sort of like a vertical mineshaft.
I plan on adding an overhead crane, telephone poles, scrap metal lying around, boxes etc but I was looking forward to someone doing a paintover. It happens all the time here, maybe you're new here.
Generally you shouldn't ask flat out if someone will do that. Usually is someone finds your WIP interesting enough and they want to see more, they will take their time and do a quick paintover for some help. In this case, there really isn't much to go on. Maybe try fleshing out the scene a little more to give people an idea of where you are thinking about going with it.
I'm working on a warehouse loading area. Trying to push my environment modeling skills, so any critique or advice is welcome. Fire escapes are also the bane of my existence.
I'll be getting rid of the last couple of UDK assets as I model replacements.
Just under 3 000 polygons, not finished yet. Feedback please!
I cant get the bullet and the shell to look nice ... They need more specular or something like that. The whole image needs more depth and specular(?).
homes44: Love that style, nice punchy proportions and color. Body? C'mon...
Ferg: Love that thing. Are the details inside the holes just painted or is there some relief to them?
Candystripes05: Props to your prop! Seriously, nice looking truck, now bash it up and throw some antlers on it!
sputch - they're modeled, just used some alphas from the zbrushcentral library
holi - just used my standard basemesh (rough head/shoulders blob) to start it, rendered in zbrush with some post love in photoshop.
I scrapped the previous sculpt and started from a earlier file, was getting too many responses saying it looked like hair. Trying to add some layered rock texture to the sculpt, but having no luck. Also trying to add some fine cracks, but not sure if I should add it to the normal map, or just leave it to the diffuse.
If anyone can suggest any ideas in how to sculpt a layered effect I'm all ears. I've tried so far the stencils, my own images, and just straight sculpting.
Just under 3 000 polygons, not finished yet. Feedback please!
I cant get the bullet and the shell to look nice ... They need more specular or something like that. The whole image needs more depth and specular(?).
Drop your diffuse to near-black and keep your specular the same for starters.
Metals in general should have a very dark diffuse and bright, wide specular.
Drop your diffuse to near-black and keep your specular the same for starters.
Metals in general should have a very dark diffuse and bright, wide specular.
uhhhh for a parkerized finish on a pistol though? park is very matte in appearance, a "near-black" diffuse just doesnt sound like good advice, however it may be for metal that looks like metal, but park is soft.
Well heh, i think its not looking so good then, i'll post another version.
It was supposed to have some moss in it.
Here is the version without it :
Hey chiniara try adding some mortar in there, having black lines between each brick just doesn't look right, get a reference and try to reproduce that.
started adding the base coat. will probably the textures in mudbox after I make the low poly. Still need to add fur to the gloves. Still not a fan of his pelt/skirt
damn....you guys are all awesome at the moment.....too many beautiful stuffs to single just a few out, and yet too I'm fucking lazy to do a full list (it's late, forgive me?)
anyway confessions of lethargy aside, working on the skin textures and a quick polypaint test for this ugly bastard
Replies
Another thumb experiment
Nice work ,but there are some small accuracy issues
1. those Iron Sights looks so small
2. flash hider isn't quite right
3. i see you missing small parts like charging handle ,but i guess you will model them later
For best ref pics look here http://www.pixagogo.com/1792204240
Best thread on the internet, hands down.
:thumbup: Stellar work in here.
O_O
Heck yeah dustforce!! Love that game. Wanna see more of this dude
thread started here: http://www.polycount.com/forum/showthread.php?p=1515864#post1515864
gmstmichel - In your AO blackness, add some yellow/orange light: reflections off of the gold
Justin_Meisse - it needs to be a bit narrower/taller. Your UV is also a pixel off.
Dan! - there's a lot of high-res detail, but not a lot of medium details aside from the red gradients. This makes her feel a bit noisy.
Nightwong, nice weapons you've got there, really like how they came out.
Here's a hi-poly wall section for an Environment I'm currently working on. peace!
I agree, those knee belts should probably be above or below her actual knee so it's not awkward. Other than that, she's lookin' bad ass!
It's a elevator platform over a shaft into the ground. Sort of like a vertical mineshaft.
I plan on adding an overhead crane, telephone poles, scrap metal lying around, boxes etc but I was looking forward to someone doing a paintover. It happens all the time here, maybe you're new here.
Generally you shouldn't ask flat out if someone will do that. Usually is someone finds your WIP interesting enough and they want to see more, they will take their time and do a quick paintover for some help. In this case, there really isn't much to go on. Maybe try fleshing out the scene a little more to give people an idea of where you are thinking about going with it.
I'll be getting rid of the last couple of UDK assets as I model replacements.
I cant get the bullet and the shell to look nice ... They need more specular or something like that. The whole image needs more depth and specular(?).
Good work!
Update on my hunter:
My contribution;
Ferg: Love that thing. Are the details inside the holes just painted or is there some relief to them?
Candystripes05: Props to your prop! Seriously, nice looking truck, now bash it up and throw some antlers on it!
is it a dynamesh? how is it render, with zbrush?
sputch - they're modeled, just used some alphas from the zbrushcentral library
holi - just used my standard basemesh (rough head/shoulders blob) to start it, rendered in zbrush with some post love in photoshop.
have to add winch on the gantry crane and then the cable
playing around with render settings, or trying to
lots left to do
A few of my recent morning sketches.
Nick, I love your latest work! I especially like "El Cisne Departs." Good luck with the book!
Swizzle, that guard looks incredible - I love the colors.
I scrapped the previous sculpt and started from a earlier file, was getting too many responses saying it looked like hair. Trying to add some layered rock texture to the sculpt, but having no luck. Also trying to add some fine cracks, but not sure if I should add it to the normal map, or just leave it to the diffuse.
If anyone can suggest any ideas in how to sculpt a layered effect I'm all ears. I've tried so far the stencils, my own images, and just straight sculpting.
another excuse to look at boobs this week (aka photostudy in progress)
Here's the final renders on the char I've been working on.
Nice one Raven, the forms feel really soft, looks great.
Drop your diffuse to near-black and keep your specular the same for starters.
Metals in general should have a very dark diffuse and bright, wide specular.
uhhhh for a parkerized finish on a pistol though? park is very matte in appearance, a "near-black" diffuse just doesnt sound like good advice, however it may be for metal that looks like metal, but park is soft.
"blued" 1911 (for which your advice is likely well taken) http://www.coltautos.com/images/1911a1_718092f_IMG_7669_new.jpg
and a parked 1911 http://i305.photobucket.com/albums/nn216/cxl17/45RR1.jpg , which is what he's working on.
hahaha OR unless he's not actually trying to make it look like it's parkerized, then i'ma just shut up
Hey chiniara try adding some mortar in there, having black lines between each brick just doesn't look right, get a reference and try to reproduce that.
fiddling around with rendering on my robot-thingy ^^ crosspost, yeaa
working on a new sword for my Conan
started adding the base coat. will probably the textures in mudbox after I make the low poly. Still need to add fur to the gloves. Still not a fan of his pelt/skirt
anyway confessions of lethargy aside, working on the skin textures and a quick polypaint test for this ugly bastard
thanks for lookin' and stuff
Love the design, sir!