Looks superb so far Gannon, though I would probably tone down the purple a tiny bit. :P
I'm interested as to how you did the rocks... are the parts highlighted in red a tillable mesh while the greens are filler/transition props?
I really like your sketch Fingus. The weight and contuinity in her form is very nice. It's loose like life drawing sketches, but the learning is still really clear
Currently working on a model. I wanted to try and make a complete current gen model with 100% hand painted textures just practice. Phototexturing just isn't as sexy in my opinion.
very WIP
shit this is hot! i so need to learn to texture like this
Here's a high poly airship I'm working on. Right now I'm adding the missing smaller elements and putting in small bolts and greebles, then low poly and textures. I'm going to ZBrush the dinged metal around the engine and the wood paneling will be textured separately.
Crits greatly appreciated
Also - I'm new here. Would it be legit to make my own thread for a project like this?
Some building facades I've been tooling away on. I think I'm calling em done for now, and will come back to em tomorrow with some fresh eyes. Due to constraints, each building has a single 1024 diffuse texture only, No spec or normal unfortunately. Also, no text/recognizable symbols.
The 6 together are just shy of 4k Tris.
They are based off a few buildings in Boulevard Fernand Moureaux, Trouville-sur-mer, France: http://g.co/maps/ycm2r
Nice work on that wall masteroftheFork, love the textured look.
Working on a guy sculpt. still not sure exactly what character im going to do but he will be african-american and posed.. and probably in a modern/Schi-fi genre.
I usually do environments, but I decided to make a human head to learn character modeling. I used this polycount thread for info on topology So, without further ado, my first human head... ever:
Nice work on that wall masteroftheFork, love the textured look.
Working on a guy sculpt. still not sure exactly what character im going to do but he will be african-american and posed.. and probably in a modern/Schi-fi genre.
dude you should actually give this guy like a crystal-ish head :P
happy enough with the cutscenes now.. the stand-in guard at the end is just a placeholder..
noticed that the storytelling fucks up as the main character falls down after bumping into a guard that's waiting for him..he's not there in the next shot (can't have him that close rly..) wondering how to fix that.. just another camera angle as the boy falls down perhaps?
the gameplay bit is boring as all hell atm as well.. going for a kind of uncharted 3 thing when you're chased on the rooftops.. meh, might get there.. got to figure out how to get this shit to play in unity as well thatanimator.com/dump/boywips/boy_storyboard_1.jpg
so yeah, the storyboard is realized at least yay, goal reached!
Looks superb so far Gannon, though I would probably tone down the purple a tiny bit. :P
I'm interested as to how you did the rocks... are the parts highlighted in red a tillable mesh while the greens are filler/transition props?
Thanks, I'm just kinda noodling around with it in my spare time but I hope to be finished by next week.
You're correct in how you've seperated out the assets. The red are tileable walls and the green are filler/transitional pieces.
When I blocked out the walls I just intersected a bunch of odd shaped cubes with even subdivisions. Once I got into sculpting I just focused on the major forms and kept everything else subtle so it didn't get too noisy.
Nice work on that wall masteroftheFork, love the textured look.
Working on a guy sculpt. still not sure exactly what character im going to do but he will be african-american and posed.. and probably in a modern/Schi-fi genre.
Replies
Heres my poop.
I really like this.
I really really really like this.
Couple of things from me.
I WILL finish this...
Also a quick sculpty concept for a friend, nice to try a different style.
oh, I love it! Can we see wires and flats, please?
The link s in my signature.
I'm interested as to how you did the rocks... are the parts highlighted in red a tillable mesh while the greens are filler/transition props?
Heres my latest character. Shameless cross post from my thread, hope thats cool
Massbot I really like that character too man.
shit this is hot! i so need to learn to texture like this
is that a staff of jafar from alladin's disney ?
I'm working on my environmental abilities, here's a tileable stone wall.
Yarp. Heres the wires and flats. (I was a sloppy hobo)
It stays like a staff so I can rig/bake as I like
Here's an update BTW:
Am ah doin it right?
Crits greatly appreciated
Also - I'm new here. Would it be legit to make my own thread for a project like this?
Hi poly:
Original concept by Mark Tedin:
Btw, great start.
for sure, especially if you want feedback and are willing to listen and post progress
The 6 together are just shy of 4k Tris.
They are based off a few buildings in Boulevard Fernand Moureaux, Trouville-sur-mer, France: http://g.co/maps/ycm2r
Working on a guy sculpt. still not sure exactly what character im going to do but he will be african-american and posed.. and probably in a modern/Schi-fi genre.
video update of my environment. Just some props and whatever nothing huge.
Finished this bust..
Thread with more pics and construction shots is here:
http://www.polycount.com/forum/showthread.php?t=94477
this polycount thread for info on topology So, without further ado, my first human head... ever:
dude you should actually give this guy like a crystal-ish head :P
happy enough with the cutscenes now.. the stand-in guard at the end is just a placeholder..
noticed that the storytelling fucks up as the main character falls down after bumping into a guard that's waiting for him..he's not there in the next shot (can't have him that close rly..) wondering how to fix that.. just another camera angle as the boy falls down perhaps?
the gameplay bit is boring as all hell atm as well.. going for a kind of uncharted 3 thing when you're chased on the rooftops.. meh, might get there.. got to figure out how to get this shit to play in unity as well
thatanimator.com/dump/boywips/boy_storyboard_1.jpg
so yeah, the storyboard is realized at least yay, goal reached!
Thanks, I'm just kinda noodling around with it in my spare time but I hope to be finished by next week.
You're correct in how you've seperated out the assets. The red are tileable walls and the green are filler/transitional pieces.
When I blocked out the walls I just intersected a bunch of odd shaped cubes with even subdivisions. Once I got into sculpting I just focused on the major forms and kept everything else subtle so it didn't get too noisy.
I set them up similar to Hugo Beyers tutorial
'Nother thing I am looking to make progress on. Really quick polypaint to help visualize what I'm going to do next.
river phoenix ... recognized it already from first post ...
My thread:
http://www.polycount.com/forum/showthread.php?t=92213&page=2
Keep the awesome art rolling in! I love seeing the work you guys are putting up
ninja, maybe?
GabeN
Hair is a place holder
Need help, something seems off
Is that GabeN?