PDC has the answer, I've looped it for you anyway.
toman.kirilov are the first and last frames identical? If so you'll probably want to remove that last frame. There is a slight pause in the loop where the last hits the first.
That looks great! The slouch helps a ton. Watching the looping anim now and wondering what would happen if you didn't lift the feet so high off the ground. They could drag a little, with less energy. Zombies are all into endurance, not speed. I can also shut up now, if you want me to.
cybroxide - lighting and atmosphere is awesome! Well done. Love the textures and model.
iamtravis316 - Great High Poly work, love the detail on the Well.
He's leading with his hands, kinda looks like he's dancing. They're supposed to be dangling right? Try to make sure the elbow motion follows after the shoulders, and then the hands follow after that. You can add even more motion in if the hands flop around after the wrists.
Makkon! Really cool song! I really dig it!
Maze! I love that texture work man! Slick stuff.
Got a couple of things crossposting from my thread.
Pretty much done with the character... but I should have some real presentations up in a week or so.
I still working on my guitar, and here is a new update:start to working on the textures.Just a basic diffuse and specular map, need to working on a lot.Also I need to create glossiness map, and mesh and maps for the stings.Its 5256 Triange, and have 4096X2048 textures what i will scale down to 2048X1024.
That's badass bro, I thought it was a high-poly at first. :poly124:
I've got 3 hours into this power source/reactor for my sci fi scene I'm working on, pretty pumped how easily its coming together. I clearly have more to do but I figure i'd post up what I did so far.
got some free time this past week to work on this some more. still very much a wip, just spent most of my time blocking in the barrel and slide. interesting shapes. caused some issues at first but ive got it under control now (i think so anyway)
great works everyone.
make a render for fun. i have to go back fixing the sculpt.
Awesome! I also thought about doing something related after watching the movie. Very inspirational, both your work and the movie. (I guess it's Ayrton?)
webley-scott british bulldog, all roughed up and worse for wear
*gun*
As much as I love the damage, it makes the material look way too soft and claylike. Should be sharper and shallower, I think!
(then again it might be fine after baking, if it works then ignore me!)
As much as I love the damage, it makes the material look way too soft and claylike. Should be sharper and shallower, I think!
(then again it might be fine after baking, if it works then ignore me!)
not a bad point, but yeah the bake is going to be the deciding factor
but then looking at some better refs i just googled over what i was working from, i think i can get the pitting in more concentrated groups like you see in that picture, selling the effect a lot better.
Hello, I haven't posted on here under this account yet, but I have been lurking here for a year or two now. Here is a prop I worked on, and planned on adding to a character.
Ski helmet I decorated for a buddy. Used a Permanent Marker to draw on the matte white plastic. Sealed of with clear varnish (pics are before varnish).
@ motenai Nice armour! Your own design or from reference?
90% my design, i used some references for some armor pieces, and then modified them, especially for the upper part (torso and shoulders)
From waist to feet i basicly invented from scratch
@Oniram, looks pretty smooth, maybe fatten up the trigger guard area.
yeah it does look like it could use a bit more fattening. I had initially made it sort of beveled around which did add some to the thickness of it but i changed it later on to be flat, but maybe having it a bit thicker wouldnt be such a bad thing. ill try it out. thanks
Almost finished with this. Going to make a hammer and some other shit for him soon.
Hey Swizz, loving this man! I was just wondering how close are you to being "finished" with the texture. To me it looks like you put a lot of love into the face (a lot of great subtle variations in color) but it seems like the rest of the piece lacks that extra push.
The base colors are there, but I'd add some really nice subtle variations so that it breaths some life into the armor.
I know you're not fully done yet, so hopefully this comment doesn't make you go :poly127:
Either way, awesome stuff, it's becoming one of your best pieces yet (just overall from start to finish it's been solid).
doing some mobile stuff. i gues it wont shine that much in unity, but i gues it will rock anyway :P
whole thing less then 4k tris, two 1024² maps with alpha and two 512² with alpha.
blue shit on the sword is also moving.
Hey Swizz, loving this man! I was just wondering how close are you to being "finished" with the texture. To me it looks like you put a lot of love into the face (a lot of great subtle variations in color) but it seems like the rest of the piece lacks that extra push.
The base colors are there, but I'd add some really nice subtle variations so that it breaths some life into the armor.
I know you're not fully done yet, so hopefully this comment doesn't make you go :poly127:
Either way, awesome stuff, it's becoming one of your best pieces yet (just overall from start to finish it's been solid).
The head is certainly more finished than anything on the body, that's for sure. I've been playing around with different color combinations for the past week or two (when I haven't been busy with other stuff), but I think I've finally settled on something I like and I can start polishing him up.
I definitely still need to add more color variation to the armor and clothing. I'll be adding more scuffs and scratches to the metal bits and I'll also be doing more color variation in the fabric. I want to give the fabric some nice highlights and shadows, and I'll probably add things like splatters and stains to various areas.
One of the primary goals is to more or less make it so that no two adjacent pixels are the exact same color, be it through gradients, shading or grunge maps and overlays.
Replies
What did you use to make the .gif with initially? Seems unusual for there to be no loop option before export.
PDC has the answer, I've looped it for you anyway.
here I used zbrush to practice abit
Just finishing this up. I might do an art dump thread if anyone is interested.
toman.kirilov are the first and last frames identical? If so you'll probably want to remove that last frame. There is a slight pause in the loop where the last hits the first.
That looks great! The slouch helps a ton. Watching the looping anim now and wondering what would happen if you didn't lift the feet so high off the ground. They could drag a little, with less energy. Zombies are all into endurance, not speed. I can also shut up now, if you want me to.
cybroxide - lighting and atmosphere is awesome! Well done. Love the textures and model.
iamtravis316 - Great High Poly work, love the detail on the Well.
I cross post this from my sketchbook: http://www.polycount.com/forum/showthread.php?p=1519459
Please feel free to visit and leave your comments / suggestions / critics.
After some work I finished to model the high poly of this hydrant inspired in the ones you can find sometimes in Spain.
I should get to create the low poly and the textures, but I think I will wait a bit.
Any criticism is more than welcome!
I'm almost scared to post in this thread anymore. Awesome overload!
HERE'S ANOTHER SONG
[ame="http://www.youtube.com/watch?v=rpZtaH2LADM"]Balloon Party - Dregs - YouTube[/ame]
oh hey, it matches my avatar
Freekin sweet dude. do you have a soundcloud?
critiques would be tremendous
[vv]36723276[/vv]
A little monday night doodle.
Maze! I love that texture work man! Slick stuff.
Got a couple of things crossposting from my thread.
Pretty much done with the character... but I should have some real presentations up in a week or so.
That's badass bro, I thought it was a high-poly at first. :poly124:
Spent the whole time thinking it was from Factory Girl, turns out it's from a completely different film (I've seen neither of them).
blog
nice! what film?
I believe the film is called Alfie. The version with Jude Law in, and not Michael Caine.
Enjoying this so far. First time trying to use the lasso tool while painting
Glorious. I'd love to see more.
MOARRRR !!!
Lookin' sweet, Futzy. Would love to see more of this style
Thanks man! its still a wip, I need to fix the ligthing and add some visual interest to focus.
make a render for fun. i have to go back fixing the sculpt.
@jeremiah_bigley: man, that rat rogue is SO RAD
@Geledonutt: that's some incredibly beautiful artwork!
Here's my cross-posted poop. How do you guys feel about the warpaint? I think it's feeling kinda cool but that it's lacking something...
Oh, and here's my wip thread: http://www.polycount.com/forum/showthread.php?t=94485
Awesome! I also thought about doing something related after watching the movie. Very inspirational, both your work and the movie. (I guess it's Ayrton?)
Finished to design the Protoss armor, now a layer of aging/damages and then lowpoly
As much as I love the damage, it makes the material look way too soft and claylike. Should be sharper and shallower, I think!
(then again it might be fine after baking, if it works then ignore me!)
not a bad point, but yeah the bake is going to be the deciding factor
i was going after a severely pitted metal look, this is what happens to disused firearms: http://www.gunandgame.com/forums/attachments/general-rifle/42785d1312501825-rifle-barrel-pitting-outside-imgp0002.jpg
but then looking at some better refs i just googled over what i was working from, i think i can get the pitting in more concentrated groups like you see in that picture, selling the effect a lot better.
Please let me know what you think.
-thank you
90% my design, i used some references for some armor pieces, and then modified them, especially for the upper part (torso and shoulders)
From waist to feet i basicly invented from scratch
yeah it does look like it could use a bit more fattening. I had initially made it sort of beveled around which did add some to the thickness of it but i changed it later on to be flat, but maybe having it a bit thicker wouldnt be such a bad thing. ill try it out. thanks
Lowpoly, equipment stuff, normals and almost all maps are done. Got to finish it to banish it into the deep folders of my hard drive ^^
Hey Swizz, loving this man! I was just wondering how close are you to being "finished" with the texture. To me it looks like you put a lot of love into the face (a lot of great subtle variations in color) but it seems like the rest of the piece lacks that extra push.
The base colors are there, but I'd add some really nice subtle variations so that it breaths some life into the armor.
I know you're not fully done yet, so hopefully this comment doesn't make you go :poly127:
Either way, awesome stuff, it's becoming one of your best pieces yet (just overall from start to finish it's been solid).
whole thing less then 4k tris, two 1024² maps with alpha and two 512² with alpha.
blue shit on the sword is also moving.
The head is certainly more finished than anything on the body, that's for sure. I've been playing around with different color combinations for the past week or two (when I haven't been busy with other stuff), but I think I've finally settled on something I like and I can start polishing him up.
I definitely still need to add more color variation to the armor and clothing. I'll be adding more scuffs and scratches to the metal bits and I'll also be doing more color variation in the fabric. I want to give the fabric some nice highlights and shadows, and I'll probably add things like splatters and stains to various areas.
One of the primary goals is to more or less make it so that no two adjacent pixels are the exact same color, be it through gradients, shading or grunge maps and overlays.
[vv]36770333[/vv]
http://i9.photobucket.com/albums/a99/k0nane/3D/1911_LP_XoliulShader_1.jpg
http://i9.photobucket.com/albums/a99/k0nane/3D/1911_LP_XoliulShader_2.jpg
http://i9.photobucket.com/albums/a99/k0nane/3D/1911_LP_Marmoset_10.jpg