Sorry about this guys, a script was injected in my site a few months ago and I removed it, but google still has my site flagged as 'bad', nothing to worry about but Ill have to resubmit it to google again Sooo nothing to worry about if you DID visit it!
FirstKeeper ,very very coool the golem!!!!! Hi!! Im working with a new character for my portfolio, his name is KER´ZHUL and is the Diablo Rogue, so watch your back hehehe!
Some more low poly hand painted stuff. Did this based on concept by FirstKeeper. Crits very welcomed!
looking pretty sweet imo...my suggestion is to give a LITTLE more bright lines on the edge of the bottom blade and the hole to let it "shine" abit more and this is my opinion tho but i feel like the hole is a "little" overblended with the blade making the hole not noticable in certain angles (my opinion tho) ....awesome job tho...better than what i do :S
Hey Guys,
I wanted to post another little WIP of the character I am working on at the moment and I had fews questions... If someone can have my answer
First here is the WIP
My First question is, I often got problem like you can see on the image. I open my zbrush file and when i apply the matcap that I like to work with, sometimes some parts get stuck with a completly different matcap without any logical reason. I tried activating the M or the MRBG at top and then ''fill object'' but this time it doesn't seems to solve the problem. (on the arms traps you can see).
Other than that I know I will need to start the hair pretty soon, tho I am not quite decided on what I should do, perhaps some suggestion on that?
I've never tried working hair with planes and i was wondering if there is an easy way to achieve that technic http://www.rd3d.com/coppermine/albums/userpics/10001/elena_zbrush2.jpg
Looks pretty clean but I wonder how you can model all of those planes without wasting my life on it?
Anyway, thanks for reading,
Oh and by the way, I'm very sorry I know my english is far from being perfect, I speak french...
I felt inspired to do an alley scene when I lived in Chicago and saw these awesome dumpsters and alleys covered in graffiti. I'm going to add dirt, garbage, and litter around them, and also do a night time and day time scene. This is just still somewhat of a block out. Please let me know what you think. First post!
I often got problem like you can see on the image. I open my zbrush file and when i apply the matcap that I like to work with, sometimes some parts get stuck with a completly different matcap without any logical reason.
Do you have any 3D layers on those objects? You may have accidentally polypainted some Material on there. Polypaint with layers sometimes acts really weird.
I open my zbrush file and when i apply the matcap that I like to work with, sometimes some parts get stuck with a completly different matcap without any logical reason. I tried activating the M or the MRBG at top and then ''fill object'' but this time it doesn't seems to solve the problem.
I've had issues around filling subtools as well. Did you try filling with the "flat" matcap? That one in particular is supposed to make the tool essentially unfilled and free to have any material applied.
Let me know if you figure it out. I have the same problem with the RGB fill.
Looking cool btw.
Thanks a lot for your answer concerning the matcap issue,
I aldready tried using the flat color to correct the problem but after I got stock with the flat layer and couldn't change the matcap at all...
I do have layers on my character, I hope it's not the reason for the issue, going to try again after work...
Thanks a lot for your answer
now that you mention it i have had some problems with layers, you might be able to split the layer into its components but i usually dont have much reason for layers but convenience so i just smashed it down and it was resolved
Yeah i Never used the layer before,
but at work i'm working with an art director that generally change idea on what he wants about 25 times a day, So I learned to keep everything on layer just in case he decided that he liked this version or that version better... And now I can't help bringing that technic at home even tho I only need to please myself after all...
I'm still trying to learn Zbrush. I made this with Zspheres, painted, sculpted and UVmapped using UVmaster. I'm not happy with it but I ran out of time and can't find anyone off-net to help me so here are the results.
I hope I never have to look at it ever again at this point. I did learn a lot doing it. I'm going to use GoZ so I can build it, skulpt it, then send it over to Maya for topology and send it back to Zbrush for painting and more details. I'm also going to look into Dynamesh which seems like it would solve a lot of the topology problems and make it easier to retop. I hear Topogun is a great program for retoping but I don't have the money for it at the moment so I'm going to learn to retop the old fashion way in Maya.
Here's an update to my fire effect in UDK. The particles are currently spawning randomly but I'll learn how to attach emitters to sockets and limit spawn ranges. I'm a total unrealscript noob though
Hes standing to straight. Have him leaning on the shield so that it looks more natural. If you were him, how would you be standing? Straight up and down or resting on something, more weight on one leg perhaps.
Hes standing to straight. Have him leaning on the shield so that it looks more natural. If you were him, how would you be standing? Straight up and down or resting on something, more weight on one leg perhaps.
Nah, I think it's perfect the way it is. He's posing anyway.
@papagersi- masterfully done dude. fookin ace. i absollutely love the amount of detail on this guys form and his expression is great. i do think however that the noise on the front of the shield is a bit distracting and pixelated in comparison. keep up the dopeness!!
Crits are welcome, but this being a school project, it's due in a couple days, then on to the next project, so I don't know when I'll be able to get back to making changes.
Really awesome! I'm training to make something like this myself. I hope I can do this as good as you do in a while.
Keep on making this kinda stuff! I think it's very nice
Looking at everyone's work is really starting to inspire me. I probably flipped through some 30 pages before I had to stop myself. Awesome job, everyone!
Here's a not-high-poly chandelier I'm currently texturing. It's a bit on the high side with tris, but I'm alwaysalwaysalways working on lowering my tri count.
These only have color thrown on them in Max for clarity. I'm pretty excited!
I do know this isn't really a critique thread, but I'm totally open for some if anyone wants to shoot me a PM or something!
Replies
Sorry about this guys, a script was injected in my site a few months ago and I removed it, but google still has my site flagged as 'bad', nothing to worry about but Ill have to resubmit it to google again Sooo nothing to worry about if you DID visit it!
My eyes exploded...
Aaaand, my sketch.
Done? I think I am? Any easy suggestions? Cross posted from here.
looking pretty sweet imo...my suggestion is to give a LITTLE more bright lines on the edge of the bottom blade and the hole to let it "shine" abit more and this is my opinion tho but i feel like the hole is a "little" overblended with the blade making the hole not noticable in certain angles (my opinion tho) ....awesome job tho...better than what i do :S
choco....been following ur stuff....and my mouth is STILL somewhere on the floor! : | )
@chrisradsby - everything looks awesome, also that tree is looking great, did you model it from scratch?
@ioster - Love the concept, some really nice hard surface skills!
Nearly finished my blockout:
http://www.polycount.com/forum/showthread.php?t=94920
[ame="http://www.youtube.com/watch?v=vS7FLgVyedk"]Worlds of Defenders - YouTube[/ame]
You can follow the development and join the brainstorming here:
http://www.polycount.com/forum/showthread.php?t=90700
Cheers!!
Twitter:
@knittedpixels
Just NESsing around. NES color palette, 15 colors used. Vote if you like it!
This is my Sketchbook here on Polycount.
http://www.polycount.com/forum/showthread.php?p=1524812#post1524812
Wow, that looks great. Once that's finished I think it has become my new wallpaper!
I wanted to post another little WIP of the character I am working on at the moment and I had fews questions... If someone can have my answer
First here is the WIP
My First question is, I often got problem like you can see on the image. I open my zbrush file and when i apply the matcap that I like to work with, sometimes some parts get stuck with a completly different matcap without any logical reason. I tried activating the M or the MRBG at top and then ''fill object'' but this time it doesn't seems to solve the problem. (on the arms traps you can see).
Other than that I know I will need to start the hair pretty soon, tho I am not quite decided on what I should do, perhaps some suggestion on that?
I've never tried working hair with planes and i was wondering if there is an easy way to achieve that technic
http://www.rd3d.com/coppermine/albums/userpics/10001/elena_zbrush2.jpg
Looks pretty clean but I wonder how you can model all of those planes without wasting my life on it?
Anyway, thanks for reading,
Oh and by the way, I'm very sorry I know my english is far from being perfect, I speak french...
Do you have any 3D layers on those objects? You may have accidentally polypainted some Material on there. Polypaint with layers sometimes acts really weird.
Or just turn Colorize off and ignore it.
Let me know if you figure it out. I have the same problem with the RGB fill.
Looking cool btw.
@chrisradsby - OHMYGODTHATISNICE.
I'll head over to your thread to ask questions...
Im working with Ker,zhul but before the textures , im testing with vray render.
http://danielorive.blogspot.com/
I aldready tried using the flat color to correct the problem but after I got stock with the flat layer and couldn't change the matcap at all...
I do have layers on my character, I hope it's not the reason for the issue, going to try again after work...
Thanks a lot for your answer
danitchu, i forgot to agree how badass that is
but at work i'm working with an art director that generally change idea on what he wants about 25 times a day, So I learned to keep everything on layer just in case he decided that he liked this version or that version better... And now I can't help bringing that technic at home even tho I only need to please myself after all...
I hope I never have to look at it ever again at this point. I did learn a lot doing it. I'm going to use GoZ so I can build it, skulpt it, then send it over to Maya for topology and send it back to Zbrush for painting and more details. I'm also going to look into Dynamesh which seems like it would solve a lot of the topology problems and make it easier to retop. I hear Topogun is a great program for retoping but I don't have the money for it at the moment so I'm going to learn to retop the old fashion way in Maya.
Wish me luck
you can check others on its thread
http://www.polycount.com/forum/showthread.php?p=1525166#post1525166
Here's an update to my fire effect in UDK. The particles are currently spawning randomly but I'll learn how to attach emitters to sockets and limit spawn ranges. I'm a total unrealscript noob though
[ame="http://www.youtube.com/watch?v=SK6j-554CW8"]UDK fire effect with tessellation update - YouTube[/ame]
Pretty much done the high poly for the first leg of my dino mech...
Nah, I think it's perfect the way it is. He's posing anyway.
Next: posing and scene build for final renders.
Crits are welcome, but this being a school project, it's due in a couple days, then on to the next project, so I don't know when I'll be able to get back to making changes.
wicked style and renders benji!
crosspost to pimp polycount's new sketch thread - check it out if you haven't already, it's basically a dedicated 2D WAYWO.
Really awesome! I'm training to make something like this myself. I hope I can do this as good as you do in a while.
Keep on making this kinda stuff! I think it's very nice
http://www.polycount.com/forum/showthread.php?t=92213&page=4
Here's a not-high-poly chandelier I'm currently texturing. It's a bit on the high side with tris, but I'm alwaysalwaysalways working on lowering my tri count.
These only have color thrown on them in Max for clarity. I'm pretty excited!
I do know this isn't really a critique thread, but I'm totally open for some if anyone wants to shoot me a PM or something!
Comments and crits welcome.
Also, damn, so much awesome stuff in these last pages it ain't even funny.
Syndicate-style interior WIP
That is some cool SciFi work!
thread: http://www.polycount.com/forum/showthread.php?t=94981