Just a little update on the textures for this nasty shit. Everything is 100% WIP. I don't think I have time to do the utterly disgusting shader I was hoping I'd be able to, but I'll give it a shot if I have a spare day before GDC.
Papagersi, Swizzle- Kickass! Congrats to both for finishing your characters.
Slipstream-Something really nice about her expression.
Guh, so late, so tired. Been trying to push through concept block on this guy by just doing really rough extracts and what not to try ideas out. Might be getting somewhere though I'm starting to doubt his leather shorts...
Just a little update on the textures for this nasty shit. Everything is 100% WIP. I don't think I have time to do the utterly disgusting shader I was hoping I'd be able to, but I'll give it a shot if I have a spare day before GDC.
Not a big fan of the blue in you link there, but maybe just because of it's unfinished state. Try adding a bit more colour variation to his "normal" skin, some yellows and such.
Just a little update on the textures for this nasty shit. Everything is 100% WIP. I don't think I have time to do the utterly disgusting shader I was hoping I'd be able to, but I'll give it a shot if I have a spare day before GDC.
Swizzle - Love the hammerite! On your latest bust I would add some glossiness to the eye, like the pustules have. Also the transition from the diseased area to the untouched skin could use some love. Right now its a very hard line with just a few very small red veins. Maybe working the red out a little more and desaturating the skin where it meets, kinda like its dead.
Wetterschneider - fun sculpt man
Goeddy - cool monster!
Started working on a bust, since I felt the need for a quick project. Trying to capture the likeness of Morena Baccarin.
After finishing my Voldemort, it's time to work on this again :
hey mate its pretty good start , I think its worth looking at this version too http://cghub.com/images/view/208161/ cant wait to see this fully done, watch out the arms it looks slightly off (big)..but cant wait to see more of this:). keep at it man
I'm always shy posting my work. I'd love some crit on the face specifically. Second time doing a head, I've been studying the wiki for reference a lot.
I'm always shy posting my work. I'd love some crit on the face specifically. Second time doing a head, I've been studying the wiki for reference a lot.
Aiming to actually finish this character!
I'm not good at drawing topology
(and there is a lot of better people here then more to do this)
but i hope it can help
Here...let me just...have explosive diarrhea all over this thread. Sorry ladies and gents.
Haven't had the chance to work on this in forever. Clothes next.
Don't mind those supporting edges, I just had them there to keep some shape and forgot them at the top of the boot.
-dribbles a bit more poo-
Been doing this in my free time. It'll become a life-size print once I've worked out my lights, transparencies and the rest of the parts. I've managed to model just about every iteration of this weapon from its introduction through today, with modularity.
Here is a combat knife i've been working on over the past day. Think its pretty much done but the texture is still WIP. I need to run the diffuse through a normal filter to pick up some finer normal detail, And work on the spec i think. Anyway.
High poly and low poly both made in zbrush, Unwrapped in max, and textured in photoshop. Lemme know what you guys think.
A "turtle bear" for a game project I'm working on for school. Everything is nearly ready with this guy. There's a little cleaning up I need to do with the weighting on his shell (you can see the skin poke through on the left there) and of course some texture work. Then it'll be up to me to throw out some animations and let the rest of the team get it up and running in the game.
Replies
Here's an old project I'm trying to finish up
390 Tris
Lets see some of those glowing worms yeah?
http://i.imgur.com/AAMP3.jpg
Quick edit: Adjusted the diffuse, got rid of the glow, pumped up the SSS and spec.
He's standing in such a perfect way to portray authority.
Slipstream-Something really nice about her expression.
Guh, so late, so tired. Been trying to push through concept block on this guy by just doing really rough extracts and what not to try ideas out. Might be getting somewhere though I'm starting to doubt his leather shorts...
also gj swizzle, that thing looks disgusting^^
(Nice, BTW)
ewwwwwwwww, reminds me of this guy.
Not a big fan of the blue in you link there, but maybe just because of it's unfinished state. Try adding a bit more colour variation to his "normal" skin, some yellows and such.
Goeddy, the graphic, slightly toonish style makes this work.
Swizzle, totally disgusting. The low-poly wires are perfection.
This is where hot sauce comes from!
[10:20] <MDavenport> Frank's Red Hot Boil!
Swizzle - Love the hammerite! On your latest bust I would add some glossiness to the eye, like the pustules have. Also the transition from the diseased area to the untouched skin could use some love. Right now its a very hard line with just a few very small red veins. Maybe working the red out a little more and desaturating the skin where it meets, kinda like its dead.
Wetterschneider - fun sculpt man
Goeddy - cool monster!
Started working on a bust, since I felt the need for a quick project. Trying to capture the likeness of Morena Baccarin.
Cross posting from my main thread, which you can check out here
http://www.polycount.com/forum/showthread.php?t=95003
I have taken some of the advice that I got earlier this week and applied it to my scene!
I've been playing with lighting and changing some of the texture saturation.
Any more advice, I'd be really appreciative.
Aiming to actually finish this character!
Saved!
Here's a metal test, not even exactly sure what it is but it was good practice and I'm very pleased.
fearian - Nice high poly man! What is that rendered in? I assume Max?
Cross Posting! Finished this as texturing practice!
http://youtu.be/bVvRKPpn6H0?hd=1
I am almost done this piece and the question is , use or not use outline!?:smokin:
I'm not good at drawing topology
(and there is a lot of better people here then more to do this)
but i hope it can help
Yeah I definitely think it would benefit the piece. It adds some definition that it's otherwise lacking. :poly124:
Haven't had the chance to work on this in forever. Clothes next.
Don't mind those supporting edges, I just had them there to keep some shape and forgot them at the top of the boot.
-dribbles a bit more poo-
Been doing this in my free time. It'll become a life-size print once I've worked out my lights, transparencies and the rest of the parts. I've managed to model just about every iteration of this weapon from its introduction through today, with modularity.
And here's an FPS-hand highpoly for a school project.
and tweaked this head a little:
High poly and low poly both made in zbrush, Unwrapped in max, and textured in photoshop. Lemme know what you guys think.
[ame="http://www.youtube.com/watch?v=ovYwNS9BU7I"]Zbrush Combat Knife - YouTube[/ame]
-I think I'm done with this, corsposting from my wip thread
If you want to participate in the public beta for polycounters just send an email to:
knittedpixels@gmail.com
with "BETA" as subject.
Thanks so much in advance!!
Cheers!!
Posed
Im think I'm gonna puke Great job though
sketchin.
A "turtle bear" for a game project I'm working on for school. Everything is nearly ready with this guy. There's a little cleaning up I need to do with the weighting on his shell (you can see the skin poke through on the left there) and of course some texture work. Then it'll be up to me to throw out some animations and let the rest of the team get it up and running in the game.