hey, first post in this thread.
im new hear and so far the thread for the M4A1 didnt get any attention so i hope that maybe posting wip shots of the high poly hear will help.
Yeah! that's looking better. I would also push the wood a little bit more as well.
I did this quite little test I hope you don't mind, it's what I was thinking might hep your wood pop and that would make all the shapes pop individually.
Took a small break from a character I was working on and put this together. @fewes: Those shells look really nice. @arshlevon: That face truly has a hulk feel, great work.
This is a shot from an environment that I've been working on for a while. It's coming close to being finished, and I have a tread in the P&P if any of you want to drop by and leave me some feedback. Thread is here: http://www.polycount.com/forum/showthread.php?p=1530047#post1530047
Very cool stuff posted here as usual. I'm almost feeling bad that I don't visit this thread too often. @Gauss: Cool stuff! I like how the scene looks like it's turning digital toward the right(looks laser'ish). Was that intentional?
@Jeffro: That looks cool. Perhaps you could add some more light on the rock surfaces emitting from those lanterns?
@SeanV: I think you can only get so far with that rock sculpt. It looks good as it is but if you want to further improve it you should add more stuff around it like grass and stuff, make a little pedestal scene or place it in an environment.
@afisher: That looks great! The folds on the pants look too similar though, I would have changed one side more for the sake of asymmetry.
Cross-posting some stuff from my character thread;
Here is an update of the knight. I'm done with the normal map bake. Let me know if you have any critique or something;
I also played around some more with the mass effect lady's smile(more of a smirk actually). Does it look weird? I've been struggling with it for a while but can't seem to get it right;
ScudzAlmighty:
Shells with alpha for the base and then planes perpendicular to get rid of some of the weird layered effect. It's pretty simple; no shader magic or anything.
Chai:
If I could make the lenses look like that with Marmoset's current toolset and it wasn't completely faked, I totally would.
Immediately recognisable, but that hole in the hood for the ears idea just reads as very very silly to me, I personally don't think it works, sorry Why not just have the ears folding up against the head from the pressure applied by the hood or something?
Immediately recognisable, but that hole in the hood for the ears idea just reads as very very silly to me, I personally don't think it works, sorry Why not just have the ears folding up against the head from the pressure applied by the hood or something?
Maybe if instead the hole were cut, or sewn in, and were not natural to the hood?
Like "I found this tunic with a hood, but my ears couldnt fit, so i cut it open so my ears can come through!"
Cheers shin. I did use a base mesh for the head of course, but it was still a fresh high poly from scratch. Really trying to get my workflow speeded up a bit.
So much good stuff in this thread. I really must get in the habit of visiting this daily!
Here's a shot of a city model i've been working on for a client project. Almost out of project time, so have to move to rendering soon, but would love to add more detail to this if I get the chance.
Figured this would be as good a place as any to start posting at Polycount and show a bit of what I'm working on. I'm a concept artist, not so much a 3d person, though gradually trying to figure out zbrush so I can do some character modelling for ideating, was told at a party last GDC that polycount actually isn't JUST for 3d people so finally decided to start posting here. Doing some clean up on this piece to try and add some more designed details in and bring it home in time for GDC.
So much good stuff in this thread. I really must get in the habit of visiting this daily!
Here's a shot of a city model i've been working on for a client project. Almost out of project time, so have to move to rendering soon, but would love to add more detail to this if I get the chance.
You need a ferry, s tug or two and a tanker ship, basically harbor traffic 9a break wall with a lighthouse), but not alot to take away from the great city, just enough to give some life.
So much good stuff in this thread. I really must get in the habit of visiting this daily!
Here's a shot of a city model i've been working on for a client project. Almost out of project time, so have to move to rendering soon, but would love to add more detail to this if I get the chance.
Now thats an interesting topic! I like it. However, if you are going for a realistic downtown area, you need much more buildings to be placed into the empty spaces.
Isn't the whole point of building skyscrapers to get more space for offices and stuff when the whole ground is already covered with buldings?
But, at the other hand, it could exactly be the whole point of that project of your client to show a different concept of city organization...
Also, you have many highrise buildings, but almost none low buildings, only the shapes indicated on the ground... Maybe you could add real models for them as well?
Replies
im new hear and so far the thread for the M4A1 didnt get any attention so i hope that maybe posting wip shots of the high poly hear will help.
more screenshots can be found there.
Project: custom M4A1: http://www.polycount.com/forum/showthread.php?t=95147
cheers, hope u like it and if don't C&C
Thanks for the tip, is this better?
also yay marmoset with spec and normal maps :P
Looks way better but you should highlight the wood a bit more.
This has such a strong sense of weight and volume. *adds to inspiration dump.
Yesssss, That looks fantastic! Glad I could help!
Took a small break from a character I was working on and put this together.
@fewes: Those shells look really nice.
@arshlevon: That face truly has a hulk feel, great work.
@jeffro - very nice!
@disanski - love the muscles, very inspirational
@wester - looks great
really good link!
Some progrezz
Here's a cross-post from my WIP thread ( http://www.polycount.com/forum/showthread.php?t=91851 ), an elf lady I've been working on. Finally got her rigged.
I made some more progress on my sci fi reactor/generator room, now back to work
edit: also working on a zbrush creature sculpt
Sculpt
@Gauss: Cool stuff! I like how the scene looks like it's turning digital toward the right(looks laser'ish). Was that intentional?
@Jeffro: That looks cool. Perhaps you could add some more light on the rock surfaces emitting from those lanterns?
@SeanV: I think you can only get so far with that rock sculpt. It looks good as it is but if you want to further improve it you should add more stuff around it like grass and stuff, make a little pedestal scene or place it in an environment.
@afisher: That looks great! The folds on the pants look too similar though, I would have changed one side more for the sake of asymmetry.
Cross-posting some stuff from my character thread;
Here is an update of the knight. I'm done with the normal map bake. Let me know if you have any critique or something;
I also played around some more with the mass effect lady's smile(more of a smirk actually). Does it look weird? I've been struggling with it for a while but can't seem to get it right;
I've started a thread here, so you are more than welcome to comment and critique
A sketch I've done in a couple of days in my everyday 30 minutes warm up xD
Trying to give it a well polished look
Thanks!
ScudzAlmighty:
Shells with alpha for the base and then planes perpendicular to get rid of some of the weird layered effect. It's pretty simple; no shader magic or anything.
Chai:
If I could make the lenses look like that with Marmoset's current toolset and it wasn't completely faked, I totally would.
Almost finished with this.
HOLY PISS.
More info, please!
I'm trying to work on it a little after coming back from work but i don't have much time
texture is 512² though
So here is my little contribution, a bust I made for practice and then added horns for fun and a quick skin polypaint.
edit some colors
Immediately recognisable, but that hole in the hood for the ears idea just reads as very very silly to me, I personally don't think it works, sorry Why not just have the ears folding up against the head from the pressure applied by the hood or something?
In-game:
Multishot ingame:
http://www.team-blur-games.com/odium/cmc_head_ingame.jpg
Diffuse only shot, no lighting:
http://www.team-blur-games.com/odium/cmc_head.jpg
Flats:
http://www.team-blur-games.com/odium/cmc_head_d.png
http://www.team-blur-games.com/odium/cmc_head_s.png
http://www.team-blur-games.com/odium/cmc_head_local.png
http://www.team-blur-games.com/odium/cmc_head_sss.png
Maybe if instead the hole were cut, or sewn in, and were not natural to the hood?
Like "I found this tunic with a hood, but my ears couldnt fit, so i cut it open so my ears can come through!"
just a thought :>
Here's a shot of a city model i've been working on for a client project. Almost out of project time, so have to move to rendering soon, but would love to add more detail to this if I get the chance.
I love the stroke style.
You need a ferry, s tug or two and a tanker ship, basically harbor traffic 9a break wall with a lighthouse), but not alot to take away from the great city, just enough to give some life.
Looks great.
Now thats an interesting topic! I like it. However, if you are going for a realistic downtown area, you need much more buildings to be placed into the empty spaces.
Isn't the whole point of building skyscrapers to get more space for offices and stuff when the whole ground is already covered with buldings?
But, at the other hand, it could exactly be the whole point of that project of your client to show a different concept of city organization...
Also, you have many highrise buildings, but almost none low buildings, only the shapes indicated on the ground... Maybe you could add real models for them as well?
Please chek out my blog to see the progress: Three Angles