The boss of the indie studio I work at decided it would be a good idea to make video tutorial of our pipelines and process's which I agree is a great idea and can really help people along so my first video I have done is baking out PolyPaint using xNormals to a lowpoly mesh:
Its the first time I have done any video like this so feedback would be great and if you know a better process please inform me because I am always eger to learn new things ^_^
it's paintover shot from working on my game, Animal Memory, built in udk. it's a game about exploration/survival, and gun stuff, but without being anything like a modern shooter (gunfights rare and lethal). and personally the game is about finding out whether or not all my own particular obsessions/assertions with respect to game design are true. no cutscenes, no unkillable npcs, player can choose their route through the world... i know that's a lot of what the game isn't, but i think it gives some idea of where i'm headed with it.
This is a project im working on. Its as you can se WIP, But im happy so far. The car will be full off rust and moss, and "eaten" by the nature later on. Just like in a car graveyard.
Im happy for feedback. PEACE!
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?
Thanks for the feedback Katana and Waklonsky. I'm totally with you on those ideas and really want to add life to the city. You'll notice there is no cars either! However it's one of those projects that needed to be put together rapidly and I'll need to start rendering the 11 videos tonight.
Strictly speaking i'd love to double the building count as it's not enough as you say. CBD's are usually packed with skyscarpers and buildings due to the land value, however here's a an image more in line with what the client sees, as my render above is just for fun. I feel there is enough detail here for them. In fact I think they were expecting a lot less.
so much nice work on pc these days, good stuff all.
more fiddling about with renders for me in between driving up and down from nottingham to london:/.
Lost the likeness a little, but I like how the style is coming along now
Scudz, it might just be the the way I rendered it out, I wil take a look though. Got a bit of tunnel vision on this one. might have made his arms too long for a start
Ruz, the fact looks about a billion tims better than the last time I saw him. but yeah he looks bso much shorter very odd. That first pic looks about 4 foot lol for such an amazinf model! FOV Maybe?
cheers odium, I did a lot of hard work on this sucker:). yeah he is a bit dwarflike now - maybe the render, but will check it out
front view if anyone would like to offer some advice on the proportiions
Wow, some fantastic peices on this thread so far! i'm new to the forum so i havn't really got anything to i want to show just yet, however i want to say that many of you have been a massive inspiration for me during my time at university, just the amount of diversity in terms of style and how impressive everything looks - It gets the creative juices flowing
cheers odium, I did a lot of hard work on this sucker:). yeah he is a bit dwarflike now - maybe the render, but will check it out
front view if anyone would like to offer some advice on the proportiions
your current model is ~6.5 heads tall and bruce is almost 6' tall which is around 7 heads.
however you can easily go for generic 7.5 heads tall to give him heroic proportions.
also the pants are currently too conformed to the legs which makes him look even more odd. try to get more focused folds in areas of deformation and at the bottom and clean out the other areas to give more breathing space. right now the folds are all over pants and too much spread out.
Thanks for the feedback Katana and Waklonsky. I'm totally with you on those ideas and really want to add life to the city. You'll notice there is no cars either! However it's one of those projects that needed to be put together rapidly and I'll need to start rendering the 11 videos tonight.
Strictly speaking i'd love to double the building count as it's not enough as you say. CBD's are usually packed with skyscarpers and buildings due to the land value, however here's a an image more in line with what the client sees, as my render above is just for fun. I feel there is enough detail here for them. In fact I think they were expecting a lot less.
Not the most original, but this is what I've been working on lately; currently just high res time-flux engine and cv-curve cage. This is my first car/true hard surface model, so I'll see how it goes.
@Botchi That looks amazing, I can't wait to see your progress. I love doing things like this but I struggle to comprehend a lot of the shapes in my reference and you're doing a great job I'll be watching
it's 7am and i've not slept yet. at just after 5 i decided to do a quick char,
here's the progress so far. any crits are more than welcome as chars are not my speciality at all.
the texture was obviously an afterthought. the sculpt actually took 15 mins. most of the time was spent reading up on trying to get a polypaint baked down to a lowpoly model from zbrush. i failed in doing that but meh.
Great work everyone! Sean VanGorder those rocks look amazing
Well here's what im workin on at the moment.
I just got the trees and grass to sway, thx St4lis
for helping me out with that one!
The water and the wood fence are UDK props/materials and work as placeholders at the moment.
Great work everyone! Sean VanGorder those rocks look amazing
Well here's what im workin on at the moment.
I just got the trees and grass to sway, thx St4lis
for helping me out with that one!
The water and the wood fence are UDK props/materials and work as placeholders at the moment.
jamaica1000grau: Thanks!. Yea im pretty happy with it, Right now the house is a bit overexposed but ill fix that once I start tweaking the Post processing SirCalalot: thanks man urgaffel: thank you. Ill post a movie later on when I got more done. I like your spaceship too . What kind of cockpit will you be using?
Inkfish: really nice. Maybe you should crank the spec up a bit
Great work everyone! Sean VanGorder those rocks look amazing
Well here's what im workin on at the moment.
I just got the trees and grass to sway, thx St4lis
for helping me out with that one!
The water and the wood fence are UDK props/materials and work as placeholders at the moment.
It looks stunning but it looks like everything is in small scale and I'm thinking it's the large blades of grass. They look big compared to the bridge and rocks, messing the sense of scale. Unless that was the direction you were going for. But apart from that, looks great!
Not the most original, but this is what I've been working on lately; currently just high res time-flux engine and cv-curve cage. This is my first car/true hard surface model, so I'll see how it goes.
Replies
[ame="http://www.youtube.com/watch?v=afwD779WuME&context=C3bc5302ADOEgsToPDskLyI5iOgqqLyY4V1S7y0H2A"]Zbrush 4 R2 PolyPaint Baking via xNormals - YouTube[/ame]
Its the first time I have done any video like this so feedback would be great and if you know a better process please inform me because I am always eger to learn new things ^_^
not exactly--it's a paintover of a mostly real scene in my game in order to help me move forward on a design. glad you like it though
it's paintover shot from working on my game, Animal Memory, built in udk. it's a game about exploration/survival, and gun stuff, but without being anything like a modern shooter (gunfights rare and lethal). and personally the game is about finding out whether or not all my own particular obsessions/assertions with respect to game design are true. no cutscenes, no unkillable npcs, player can choose their route through the world... i know that's a lot of what the game isn't, but i think it gives some idea of where i'm headed with it.
here's a reverse shot from the same scene.
Im happy for feedback. PEACE!
Thanks for the feedback Katana and Waklonsky. I'm totally with you on those ideas and really want to add life to the city. You'll notice there is no cars either! However it's one of those projects that needed to be put together rapidly and I'll need to start rendering the 11 videos tonight.
Strictly speaking i'd love to double the building count as it's not enough as you say. CBD's are usually packed with skyscarpers and buildings due to the land value, however here's a an image more in line with what the client sees, as my render above is just for fun. I feel there is enough detail here for them. In fact I think they were expecting a lot less.
If it MUST be textured then ok, maybe do more... But I think it looks bloody fantastic?
more fiddling about with renders for me in between driving up and down from nottingham to london:/.
Lost the likeness a little, but I like how the style is coming along now
He looks good, but the hieght is just weird.
front view if anyone would like to offer some advice on the proportiions
The seam on the grass at the front really bugs me but apart from that it's real purrty.
(crossposting from my thread http://www.polycount.com/forum/showthread.php?t=95308)
your current model is ~6.5 heads tall and bruce is almost 6' tall which is around 7 heads.
however you can easily go for generic 7.5 heads tall to give him heroic proportions.
also the pants are currently too conformed to the legs which makes him look even more odd. try to get more focused folds in areas of deformation and at the bottom and clean out the other areas to give more breathing space. right now the folds are all over pants and too much spread out.
here is a paintover for the proportions:
Bruce is actually 5 ft 11 1/2 inches so will try and stick to that
This is gorgeous. Whats her name?
CR2 is tapering slightly, splash of offset colour would be nice too (orange dot?)
here's the progress so far. any crits are more than welcome as chars are not my speciality at all.
the texture was obviously an afterthought. the sculpt actually took 15 mins. most of the time was spent reading up on trying to get a polypaint baked down to a lowpoly model from zbrush. i failed in doing that but meh.
God, GDC's less than a week away.
Sean VanGorder those rocks look amazing
Well here's what im workin on at the moment.
I just got the trees and grass to sway, thx St4lis
for helping me out with that one!
The water and the wood fence are UDK props/materials and work as placeholders at the moment.
a head study needing some cc's!
Marty McFly !?
the Savannah Campus. only 3 more classes before spring break!
anyway, here's a slightly updated render. I may not have enough time to do what I want (I already had to cut two large parts in planning).
Jonas, that's really nice. Got a movie of it in motion?
So much awesome in this thread, makes me want to pick up Zbrush in addition to all them other things I should be picking up
SirCalalot: thanks man
urgaffel: thank you. Ill post a movie later on when I got more done. I like your spaceship too . What kind of cockpit will you be using?
Inkfish: really nice. Maybe you should crank the spec up a bit
nice work, fatty
Guessing... Captain Malcolm "Mal" Reynolds.
www.wireframebox.com/odd
how are you finding working with pipes in maya?
also http://www.wireframebox.com/dss1/
less detailing engine wise but yeah. DeLorean!