@Bonebrew: I was a bit unsure of that armor design at first but now it's starting to grow on me. That's a really cool render and I love the setting. @Superfail: Beautiful scene! looks very miniature'ish.
I played around with the layers in zbrush a bit... For those who don't know this is Ormon from the comic Superior;
Looks nice Superfail. I like the fact that you modeled an inside with seats. Do you have any actually glass windows? Can't see any reflections/spec going on in these areas.
Pseudobug, thanks a lot:) this is My first try to making anny folage. I tryed a lot of whays to make the folage on tree and im out of ideas. What do you not like about it? Im happy for feedback
Kodde, im rendering it in marmoset and The program looks like it having a Hard time, handeling transperance. Mabye will consider to go over to udk, i dont know.
Do enny one know how to fix for exemple a glass window in marmorset?
Finishing off the high-poly of this RPG. Then onto the warhead! I still have no idea how to make a proper render of my high-poly in Max so here's a printscreen. Any help on the rendering front is greatly appreciated, can't find a decent tutorial on a quick portfolio-style render for a high poly anywhere.
Hey guys, this is my first time having a go at sculpting rocky surfaces. I used a mix of planar and trim dynamic brushes with a noise modifier (not applied to mesh). Just looking for any crits, advice, tips, etc. before I go further with it.
Thanks
Finally got my robot all low poly-ed. Hes around 7000 tris. Down from like a couple million and all on one texture sheet. Normal mapped in XNormal.
[vv]37794529[/vv]
refined the details and added some polypaint. still going to subdivide once more to refine some details as he's only 700k right now and the pores and fine detail are a little jaggy.
Finishing off the high-poly of this RPG. Then onto the warhead! I still have no idea how to make a proper render of my high-poly in Max so here's a printscreen. Any help on the rendering front is greatly appreciated, can't find a decent tutorial on a quick portfolio-style render for a high poly anywhere.
u can try a tut someone showed me by artem volchik...its good for me imo and hope this helps ya
I've been working on this asset for a few days now, I wanted to improve my sculpting skills in Zbrush, this is just the high-poly but I also worked on the low-poly. I'm not sure if im going to spend time on texturing the asset.
Extreamly early in progress.. I have been making piece by piece and throwing in the UDK with base color scheme texture. Hopfully finish all the baking by this weekend and move on to texturing and making shaders...
This scene is inspired by Deus ex concept art with minor tweak...
I'm an environment modeler so my anatomy isn't the best. I started ZBrush 2 days ago - previously I only used in the past on hard surface prop models for cracks and pores. This is my first sculpt WIP.
She's still very low rez to ZB standards, haven't cranked it up a level yet..
Sltrolsson: Thanks , I will get a video up when its closer to being finished there is a few things I want to add before I upload a video .
Anuxinamoon: Cheers! hmm, not 100% sure yet, I'm currently doing some tests to see which effect will look best. I'm thinking maybe doing a cheap work around and using models to create some kinda of wave effect and then animating a texture... but I'm not sure for now. I will think of something!
More rock walls, because it's the cool thing to do.
Hey Fingus, Those rocks are badass! What do you use to get in the surface detail? and how did you come up with the formation, like what kind of references did you use?
Thanks to everyone who bombarded me with links to rendering tutorials. Here it is rendered properly. How does it look now? Warhead and low-poly are on their way
I played around with the layers in zbrush a bit... For those who don't know this is Ormon from the comic Superior;
I kept thinking "Man, that reminds me of the monkey demon astronaut from superior' but for some reason didn't put 2 and 2 together and realize that's what you were modeling it after, haha.
It's looking really awesome by the way, I'll be keeping an eye on this!
Hey Fingus, Those rocks are badass! What do you use to get in the surface detail? and how did you come up with the formation, like what kind of references did you use?
great work
Well the way I approached it was to take a basic sphere and sculpt on it a bit to get an interesting jagged rock look to it. Then I used the transpose tool and held down ctrl which lets me drag out a copy of it that stays on the same subtool. Using that I copied and moved, rotated and scaled out a cluster of rocks that I merged with Dynamesh and started sculpting on.
If you look at the back of the rockwall you can see some remains of that process.
So after I got my clump of rocks I just started chopping away at it with PlanarCut, Trim Dynamic and HPolish to get some interesting shapes and break the similarity. Ryan Kingslien has a nice tutorial on this method: http://www.pixologic.com/docs/index.php/Ryan_Kingslien
I googled a lot of prictures of rockwalls and cliffs and looked at them to spot the general logic of how the shapes behave. With a layered rock type I noticed that there were these lines that would often continue across the different chunks.
When I work I like to place down a lot of noise and large sketchy detail and pick out whatever nice shapes and forms I see in the chaos, so with the initial rock chunks I drew a lot of horizontal stokes with the ClayBuildup brush before I placed and merged them. Then I used a DamStandard style brush (Standard brush with Brush Modifier 100, AccuCurve, and LazyStep 0.1)to cut in some horizontal cracks across the whole formation, as well as defining continuity of the cracks between the rock chunks and picking out some interesting cracks out of the ClayBuildup lines I blocked in earlier.
Once I'm happy with all my main detail I apply Surface > Noise to my mesh on a new Layer, tone down the opacity of the layer a bit and then go over it with the HPolish brush to break the uniformity of the noise. I repeat this once or twice with different noise settings to get some variation.
As a final step I do what I mentioned earlier, go over the noisey surface and pick out any interesting shapes or details I see and emphasise them with my DamStandard brush, Clay, and HPolish and such. I don't really use alphas a lot unless I need a very specific pattern or detail.
And then I did a BPR render and nextgenned the fuck out of it in photoshop. This is the original image... :poly122:
Yeah that dude is nasty as hell. The inflamed skin really adds to it.
Although the demon eye doesn't really work for me. I think it would make more sense to have it look like broken blood vessel. It's more in line with the nasty disease or whatever happened to him, and it just looks plain nasty on its own.
haha I love it swizzle, fckn nasty. Only crit is I think he needs a lot more color in his skin, especially the weird growths. More yellows, green and blues for sure, with less red here and there to make him look more sickly. Same for the eye - I'm not sure how much of that black is texture and how much is lighting, but maybe try replacing the black with dark red and/or yellow.
Replies
@Superfail: Beautiful scene! looks very miniature'ish.
I played around with the layers in zbrush a bit... For those who don't know this is Ormon from the comic Superior;
Terrifying, and but Awesome
Superfail! This is awesome! The tree foliage is the only thing giving away it's polys.
I still don't believe i made a remake of a remake :P
Character credits to JFletcher.
Kodde, im rendering it in marmoset and The program looks like it having a Hard time, handeling transperance. Mabye will consider to go over to udk, i dont know.
Do enny one know how to fix for exemple a glass window in marmorset?
Thanks for you time,
Little more progress, cross posting from my work thread - http://www.polycount.com/forum/showthread.php?t=93846
Some initial Zbrush work, cross post from this http://www.polycount.com/forum/showthread.php?t=75454
Thanks
A 2h lion head
[vv]37794529[/vv]
u can try a tut someone showed me by artem volchik...its good for me imo and hope this helps ya
http://www.artemstudios.com/2010/tutorials.htm
Extreamly early in progress.. I have been making piece by piece and throwing in the UDK with base color scheme texture. Hopfully finish all the baking by this weekend and move on to texturing and making shaders...
This scene is inspired by Deus ex concept art with minor tweak...
I'm an environment modeler so my anatomy isn't the best. I started ZBrush 2 days ago - previously I only used in the past on hard surface prop models for cracks and pores. This is my first sculpt WIP.
She's still very low rez to ZB standards, haven't cranked it up a level yet..
Cryengine 3 work in progress :
[ame="http://www.youtube.com/watch?v=vA6ax7wbj9E"]Cryengine 3 : Forbidden Lands Project WIP - YouTube[/ame]
Oh, and a tree too.
Choco: cool scene man, i really dig the new hard rain atmosphere
Anuxinamoon: Cheers! hmm, not 100% sure yet, I'm currently doing some tests to see which effect will look best. I'm thinking maybe doing a cheap work around and using models to create some kinda of wave effect and then animating a texture... but I'm not sure for now. I will think of something!
Hey Fingus, Those rocks are badass! What do you use to get in the surface detail? and how did you come up with the formation, like what kind of references did you use?
great work
Leaning towards no join myself... Help me Polycount, you're my only hope!
Strkl, lovely lion
Inpw, that air ship is ace, could totally see it in an ipad game or something like that.
Fingus, lovely rock wall
Superfail, change your name, that's not fail in any way, shape or form ;p
By the way his little mouth is for eating grapes, its all his species eats
It was fun in any case!
Wish to add later vertex painting and appropriate environment.
http://www.thingiverse.com/thing:18378
http://www.thingiverse.com/thing:18435
Theyre Free to download too, though not low poly enough to toss in the old SDK thread, I may have to get on that.
It's looking really awesome by the way, I'll be keeping an eye on this!
http://dl.dropbox.com/u/21367267/domwarwip.mov
http://dl.dropbox.com/u/21367267/domwarwip2.mov
http://dl.dropbox.com/u/21367267/domwarwip3.mov
[ame="http://www.youtube.com/watch?v=H_Z-X3S2HX0"]UDK Nitrogen smoke WIP - YouTube[/ame]
Aw shucks, getting compliments from the rock boss himself. :poly136:
Well the way I approached it was to take a basic sphere and sculpt on it a bit to get an interesting jagged rock look to it. Then I used the transpose tool and held down ctrl which lets me drag out a copy of it that stays on the same subtool. Using that I copied and moved, rotated and scaled out a cluster of rocks that I merged with Dynamesh and started sculpting on.
If you look at the back of the rockwall you can see some remains of that process.
So after I got my clump of rocks I just started chopping away at it with PlanarCut, Trim Dynamic and HPolish to get some interesting shapes and break the similarity. Ryan Kingslien has a nice tutorial on this method: http://www.pixologic.com/docs/index.php/Ryan_Kingslien
I googled a lot of prictures of rockwalls and cliffs and looked at them to spot the general logic of how the shapes behave. With a layered rock type I noticed that there were these lines that would often continue across the different chunks.
When I work I like to place down a lot of noise and large sketchy detail and pick out whatever nice shapes and forms I see in the chaos, so with the initial rock chunks I drew a lot of horizontal stokes with the ClayBuildup brush before I placed and merged them. Then I used a DamStandard style brush (Standard brush with Brush Modifier 100, AccuCurve, and LazyStep 0.1)to cut in some horizontal cracks across the whole formation, as well as defining continuity of the cracks between the rock chunks and picking out some interesting cracks out of the ClayBuildup lines I blocked in earlier.
Once I'm happy with all my main detail I apply Surface > Noise to my mesh on a new Layer, tone down the opacity of the layer a bit and then go over it with the HPolish brush to break the uniformity of the noise. I repeat this once or twice with different noise settings to get some variation.
As a final step I do what I mentioned earlier, go over the noisey surface and pick out any interesting shapes or details I see and emphasise them with my DamStandard brush, Clay, and HPolish and such. I don't really use alphas a lot unless I need a very specific pattern or detail.
And then I did a BPR render and nextgenned the fuck out of it in photoshop. This is the original image... :poly122:
Although the demon eye doesn't really work for me. I think it would make more sense to have it look like broken blood vessel. It's more in line with the nasty disease or whatever happened to him, and it just looks plain nasty on its own.
Really nice lighting here, and lovely environment bits! Gorgeous work.