I want to end up being able to put out the kind of quality seen in Blizzard Games. Nice work Jramuauri!! Love the look and feel
With the incredible Diablo III footage that's been released I've been inspired to make the monk in 3d and hopefully also animate some killer flying kicks!
Here's where I'm at so far. Next step hand painted textures!
@Nina I.: Try setting the material for your leaves to Self-Illumination: 100%. Your leaves are gonna be brighter but you're gonna see them everywhere from every angle.
Looks better in motion, all churning and imposing and blending into the clouds. From memory it's using a 128x128, and somewhere around 240 polygons. Pretty good I think, considering it's (in this example) from 600m up to 1km high. Overdraw isn't an issue, and even looks good inside the thing.
Shameless crosstoast from my Fallout: New Vegas thread
Guess which one's made by an amateur and which one is made by a professional game artist *cough cough*
@Nina I.: Try setting the material for your leaves to Self-Illumination: 100%. Your leaves are gonna be brighter but you're gonna see them everywhere from every angle.
Thanks for taking the time to reply! I tried your suggestion, but sadly it didn't fix the problem. Here's a quick render shot with Self-Illumination set to 100%. I'll try find out more about the issue, but if anyone here has ideas on how to fix it... (Parts of the foliage, which are 2-Sided textures in 3ds Max, being see-through when rendered.)
Edit: It seems Mental Ray is causing the issue. I switched to Default Scanline renderer and the foliage looks fine then.
@ Millenia nice detail, but the metal parts doesn't feel metal at all. more like plastic.
@ Callesw nice job, though, imo, her chin is a bit large and leather belts on her chest just doesn't feel like it it's the right place. anyway, just my opinion.
Reworked the ground texture, added water in areas, put a grate in the wall because who doesn't like wall grates. reshuffled the buildings in areas to get a better mix of stuff, some grass. But yeah, picture!
Seraph Fawkes:
Thanks for the feedback! I agree with the chin, and I will do something about it!
The design on the other hand, will be left as it is hehe.
Update on my sci fi level, it's due for class tomorrow so I'll be handing in what you see below. I still am going to keep working on it though, have had a lot of good suggestions and ideas I'd like to implement in the near future but for now here is where I am at.
I need to make a thread someday for the level's I do... The monitor idea is from minority report(great movie!) and it looks awesome in game since half the stuff on screen is animated.
jamaica1000grau - love these characters, would be great to see a range of fan art models (batman, altair, even santa)
Anyways, here is what i've bin working on. Started as a small sculpt two weeks ago and now decided to take it further. Still needs details to be worked on but looking for similarity to Robert Downey Jr
thanks everyone!
daphz, its rendered in zbrush. i turned on shadows and AO and added a bluish spotlight behind him. i used skinshade4 for his skin, toy plastic for his eyes and teeth, and used the basicmaterial for his shirt and messed around a lot with the hair material for his hair.
Ravenslayer: One thing I wonder about that axe, does the bar for the handle continue on in any way through the middle of all those "flamey" looking bits, that are currently holding the axe head? I can't tell but it doesn't look like it. Right now if the head is just being held on by those flamey parts I'd think it not to have as much strength as it'd need for some hardcore chopping, so maybe something in the middle just to illustrate some more stability.
...for some reason that stood out to me.
Spitty: Awesome!
Marshal Banana: I've really enjoyed seeing you release more and more, thanks for the continued posting.
Sorry nothing from me today here, but wanted to comment.
Liking your work man, not sure what you are planning on doing with the texture but I think some contrast is needed to pick out some of the details. Awesome stuff though
Here's an update on my scene. Added in a sidewalk. The front apartment is still placeholder. Going to be moving onto the bar that's going to go there this week.
Thanks for taking the time to reply! I tried your suggestion, but sadly it didn't fix the problem. Here's a quick render shot with Self-Illumination set to 100%. I'll try find out more about the issue, but if anyone here has ideas on how to fix it... (Parts of the foliage, which are 2-Sided textures in 3ds Max, being see-through when rendered.)
Edit: It seems Mental Ray is causing the issue. I switched to Default Scanline renderer and the foliage looks fine then.
Yeah, I'm sorry I didn't say that. I use this method in Default Scanline Renderer. I don't know how to fix it for Mental Ray. I assume you've tried turning 2-sided on?
Fred2303 - Man, you have gotta fix those pants. Make them a flat color or something because that striping is killing it. Also, her forehead looks like it really stick out from her hair.
Replies
With the incredible Diablo III footage that's been released I've been inspired to make the monk in 3d and hopefully also animate some killer flying kicks!
Here's where I'm at so far. Next step hand painted textures!
Here is another creature design, you can find few more and a example showing the process here
Looks better in motion, all churning and imposing and blending into the clouds. From memory it's using a 128x128, and somewhere around 240 polygons. Pretty good I think, considering it's (in this example) from 600m up to 1km high. Overdraw isn't an issue, and even looks good inside the thing.
Guess which one's made by an amateur and which one is made by a professional game artist *cough cough*
Thanks for taking the time to reply! I tried your suggestion, but sadly it didn't fix the problem. Here's a quick render shot with Self-Illumination set to 100%. I'll try find out more about the issue, but if anyone here has ideas on how to fix it... (Parts of the foliage, which are 2-Sided textures in 3ds Max, being see-through when rendered.)
Edit: It seems Mental Ray is causing the issue. I switched to Default Scanline renderer and the foliage looks fine then.
I honestly don't think I will be able to sleep for the next few nights...
@ Callesw nice job, though, imo, her chin is a bit large and leather belts on her chest just doesn't feel like it it's the right place. anyway, just my opinion.
Reworked the ground texture, added water in areas, put a grate in the wall because who doesn't like wall grates. reshuffled the buildings in areas to get a better mix of stuff, some grass. But yeah, picture!
@Zwebbie
Really like what you done there, almost some form of sadness about their eyes, maybe not what you were going for but all the same, really nice
still working on this shit..hopefully finish it some day...
jramauri: dude that's awesome, i really like the style. my only comment would be to give him elbowpads and and interesting graphic on his backplating
feel bad for not posting anything new so here's my axe i'm working on
hey woodesh, thanks for the suport! here is a outlined version of the scene!
Thanks dude! Aqui eh brasil tbm man! hahahaha vi seu portfolio, muito doido, de parabens! continue o bom trabalho!
Seraph Fawkes:
Thanks for the feedback! I agree with the chin, and I will do something about it!
The design on the other hand, will be left as it is hehe.
amazing entrys guys by the way
Jamaica, that is clever as hell!
I need to make a thread someday for the level's I do... The monitor idea is from minority report(great movie!) and it looks awesome in game since half the stuff on screen is animated.
here's a goofy zsculpt i did starting with a dynamesh sphere and then polypainted it.
theres also a turnaround and sketch of him here
http://www.ericspitler.blogspot.com/
Spitty : ha that's just awesome. love the dynamics in there
WOW this page is awesome --- great work everybody!
Anyways, here is what i've bin working on. Started as a small sculpt two weeks ago and now decided to take it further. Still needs details to be worked on but looking for similarity to Robert Downey Jr
daphz, its rendered in zbrush. i turned on shadows and AO and added a bluish spotlight behind him. i used skinshade4 for his skin, toy plastic for his eyes and teeth, and used the basicmaterial for his shirt and messed around a lot with the hair material for his hair.
jamaica - brilliant style.
ravenslayer - super hot sculpt man
Some progress on my DS2 weapon entry.
...for some reason that stood out to me.
Spitty: Awesome!
Marshal Banana: I've really enjoyed seeing you release more and more, thanks for the continued posting.
Sorry nothing from me today here, but wanted to comment.
Spitty: Great sculpt!
jamaica1000grau: It's refreshing to see something different. Very cool style!
A story thumbnail for my project that I worked into for an hour or two:
A simple character design:
Cheers!
[ame="http://www.youtube.com/watch?v=yGvbLzDOToY&context=C4184befADvjVQa1PpcFMY_s-uwRzbKn3oSSmgug_QvYDcTfk7xVQ="]AMA Witcher Colin Stewart - YouTube[/ame]
@suburbbum
Liking your work man, not sure what you are planning on doing with the texture but I think some contrast is needed to pick out some of the details. Awesome stuff though
@Nick Carver
That top concept is really nice, I'm loving all the concept work that is getting put up here.
Here's an update on my scene. Added in a sidewalk. The front apartment is still placeholder. Going to be moving onto the bar that's going to go there this week.
Cheers mate, like what you are doing with this one, especially the door/door arch. Will keep an eye out to see how this one turns out Keep it up.
Uploaded with ImageShack.us
Yeah, I'm sorry I didn't say that. I use this method in Default Scanline Renderer. I don't know how to fix it for Mental Ray. I assume you've tried turning 2-sided on?
@suburbbum - it does look too consistent, but I think it'd look great with the middle orange on the handle and the right blue on the top.
working on a sniper rifle at the moment, after few fix I might start doing the low rez
(full thread in sketchbook http://www.polycount.com/forum/showthread.php?t=90425)