@pogop, starting to look great dude, the materials could do with being defined better (most on the scooter), but thats down to whether you're going for a realistic style (which CE3 is more suited for) or a more stylised route. That being said, you've chosen a great environment to create in the engine as you've made use of alot of the best tools. Great work! MOAR.
Ive been messing around with a bioshock style scene recently, just "sketching" around rahter than doing anything too serious. I havent taken anything into Zbrush yet, but I will once ive made sure that all the elements of the composition "fit" together. Hopefully will get it into engine too. Any critique would be great, im struggling to ensure that each element conforms to the art style, (art deco, elegance combined with steam-punk mechanics) and to keep the noise to a minimum whilst selling the composition.
This looks sweet, the only thing I can mention so far is that I get the feeling that the letters aren't attaching to the door.. Other than that, I want to see more
jramauri: Nice, that reminds me a bit of the Deathspank-style. A couple of things though:
I don't understand att all how the shoulderpads are attatched to him..
Second of all, have you tried making his hands bigger? I feel like doing it for some reason ^^ Other than that good job!
PogoP: Sweet scene! Do want to be there right now! Keep it up!
suburbbum: Dude, that weapon looks B.A. I really like the details in the mace head and the bottom hilt piece.
Quaggs: YDG?
PogoP: Looks good! I like your lighting, and your texture work is excellent. Just wanted to point out a seam running on the inside of the moped. I'm currently battling a seam in my scene that I believe is in my spec map but haven't been succcessful.
scotthomer: Wow, awesome hi-poly details. Might be a noob question, but how did you achieve the grating/fencing/diamond shapes on the main door?
Teuta: I'm not a character artist, but I like! With the way he's holding the bow and arrow, I don't think you have to move the arrow regardless if he shoots the bow horizontally or vertically.
An update from last night, I'd like to say I'm almost there, some fixes/adjustments here and there.
Teuta: Nice work, looks sweet. The only thing I can mention about the "enemy" is that his fingers and the thumbs tapers of a bit too much for my taste.. Other than that, great job and good luck with your studies
more texture work done. I really dont get how some of you guys get such heavy painted looks into your next gen work without losing the details of the baked maps :S But progress guys!
Cute, seforin! Love the grin! As for your comment about texturing:
It's about edges! Slam some higher contrast paint on there -- use serious contrast in colors, go warm to cool, and dont be afraid to leave stuff pretty un-blended. suburbbum's mace is a great example of going seriously bold and it looking very natural in execution. Try something more like this!
@eY3lEs5: Looking pretty good! Only crit I can think of would e to make the red from the lava a bit more intense.
Still working away at this. I ended up redoing the roof and a few other models because I should have planned them out better. They weren't snapping together right and had a lot of gaps.
Awesome stuff here! @ Teuta nice one, like the details @ jramauri awesome! I'm fan of handpainted style, can you show your uv? sweet @ suburbbum i want that mace, in my WoW, now! ^__^
Here's humble doodling with zbrush and photoshop on lonely evening.
Miche - Thanks man! I agree with you, thats mostly because they are actually floating.. hmmm its abit of a thinker, but im sure I can fix that. Might need the lettering to be inset into the mesh of the door to make it look alittle more convincing. Cheers for that.
eY3lEs5 - Thanks dude! your scene is looking great, my only critism is that the floor close to the camera seems quite low res, but the depth and composition is great. Ill write up a quick tutorial once I get my work-thread up!
richwderby - Thanks bro! Your scene is coming along nicely, could definately do with a more dynamic camera angle to sell the scene.
biofrost: Thanks for the crit! Your scene has come along nicely. Something I learned with my current scene is to properly plan ahead; I had to backtrack and redo a lot of work in the last week or so. Keep at it, can't wait to see yours done
richwderby: Your lighting is getting there, much improved from your last post. You have some nice color emmissives that can create some cool pools of colored light, don't be afraid to have more conrasting lights and darks in your scene. At least that's what I think could make the scene pop some more.
RockSPb: UNGH! Nice tank, and cool texture work on the shark. You plan on Low-Polying and texturing that tank?
scotthomer: Thanks for the crit! I believe my stain decal is what looks low res, I think I scaled it up too much. I'll adjust that once I get home later. Looking forward to your next update on that Deco style piece, and your tut
cR45h: Nice job like all the details. Mabye you will have a smother normolmap on the grip. i know it has that material but if you just take and bring the sharpness of the surface down and mabye get the feeling of that someone has hold it a lot of times... that will be a awesome pice.
Trying out the high poly to low poly method, I made the base models of the rocks in blender, Then exported and sculpted in Sculptris and then imported back into blender to bake a normal map, And from there I went into photoshop and to create the diffuse map, I desaturated the normal map, overlayed 2 rock image textures, changed the levels a bit, And maybe added another layer and painted some darker areas and fiddled with the levels there. Then created the specular maps by desaturating and adjusting the levels. I think the rocks are a tad bit too low poly but I'm trying to get them to look as good as the ones in popular games like the elder scrolls for example.
Well, here is a model I am doing for a client, it is a soviet T 72 tank:
This is a render of the high poly version of the model, I am doing/suffering the low poly version right now. I rushed this in roughtly 1 week, the deadline is really really tight, so there are tons of mistakes and errors in the design, sadly, I don´t have time to polish this as much I´d like to.
Anyway, crits & comments more than welcome, hope you like it!
gateian: Looks cool, don't know anything about cockpits though, so I can't feedback :P Keep it up.
searinox: Cool render! I like how it makes the model look like a real sculpt. I'm not a fan of all the small "packages" though.. What even are those? ^^ Overall it looks neat.
I've been trying out some new poses tonight on this girl I call Bella:
I made them a bit smoother, hoping that it will look better when baked on a lowres mesh. It may be that I made them a bit too smooth tho...
Gorgeous sculpt by the way! I would add a stronger SSS effect to the skin, if is there any is hardly noticeable, and it looks a bit artificial. I love the sculpting work you´ve done with it!
Joshflighter: I actually can´t take the merit for the render, as much I´d want to haha. I used an existing setup called Fake It, by Andrew Nash. It is really awesome, and worth the price imo, you can take a look here: http://mikeanashtuts.blogspot.com/p/fake-it-materials-pack.html
Jaw-dropping work as always guys. Finally getting around to finishing my piece. Got it into Unity but tested it out w/ 3 Point Shader today. I'll play around more and decide.
Wow, the quality of work in the WAYWO so far this year has been incredible!
Everyone, every single person in this thread, go ahead, give yourself a pat on the back! (And then, get back to work!! :poly121:)
Mezz I love the animation. I salute anyone who does good animation, because I have tried and failed. Too much of a battle with the software and not enough patience at my end. lol.
Well, here is a model I am doing for a client, it is a soviet T 72 tank:
This is a render of the high poly version of the model, I am doing/suffering the low poly version right now. I rushed this in roughtly 1 week, the deadline is really really tight, so there are tons of mistakes and errors in the design, sadly, I don´t have time to polish this as much I´d like to.
Anyway, crits & comments more than welcome, hope you like it!
Beautiful tank. I'm sure you can spot your mistakes a mile off, in the same way I can spot all the mistakes of my cockpit (of which there are many!) but as I am not an expert in this tank as well as the other 99% of us, we'll never notice. Great job and looking forward to seeing this textured!
So here is my second weapon model what i did (based on Brian Sum concept art) , and the first finished hard surface model.
I know that recently this gun has been created by another user , but like i said this is my first hard surface model which looks not bad. Hope you like it ) And yeahh... some of the details I have not made (
Went ahead and re-lit a piece from a year ago, made such a drastic change I decided I'd re-post it.
Do you have a link to the original for us to compare? This one is looking pretty good, only thing that strikes me is the eyes aren't catching enough light.
Well, here is a model I am doing for a client, it is a soviet T 72 tank:
This is a render of the high poly version of the model, I am doing/suffering the low poly version right now. I rushed this in roughtly 1 week, the deadline is really really tight, so there are tons of mistakes and errors in the design, sadly, I don´t have time to polish this as much I´d like to.
Anyway, crits & comments more than welcome, hope you like it!
I looks fantastic, about how many hours did it take?
Some really awesome stuff on this thread .Man that tank is narly man .Loving it .Whats the polycount 30 mil?That wrestler is coming along nicely ,just needs the patented Hogan Leg Drop .LOL .
Replies
keep up the hand painted stuff, not enough of it done.
Ive been messing around with a bioshock style scene recently, just "sketching" around rahter than doing anything too serious. I havent taken anything into Zbrush yet, but I will once ive made sure that all the elements of the composition "fit" together. Hopefully will get it into engine too. Any critique would be great, im struggling to ensure that each element conforms to the art style, (art deco, elegance combined with steam-punk mechanics) and to keep the noise to a minimum whilst selling the composition.
This looks sweet, the only thing I can mention so far is that I get the feeling that the letters aren't attaching to the door.. Other than that, I want to see more
jramauri: Nice, that reminds me a bit of the Deathspank-style. A couple of things though:
I don't understand att all how the shoulderpads are attatched to him..
Second of all, have you tried making his hands bigger? I feel like doing it for some reason ^^ Other than that good job!
PogoP: Sweet scene! Do want to be there right now! Keep it up!
Quaggs: YDG?
PogoP: Looks good! I like your lighting, and your texture work is excellent. Just wanted to point out a seam running on the inside of the moped. I'm currently battling a seam in my scene that I believe is in my spec map but haven't been succcessful.
scotthomer: Wow, awesome hi-poly details. Might be a noob question, but how did you achieve the grating/fencing/diamond shapes on the main door?
Teuta: I'm not a character artist, but I like! With the way he's holding the bow and arrow, I don't think you have to move the arrow regardless if he shoots the bow horizontally or vertically.
An update from last night, I'd like to say I'm almost there, some fixes/adjustments here and there.
Miche
more texture work done. I really dont get how some of you guys get such heavy painted looks into your next gen work without losing the details of the baked maps :S But progress guys!
It's about edges! Slam some higher contrast paint on there -- use serious contrast in colors, go warm to cool, and dont be afraid to leave stuff pretty un-blended. suburbbum's mace is a great example of going seriously bold and it looking very natural in execution. Try something more like this!
Still working away at this. I ended up redoing the roof and a few other models because I should have planned them out better. They weren't snapping together right and had a lot of gaps.
Miche: I tried.. But believe me. He looks unbalanced, with bigger hands. I draw this guy many times. And experimented a lot of things
Seforin: I believe you can lower the value of your normal map, like in this example. Textures will show better then.
Update on the lighting:
BMPT (Russian Tank Support Fighting Vehicle)
White shark
@ Teuta nice one, like the details
@ jramauri awesome! I'm fan of handpainted style, can you show your uv? sweet
@ suburbbum i want that mace, in my WoW, now! ^__^
Here's humble doodling with zbrush and photoshop on lonely evening.
eY3lEs5 - Thanks dude! your scene is looking great, my only critism is that the floor close to the camera seems quite low res, but the depth and composition is great. Ill write up a quick tutorial once I get my work-thread up!
richwderby - Thanks bro! Your scene is coming along nicely, could definately do with a more dynamic camera angle to sell the scene.
richwderby: Your lighting is getting there, much improved from your last post. You have some nice color emmissives that can create some cool pools of colored light, don't be afraid to have more conrasting lights and darks in your scene. At least that's what I think could make the scene pop some more.
RockSPb: UNGH! Nice tank, and cool texture work on the shark. You plan on Low-Polying and texturing that tank?
scotthomer: Thanks for the crit! I believe my stain decal is what looks low res, I think I scaled it up too much. I'll adjust that once I get home later. Looking forward to your next update on that Deco style piece, and your tut
I'm currently working on a Harrier Cockpit for a friends game.
Well, here is a model I am doing for a client, it is a soviet T 72 tank:
This is a render of the high poly version of the model, I am doing/suffering the low poly version right now. I rushed this in roughtly 1 week, the deadline is really really tight, so there are tons of mistakes and errors in the design, sadly, I don´t have time to polish this as much I´d like to.
Anyway, crits & comments more than welcome, hope you like it!
searinox: Cool render! I like how it makes the model look like a real sculpt. I'm not a fan of all the small "packages" though.. What even are those? ^^ Overall it looks neat.
I've been trying out some new poses tonight on this girl I call Bella:
I made them a bit smoother, hoping that it will look better when baked on a lowres mesh. It may be that I made them a bit too smooth tho...
Gorgeous sculpt by the way! I would add a stronger SSS effect to the skin, if is there any is hardly noticeable, and it looks a bit artificial. I love the sculpting work you´ve done with it!
That girl has fantastic feet!
Btw; looks great!
Thanks for the kind words!
Work in progress on some textures for an environment I'm starting.
the lat doesn't seem like its insertion point along the illiac crest is taken into consideration
http://buybulkwhey.com/wordpress/wp-content/uploads/2011/01/latsshtraplat.jpg
see how some of that large back muscle attaches to the hip?
usually in people this reads as a diagonal lines running perpendicular to the muscles fibers.
somewhat visible in : http://www.happehtheory.org/wp-content/uploads/2010/08/LowerBackMusclesTriangle.png
however your also going to have to take the erector spinae muscle into consideration, which is usually the more predominant form. and reads as two conical cylinders running along the spine.
http://dynorock.files.wordpress.com/2011/01/mm_erector_spinae.jpg
Everyone, every single person in this thread, go ahead, give yourself a pat on the back! (And then, get back to work!! :poly121:)
Finishing up another animation:
[ame="http://www.youtube.com/watch?v=UwFD6sesgjI"]Falling On Stairs (w/ Crutches) -- Animation WIP 07 - YouTube[/ame]
(Crosspost from my thread here: http://www.polycount.com/forum/showthread.php?t=96034 )
Good stuff.
Beautiful tank. I'm sure you can spot your mistakes a mile off, in the same way I can spot all the mistakes of my cockpit (of which there are many!) but as I am not an expert in this tank as well as the other 99% of us, we'll never notice. Great job and looking forward to seeing this textured!
So here is my second weapon model what i did (based on Brian Sum concept art) , and the first finished hard surface model.
I know that recently this gun has been created by another user , but like i said this is my first hard surface model which looks not bad. Hope you like it ) And yeahh... some of the details I have not made (
Do you have a link to the original for us to compare? This one is looking pretty good, only thing that strikes me is the eyes aren't catching enough light.
will take it to low poly and see what happens..
Did a bit more on this guy last night Cant wait to get him in game with his slime cube
started yesterday. still sketching it out. not looking forward to the retopo. lol