romy that's awesome! You've done a great job of defining the rock, stonework and wood pieces while keeping them all tied together as a single scene. Awesome work man.
oh man, that looks amazing!
It gives off such a perfect mood with the lighting and dark ocean.
you should totally model a pirate ship behind it or something like the black pearl from pirates of the caribbean!
Sean VanGorder: Nice floor texture. I'd suggest raising the saturation/lightness of the meshes underneath so that are more visible through the alpha grate, just to help show that extra detail underneath the grating.
romy: Wow, beautiful scene! Full of me gusta, great modeling/texture work. Looking forward to your next update
@botchiball - Good call, I bumped up the highlight a bit more in the eye and it improved. heres a side by side comparison of poor lighting / good lighting
thanks everyone ! well actually i have many things to add. I explain in much details what i intend to add in this post : http://www.polycount.com/forum/showthread.php?t=91066
I'll make an update as soon as i have something significant to show
Here is something to bring the talent bar down :P. Any crits would be awesome btw as I am wanting to learn as much as possible. I am using photoshop and max. I am trying to be as optimised as possible while really pushing for detail awesomesauce. Picture shown is of only Diffuse and illum. If I had time I would re-uv map (if possible this is) a seperate channel for the illum/emissive map since I have had to push it up to a 1024 from 512 since it was distorting the power button to much.
So yeah any crits on how to improve etc would be great. Also this isnt the latest texture map, I have since lowered the green on the mesh grill as it looks a bit too much . Please do not hold back. If you think this is shit please say so. Also I should say this is for my dissertation and not a portfolio piece, hence some short cuts taken. Thank you
Quick WIP of an Excavator I have been working on. It is my first ever vehicle so any advice would be great. I left in some of the block-out pieces for proportions sake.
Also here is another model I did a few days ago for some sculpting practice.
It's that feel when you finish unwrapping something, and after a day of playing tetris with polygons, you get something that's efficient and easy to use.
Finally done with the porfolio.
Cross-posting it over here from my portfolio thread.
Currently doing a bit of freelance, but I am looking for a full time job.
Feel free to rip it apart... Really would like to know where I can improve. Thanks guys!
Romy, that pirate castle scene is fantastic. Only crit (which is probably a bit early) is that the dark side of the tower kind of blends in with the background clouds because they are very close in colour. Which will be fixed when you tweak the lighting so not really a major thing to point out but I had to pick on something!
Will you add any lanterns or torches? I think it could look quite nice with some yellow/orange/red lights here and there, maybe in the covered stair with arches?
First time posting on polycount. Been making a zombie for an fps-game we're making at school (The Game Assembly). I'm using kodde's pbl-shader. Lowpoly 5440 tris. Tell me what you think!
@itismario I've always loved your work man, and so does Zach Helms
I'm intrigued by this character though; Your website says it's a diffuse only texture, yet the diffuse texture doesn't match the final look of the character. How are you achieving the final result and making the texture look so drastically different?
Here is something im working on atm, hes called Oswald and is the main character to a student game we made. These are just the raw textures, no spec map yet and no fancy lighting etc. any crits would be great
Replies
Did a little character today, added it to the earlier scene.
oh man, that looks amazing!
It gives off such a perfect mood with the lighting and dark ocean.
you should totally model a pirate ship behind it or something like the black pearl from pirates of the caribbean!
romy: Wow, beautiful scene! Full of me gusta, great modeling/texture work. Looking forward to your next update
fuuuu, that looks amazing, great texture work and color choices, keep em coming !
Looks awesome! What is, if I may ask, that you want to improve or include more?
I'll make an update as soon as i have something significant to show
A little bit of wee just came out Amazing.
I've updated the cockpit tonight. Most of the upper parts are done, with the odd exception. So will be moving on to the lower parts soon.
So yeah any crits on how to improve etc would be great. Also this isnt the latest texture map, I have since lowered the green on the mesh grill as it looks a bit too much . Please do not hold back. If you think this is shit please say so. Also I should say this is for my dissertation and not a portfolio piece, hence some short cuts taken. Thank you
I got around to finally finishing my diorama. Decided to render it Unity after all. Enjoy! On to an actual environment. You guys are inspiring me.
just a demo/tut
[vv]38542834[/vv]
This is sooooooo bad ass!
@ spitty: hahahaha AWESOME. Great character.
Nananana new project!
Gonna re do batman a little bit.
Keep up the rads everyone.
EDIT: i hate crappy photo artifacts :S
Also here is another model I did a few days ago for some sculpting practice.
Been playing with this skin matcap trying to get it looking decent.
itismario, that's a really faithful representation of that concept - nicely done man!
Working on my DS2 weapon. W00p. !
http://www.polycount.com/forum/showthread.php?t=95691
It's that feel when you finish unwrapping something, and after a day of playing tetris with polygons, you get something that's efficient and easy to use.
Cross-posting it over here from my portfolio thread.
Currently doing a bit of freelance, but I am looking for a full time job.
Feel free to rip it apart... Really would like to know where I can improve. Thanks guys!
http://jeremiahbigley.com/
whats_true: Thanks man!
4s4: Thanks bud! Yeah, she was an inspiration when I did my model actually.
What are you going to use your scene for? Clean render!
romy: Dat castle! Really nice job so far. Keep it up and keep posting new shots
itismario: Nice and clean! I would only want to see some more variations in the cloth around his neck though. Other than that great job!
LRoy: Nice face. I guess you're going to more detail on the arms? Keep it up!
Free_Fall: Clean gun. Maybe a little more specular on the wooden handle? Don't know how the wood is supposed to look though ^^ Nice job.
Will you add any lanterns or torches? I think it could look quite nice with some yellow/orange/red lights here and there, maybe in the covered stair with arches?
Now Im starting up on modeling a dropship for a shortmovie.
Oh god that is amazing! Make it more serious! I demand it goes into an engine! Awesome work man!
I'm intrigued by this character though; Your website says it's a diffuse only texture, yet the diffuse texture doesn't match the final look of the character. How are you achieving the final result and making the texture look so drastically different?
The render setup came out pretty nice too ;D