followed wendas tutorial to get to this point and now im gunna put the dvd's i got a gdc to good use to finish it.
however i am having a problem when i export a cube from maya to cryengine, the crydev page says maya's units must be set to meters but the exporter gives me an error saying that it needs to be set to centimeters but after setting it to centimeters i get this upon import, anyone have any ideas?
Over the last few weeks I've been working on a borderlands fan piece that I concepted a while ago. I've just finished all the highs/lows/uvs/projections and finally moved onto texturing (my favorite part!)
I have been trying swtor lately, and while I have always been reluctant to, I had to model a small Star Wars character (omfg the sith story lines are so great, yay Bioware !!!).
Nothing fancy but I had a lot of fun with this doodle, I still plan to add some stuff (trophies, jedi sabre crystals or the like) on his belt to give the guy a background story.
the low poly
the Zbrush high poly
And what the hell but why not a link to a posed turntable of the guy.
Yea I dont think you can get a nice look with painted textures, but here is something I did in about 15 minutes with the shader network...mind you, I am a total noob at this, but it might suffice. And mayba a pulsing light would give it some life...
*And of course I just read you can't use transparency, which this has, but wouldn't alpha maps on planes work a look the same way?
**And one where there is thin wall refraction, but I turned off the transparency and cranked up the lumminance...Still dont get the wall of the bottle, but I doubt anyone would be looking that close.
we can't use special shader solutions in our engine (yet, I hope) either, I'm afraid. (We've built the engine ourself, and it doesn't exactly offer neat solutions. It's great, but not that great *snicker*) So I'm stuck with the static texture painting as it is. I might, just might, be able to make the light pulsate before the deadline, but right now - nothing supports it... But I'm hoping.
What do you mean with the alpha planes, though?
Anyway, I tried to make the cylinder look like it contained some more viscous liquid. Like the leftover ink in a ballpoint pen.
Always loving a good Bertie around here. I'm somewhat familiar with his design, if you want feedback. He originally had a barbell shaped double ball joint at his shoulders which gave him a greater range of mobility there. If you're using the smaller model as reference, then maybe that's no longer the case, but it's how the large scale model is built.
Also, he's huge. While the paintings show him at different sizes on occasion, he is somewhere in the 9-11 foot range, or at least much bigger than a man. Point is, anyway, that your rust and paint application texture is scaled too big, making the character look small. It's understandable, again, if you're using a small model for inspiration.
Never the less - fantastic job. The portrait looks great.
we can't use special shader solutions in our engine (yet, I hope) either, I'm afraid. (We've built the engine ourself, and it doesn't exactly offer neat solutions. It's great, but not that great *snicker*) So I'm stuck with the static texture painting as it is. I might, just might, be able to make the light pulsate before the deadline, but right now - nothing supports it... But I'm hoping.
What do you mean with the alpha planes, though?
Anyway, I tried to make the cylinder look like it contained some more viscous liquid. Like the leftover ink in a ballpoint pen.
Not that elegant. But more interesting.
That's exciting. A 2-3 planes instead of a cylinder. Paint the texture than throw in an alpha map to hide the areas you dont want. You could also easily animate the textue on the plane for 'liquid motion. Kind of like looking at a theater screen. Pretty low poly stuff, personally I like what you have come up with though.
Scythe: It's nothing special, just a couple of alphas using drag dot and a lot of really low sensitivity inflating.
Here's an earlier shot with "sparks"? unless you meant something besides reflections. I have a tone more to do on her, but she won't be a full body piece, just a bust with hands in frame.
Scythe: It's nothing special, just a couple of alphas using drag dot and a lot of really low sensitivity inflating.
Here's an earlier shot with "sparks"? unless you meant something besides reflections. I have a tone more to do on her, but she won't be a full body piece, just a bust with hands in frame.
Yeah thanks, and I wanted to know (if it's okay though) what kind of setup you have or what material you use to give that shiny/fleshy look to them.. maybe lightcaps ? Rendering, matcap/lightcaps are by far my weakest point, so i'm wondering how it's done
More Amanda Spayd in there at the moment than Chris.
Oh, my bad i was scrolling through his tumbler page and didnt pay attention to the text. That was the image i was looking at and i see now that thats Amandas :P
Digging the greentooth Drakon, might be worth seeing what it would look like with pointy teeth though
A couple of earlier clothsim tests from an older version of the model. The first one looks like a curtain, then I learned how to set the start shape of the mesh before the sim takes effect.
@ monkey: hahaha that thing is so cute, I remember I got kicked out of my robotics class in middle school for making robots that would spin around in circles and shoot pieces of themselves all across the room... I'd always get kicked out of fun things like that for my mad scientist creations.
Not really game art, but I did use 3D Max to project this giant image from NASA onto a cube. The stretchmarks you see at the southpole of my projection show how distorted a cylindrically projected map is - mine's only 5% of the size of the original and still shows the source's stretching.
The projection is inspired by one invented by Buckminster Fuller - which has little distortion, but looks very messy. Mine is still relatively undistorted, but it's easier to understand how it folds together.
WIP Emergency Pod. I'm going to have it crashed in my scene within a open area of a canyon. I was messing with the blend modes between different layers. I may go back to a traditional space shuttle texture style though.
damn that looks smooth are you using some technique or are you just a master at bevels and smooth groups?
Hmm this was more of an experiment for me as i usually do normal maps )
Anyway i just do the base mesh with clean well defined planes that are smooth grouped and after i get the shape done i start beveling and ading support loops.
Nothing fancy really ) Oh and i start removing the smoothing groups after i bevel.
Replies
however i am having a problem when i export a cube from maya to cryengine, the crydev page says maya's units must be set to meters but the exporter gives me an error saying that it needs to be set to centimeters but after setting it to centimeters i get this upon import, anyone have any ideas?
@GragGunslinger: I see you there! It's looking awesome, keep it up!
@retleks: Wow, that's amazing. Loving the skin texture, the lighting, love the ears... Strange as that sounds. Awesome!
And some more cross posting, haha... Character is done (or at least, calling it done,)
And turnaround is rendered here...
http://www.youtube.com/watch?v=f85w6_-0Iwg&feature=youtu.be
Might be able to push the assymetry a little more, just my 2 cents. Really dig the colors. Don't cover that thing up with particle effects!
Any tips on how to improve my technique, other than practice?
Bumpin' this, because I got the danged last post on the page, haha.
ho wow dude, I like your skin, but most of all, i absolutely love you lips ! care to share how you did 'em ?
Nothing fancy but I had a lot of fun with this doodle, I still plan to add some stuff (trophies, jedi sabre crystals or the like) on his belt to give the guy a background story.
the low poly
the Zbrush high poly
And what the hell but why not a link to a posed turntable of the guy.
http://vimeo.com/38792634
nice! dont forget to get some sparks in the eyes
we can't use special shader solutions in our engine (yet, I hope) either, I'm afraid. (We've built the engine ourself, and it doesn't exactly offer neat solutions. It's great, but not that great *snicker*) So I'm stuck with the static texture painting as it is. I might, just might, be able to make the light pulsate before the deadline, but right now - nothing supports it... But I'm hoping.
What do you mean with the alpha planes, though?
Anyway, I tried to make the cylinder look like it contained some more viscous liquid. Like the leftover ink in a ballpoint pen.
Not that elegant. But more interesting.
Always loving a good Bertie around here. I'm somewhat familiar with his design, if you want feedback. He originally had a barbell shaped double ball joint at his shoulders which gave him a greater range of mobility there. If you're using the smaller model as reference, then maybe that's no longer the case, but it's how the large scale model is built.
Also, he's huge. While the paintings show him at different sizes on occasion, he is somewhere in the 9-11 foot range, or at least much bigger than a man. Point is, anyway, that your rust and paint application texture is scaled too big, making the character look small. It's understandable, again, if you're using a small model for inspiration.
Never the less - fantastic job. The portrait looks great.
More Amanda Spayd in there at the moment than Chris.
That's exciting. A 2-3 planes instead of a cylinder. Paint the texture than throw in an alpha map to hide the areas you dont want. You could also easily animate the textue on the plane for 'liquid motion. Kind of like looking at a theater screen. Pretty low poly stuff, personally I like what you have come up with though.
There is a wip on my site (in russian)
Here's an earlier shot with "sparks"? unless you meant something besides reflections. I have a tone more to do on her, but she won't be a full body piece, just a bust with hands in frame.
Yeah thanks, and I wanted to know (if it's okay though) what kind of setup you have or what material you use to give that shiny/fleshy look to them.. maybe lightcaps ? Rendering, matcap/lightcaps are by far my weakest point, so i'm wondering how it's done
Amazing!
Thanks for sharing.
Oh, my bad i was scrolling through his tumbler page and didnt pay attention to the text. That was the image i was looking at and i see now that thats Amandas :P
Digging the greentooth Drakon, might be worth seeing what it would look like with pointy teeth though
A couple of earlier clothsim tests from an older version of the model. The first one looks like a curtain, then I learned how to set the start shape of the mesh before the sim takes effect.
http://vimeo.com/38919275
http://vimeo.com/38919330
EDIT: trying to find how to embed vimeo vids, also....squashed ratio for some reason
Another piece I am working on.
7ft by 4ft
If you dont know this guy you probably missed some history lessons.
made some eyes for that sucker...
need to decide on haircut and beard...
you lot think the eyes look a tad too big?
Uploaded with ImageShack.us
Naw man I think his eyes are a good size. He's looking stellar as of right now, awesome attention to detail
if anything the mix of the neck wrinkles and those very defined neck tendons are odd, but that could just be me. Again I really dig it.
Made some final passes with lighting, grunge, textures, added some new details to a couple meshes. Calling 'er done, thanks to all who provided me C&C
PS: Some amazing character work these last couple pages!
Damn fine work overall in here lately
a small wip of my DS2 Entry
1500tris 512 texture
damn that looks smooth are you using some technique or are you just a master at bevels and smooth groups?
...can you please tell somthing about how you made the hair for the japanese guy... it really looks great!
It's a bilge pump! Got a low poly version on its way too.
after 5 months only hard-surface modeling i thought it is time about a speed sculpt..
Done from a sphere.
Had a lot fun and i think zbrush got me back.
Not really game art, but I did use 3D Max to project this giant image from NASA onto a cube. The stretchmarks you see at the southpole of my projection show how distorted a cylindrically projected map is - mine's only 5% of the size of the original and still shows the source's stretching.
The projection is inspired by one invented by Buckminster Fuller - which has little distortion, but looks very messy. Mine is still relatively undistorted, but it's easier to understand how it folds together.
Looks like the latter!
cross-posty:
looks awesome raven...gotta love how u are at the tip of the poly budget..hahaha
unless ur just quoting the reqs than ill feel silly
For those of you who haven't seen the new BR, it looks like this:
Hmm this was more of an experiment for me as i usually do normal maps )
Anyway i just do the base mesh with clean well defined planes that are smooth grouped and after i get the shape done i start beveling and ading support loops.
Nothing fancy really ) Oh and i start removing the smoothing groups after i bevel.