This thread is friggan awesome. Some really inspirational work here.
Been working on this thing recently... trying to do stuff with upgrades and swappable parts in mind that work with a similar animations.
Modeling with animation in mind is such a different beast, I've grown a strong respect for assets that have complicated animations, and unique designs.
just working on it on my free time, which i don't have Still, i'm almost done with the hires, just need to do the armor on the arms and legs, and some clothing here and there, and more details on the skin, and then retopo time
Oh, that's gonna be so.much.fun !
This thread is friggan awesome. Some really inspirational work here.
Been working on this thing recently... trying to do stuff with upgrades and swappable parts in mind that work with a similar animations.
Modeling with animation in mind is such a different beast, I've grown a strong respect for assets that have complicated animations, and unique designs.
This is awesome, I'd love to see a version with little padlocks with little locks and big rings as 'piercings' including a huge one of the front as a nose ring.
af3d - Maybe our turtle dudes can be friends :P Here's one i've been working on! This is a project to learn zbrush primarily, as I feel I'm getting a bit left behind using mudbox
All in Zed, wip, some bits are still blockouts.
Massbot- hahaha! absolutely. You're turtle is terrifying though at the moment. I'd give those hands and arms a lot more loving! I guess you were going for a hipster turtle?
Crossposting the lastest WIP from my Darksiders thread. I've finally made some time to work on it, and by made time I mean working instead of sleeping. zzzzz
Had some time today so i went back to an old sculpt and made it about 10 times better than it was when I did it. It amazes me how much more I know now than I did 6 months ago. Tileable Rock Wall incoming!
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.
You know, I might be an American and thus know very little about geography... but something seems just a bit off there.
CE3 exporter for Maya just kept messing up. Always crashed Maya at 33% completion. the model is under the max vert limit, everything should work. It exports fine ino other engines as basically every other format, but not CE3. Got other meshes into CE3 so it should work?
Very cool Fred!
I did a very quick and messy paint over on a desert home environment I'm working on. Planning to populate the actual house with props and some outside furniture stuff plus planters etc. Only really got the basic building up so far.
Had some time today so i went back to an old sculpt and made it about 10 times better than it was when I did it. It amazes me how much more I know now than I did 6 months ago. Tileable Rock Wall incoming!
YEah. Scultping wall is extremly easy once you get know-how and some cool alphas to randomly lay around .
I finished this some days ago. I'll post a prettier picture (with other light than ambient light...) for presentation purposes later. Also. Ammo-pickup and quick reload thingie.
St4lis - really digging that scope man. Theres some nice ideas there but not really feeling the front, it looks too toy like? Are you working from a reference? also, theres a few smoothing errors in there you may want to take a closer look at. Might be the lighting set up.
Livewire - Pure sex. A couple of those angles may be a tad too fine to render t otexture, but thats one sexy model.
Ok so this all started as a huge concept I had for a Shanghai garden based off of the YuYuan Garden in Shanghai. It is a beautiful garden. After some whiteboxing and layout plans, I realized my scope was WAY too big for me to finish in the next few years lol. So I scaled it down and I am going to incorporate as much of the garden as I can into one image. It is going to be a wall. There will be some depth to the wall such as a walkway in front and trees and bushes behind and in front. So first I will show you my reference page for inspiration!
And below are the WIPs of the wall.
Plus it will be battered and worn in the end as well. Plus textured and eventually either be in the CryEngine or Unreal.
So please comment away! Still a long way to go before it's done. And any suggestions are welcomed as well.
I have a sketch of what I kinda want it to look like that I will scan in at some point.
Nice one, froggie. You should try rotating the bricks around a bit - this get's some really interesting angles in your normal map and makes it pop more then just having them at different depth.
Cool Stuff Valdemar!
Nice one, froggie. You should try rotating the bricks around a bit - this get's some really interesting angles in your normal map and makes it pop more then just having them at different depth.
Yeah I agree. Some stuff / details are kinda Sloppy or added in 2.5D after I did the sculpt (still 1 brick all over but detailed in 2.5D so it doesn't show much) but it's nothing but tests to understand the process and getting good at it before starting some more polished stuff.
Kinda happy with this one compared to other ones tho hehe. Cheers!
Or. They are there to look strange and cool and to give us the possibility to add exotic particle effects to an otherwise standard weapon. They're "upgrades" for the revolver in the FPS I'm working on in school and they're made by a crazy scientist. (In the game. I'm no crazy scientist)
Alberto Rdrgz: Thanks a lot! I'm happy it turned out so good.
Cool Stuff Valdemar!
Did you make it tilable in Zbrush?
Thx Yeah, it's a 100*100 plane. I'm baking from a 50*50 plane. All the brushes used in ZB was on wrap mode 2. Cnfortunately Crumple kinda fucked up in wrap mode.
Replies
Been working on this thing recently... trying to do stuff with upgrades and swappable parts in mind that work with a similar animations.
Modeling with animation in mind is such a different beast, I've grown a strong respect for assets that have complicated animations, and unique designs.
Oh, that's gonna be so.much.fun !
and playing with some concepts!
Looks awesome Moof!
haha tnx , it's exactly 1500 tris had to bring it down from 2000 so i thought lets be exact on this
This is awesome, I'd love to see a version with little padlocks with little locks and big rings as 'piercings' including a huge one of the front as a nose ring.
All in Zed, wip, some bits are still blockouts.
Character I'm working on to to learn ZBrush/getting used to modern character creation pipelines/general practice, etc, etc.
WIP racebike. Thread here with a couple more pics: http://www.polycount.com/forum/showthread.php?t=96795
Yea he has creepy E.T fingers :P I'll be resolving that next!
:
Making slow progress- I didn't know I could zoom the layout itself, so had manually scaled everything to 4x bigger for the pixelated look.
Is just browser based HTML5 canvas at the moment, but may try put it on mobile.
Next to animate some plumbers.
finally joined Polycount! :thumbup:
well this is what i'm working on right now.
just finished the Sculpt and just started retopping.
first render need more details. but crit is always welcome
I'm pushed some shapes here :
Frump: Pretty cool, though I think you could improve the blending between the weapon and the devil girl. Especially in the abdominal area.
Stromberg90: That is a sexy forklift! Looking forward to your next update
You know, I might be an American and thus know very little about geography... but something seems just a bit off there.
CE3 exporter for Maya just kept messing up. Always crashed Maya at 33% completion. the model is under the max vert limit, everything should work. It exports fine ino other engines as basically every other format, but not CE3. Got other meshes into CE3 so it should work?
Anyway, here we go:
I did a very quick and messy paint over on a desert home environment I'm working on. Planning to populate the actual house with props and some outside furniture stuff plus planters etc. Only really got the basic building up so far.
@Brendan
Try this:
http://www.crydev.net/viewtopic.php?f=315&t=69413
I'm not using Maya, but think it's better than original exprter.
more shots of the Kanto and the engine
I've been learning how to do hard surfaces in 3D-coat using voxel sculpting, here's what I've got so far...
The technique used is inspired from this, http://www.youtube.com/watch?feature=player_detailpage&v=Auk3mKdKEwg
4785 triangles so far
Livewire - Pure sex. A couple of those angles may be a tad too fine to render t otexture, but thats one sexy model.
And below are the WIPs of the wall.
Plus it will be battered and worn in the end as well. Plus textured and eventually either be in the CryEngine or Unreal.
So please comment away! Still a long way to go before it's done. And any suggestions are welcomed as well.
I have a sketch of what I kinda want it to look like that I will scan in at some point.
-Thanks, Michael
Not bad, I like it. But, it feels like toy, if it had more greeble I think the scale would feel more there.
Cool Stuff Valdemar!
Did you make it tilable in Zbrush?
Nice one, froggie. You should try rotating the bricks around a bit - this get's some really interesting angles in your normal map and makes it pop more then just having them at different depth.
Yeah I agree. Some stuff / details are kinda Sloppy or added in 2.5D after I did the sculpt (still 1 brick all over but detailed in 2.5D so it doesn't show much) but it's nothing but tests to understand the process and getting good at it before starting some more polished stuff.
Kinda happy with this one compared to other ones tho hehe. Cheers!
Magic. :I
Or. They are there to look strange and cool and to give us the possibility to add exotic particle effects to an otherwise standard weapon. They're "upgrades" for the revolver in the FPS I'm working on in school and they're made by a crazy scientist. (In the game. I'm no crazy scientist)
Alberto Rdrgz: Thanks a lot! I'm happy it turned out so good.
Thx Yeah, it's a 100*100 plane. I'm baking from a 50*50 plane. All the brushes used in ZB was on wrap mode 2. Cnfortunately Crumple kinda fucked up in wrap mode.