Haha funky weapon, but what are the shrooms doing? :O
efgeni: nice once, feels good not to model everything for a change, eh?
okay i've been polishing my panda sculpture further, dynamesh is so much fun on the go - i was already too far off and in pose without symmetry so i decided to go further into this more defined and less accurate rendition of Po
and i worked further on my real world bust, did a quick overpaint to see if i'm heading into the right direction, it's definitely tricky not to have symmetry, or undo, or inflate wouöld also be good, relax and... gnaaah well but i enjoy doing something for real
been trying out real cloth, but linen isn't fine enough at that scale to create enough wrinkles to look interesting, still i want to cast him once he's done and glue on the hair and use real cloth - will have to play around which fabric works the best at this scale
WHY ARE THERE MUSHROOMS
I MUST KNOW! IT'S DRIVING ME INSANE
When I first posted the gun without mushrooms a few days ago I got zero replies - I added mushrooms and posted and got plenty replies! Thats why!
Seriously though: In our FPS we wanted to compromise between funky fantasy/sci-fi and realistic. Funky because its fun, and realistic because we thought it would be stronger to show off in the portfolio. So every gun in our game starts off as a regular gun and then gets upgrade with some funky crazy-scientist stuff. Its unclear what the mushrooms actually do, but they are placed here an there troughout the game. Theyre involved in some kind of zombie infection that the game deals with.
If you remember my flare gun and Loumi's revolver with the glowing tube a few days ago, thats also for our game.
hi polycounters, want to share something with you, this sculpt was done for the cgfeedback mini-challenge was really fun it is from one of his comics major grubert - the airtight garage... hope you like it
Here's my Demon French Duelist from the 18th century
Front/Back
I really like the style. Not sure how much "demon" you're going for, but if you want to push it a bit, I'd recommend making the hands less human like and more demonic (nails/claws for example).
Tacit Math: I love all of these guys you have been doing, would it be possible to get a thread from you full of these sketches? would love to have them all in the same place and would take forever to dig though the WAYWO thread to find them all
Hi guys this is something I made a while back, but decide to redo the post processing
Im not sure about the writing on the wall and the whole "crazy joe really did go crazy" backstory so please tell me what you think.
Tacit Math: I love all of these guys you have been doing, would it be possible to get a thread from you full of these sketches? would love to have them all in the same place and would take forever to dig though the WAYWO thread to find them all
-Woog
+1
also, Jonas, baby, that scene looks great
st4lis - nice gun, just goes to show how far a little creativity can take ya Been enjoying all the nutty guns you've been posting, post some more shots/info of that game when you can!
Here's the new gameplay video of Defenders of the Last Colony, the game made by polycounters and tested by some of them (you can still be a part of the beta at knittedpixels.wordpress.com)
One of Lord British's birthday parties was post-apocalypse themed. My wife and I made exactly this outfit as our costumes including the sidearm. We sprayed soda bottles silver for air tanks.
I've been working on a pair of eyes today. I'm considering making a mini-tutorial on them, because plenty of amateurs and professionals alike continue to forget to add an AO skirt. But I have a hard to time judging if mine are actually up to snuff. Are they?
@Zwebbie I think you're eyes are okay, but I don't think they are good enough to put out a tutorial. Here is a link of really well done eyes that helped me improve the quality of my work http://sleekupload.com/uploads/5/eye.jpg hopefully it will help yours too. In my own work I tend to skip the step with the HDRI map and still get really good results. I also usually don't add the geometry for the eye wetness and simply bump up the specular intensity on the border of the eyes. To critique the render you provided- the highlight on the pupil seems too large and the shape is too defined. Look at some eye references and adjust the shape. It also helps to add a few other small and subtle highlights around the iris.
Just did a play around sculpt today Going to do a nice looking sculpt tonight with better skin and stuff. The lips and neck are all weird on this one and the checks are also weird hah a
Zwebbie> I think you're getting there. I'm missing the "wet" look of an eye other than the sharp specular highlight. Also, are you using a separate lens for your eyes? From my experience it's a nice thing to use get convincing eyes.
Here's a rough example to show the difference between and indented spherical eye with a separate lens, and just a spherical eye with no separate lens.
I really like the style. Not sure how much "demon" you're going for, but if you want to push it a bit, I'd recommend making the hands less human like and more demonic (nails/claws for example).
Thanks for the tip! I somehow overlooked his hands, so I just added pointy and curvy nails and it definitely reinforces the "demon" look!
Zwebbie> I think you're getting there. I'm missing the "wet" look of an eye other than the sharp specular highlight. Also, are you using a separate lens for your eyes? From my experience it's a nice thing to use get convincing eyes.
Here's a rough example to show the difference between and indented spherical eye with a separate lens, and just a spherical eye with no separate lens.
Separate lens definitley gives a better feeling. But i've gotta ask, did you paint the texture for the eye ? if so, how ?
@Neox: Love that bear! @Jonas-144: That's a great scene! Only crit I have is that it might use some more colors or something. It looks very monotonous at the moment but perhaps that's intentional? @Nina l.: I like that scene but you should try to place the branches of the tree in a way that it doesn't look like it's a plane with a texture on as much. Try placing them aimed towards where the player would be or the cam in this case.
Here is something I've been working on. I just felt like doing some hand-painted stuff after going to the D3 seminars at GDC;
@Teh Splatt: Jacque Choi tells you to model it like a 'skirt' in his eye tutorial, so it was the only word I could think of . It's the overlay over the eyes to provide it with its ambient occlusion.
@af3d: Much appreciated! It seems that tutorial also mentions the AO layer ('eye film'), and rather well at that, so maybe there's no need for me to make an image about the same thing. Concerning my render, the specular highlight there is just a regular specularity in Marmoset with the sharpness slider turned all the way up, so there's not much I can do to change the shape or add minor highlights.
@kodde: It's the cheapest kind of eye possible, just a ball, since I think you can get away with that at game resolutions and it makes modeling the eye lids easier if you don't have to do difficult things with complex shapes. And I'm not sure how I can make the wetness more realistic without resorting to actual reflections instead of a simple specularity.
Replies
can't believe how much awesomeness there is for the darksiders II comp
awesome work!! love the shading!
Some more speed work, this time with a body. Yeah i know, the model looks fucked.
WHY ARE THERE MUSHROOMS
I MUST KNOW! IT'S DRIVING ME INSANE
efgeni: nice once, feels good not to model everything for a change, eh?
okay i've been polishing my panda sculpture further, dynamesh is so much fun on the go - i was already too far off and in pose without symmetry so i decided to go further into this more defined and less accurate rendition of Po
and i worked further on my real world bust, did a quick overpaint to see if i'm heading into the right direction, it's definitely tricky not to have symmetry, or undo, or inflate wouöld also be good, relax and... gnaaah well but i enjoy doing something for real
been trying out real cloth, but linen isn't fine enough at that scale to create enough wrinkles to look interesting, still i want to cast him once he's done and glue on the hair and use real cloth - will have to play around which fabric works the best at this scale
Here's my Demon French Duelist from the 18th century
Front/Back
When I first posted the gun without mushrooms a few days ago I got zero replies - I added mushrooms and posted and got plenty replies! Thats why!
Seriously though: In our FPS we wanted to compromise between funky fantasy/sci-fi and realistic. Funky because its fun, and realistic because we thought it would be stronger to show off in the portfolio. So every gun in our game starts off as a regular gun and then gets upgrade with some funky crazy-scientist stuff. Its unclear what the mushrooms actually do, but they are placed here an there troughout the game. Theyre involved in some kind of zombie infection that the game deals with.
If you remember my flare gun and Loumi's revolver with the glowing tube a few days ago, thats also for our game.
Woaw ! nice tribute men ; )
I really like the style. Not sure how much "demon" you're going for, but if you want to push it a bit, I'd recommend making the hands less human like and more demonic (nails/claws for example).
heres a lunch doodle x post from the sketch thread
this.....this is the best answer ever
Thank you for your genius, I can now go to bed tonight and sleep peacefully
Solid Work!
-Woog
Im not sure about the writing on the wall and the whole "crazy joe really did go crazy" backstory so please tell me what you think.
+1
also, Jonas, baby, that scene looks great
st4lis - nice gun, just goes to show how far a little creativity can take ya Been enjoying all the nutty guns you've been posting, post some more shots/info of that game when you can!
http://www.polycount.com/forum/showthread.php?t=92213&page=5
Here's the new gameplay video of Defenders of the Last Colony, the game made by polycounters and tested by some of them (you can still be a part of the beta at knittedpixels.wordpress.com)
[ame="http://www.youtube.com/watch?v=meqWCuUWqJU&hd=1"]Defenders - Open Beta Gameplay #2 - YouTube[/ame]
And yes, we have missiles now!
Cheers!!
these pages are awesome lovin the mushrooms, lovin jonas- crazy joe´s scene , lovin duncans batman and generaled go for it both are great! -
ahh so much awesome stuff here! dont stop guys :thumbup:
One of Lord British's birthday parties was post-apocalypse themed. My wife and I made exactly this outfit as our costumes including the sidearm. We sprayed soda bottles silver for air tanks.
http://fusedgore.cgsociety.org/gallery/1032286/
hay gusy wats going on in this thread
YESSSSSSSSSSSSSSSSSSSS
Normal map and Diffuse only,
Any suggestion, comment, critics?
Here's a rough example to show the difference between and indented spherical eye with a separate lens, and just a spherical eye with no separate lens.
Thanks for the tip! I somehow overlooked his hands, so I just added pointy and curvy nails and it definitely reinforces the "demon" look!
Thanks again
Separate lens definitley gives a better feeling. But i've gotta ask, did you paint the texture for the eye ? if so, how ?
just do a higher resolution version of this?
http://www.poopinmymouth.com/process/eyes/eyes.htm
@Jonas-144: That's a great scene! Only crit I have is that it might use some more colors or something. It looks very monotonous at the moment but perhaps that's intentional?
@Nina l.: I like that scene but you should try to place the branches of the tree in a way that it doesn't look like it's a plane with a texture on as much. Try placing them aimed towards where the player would be or the cam in this case.
Here is something I've been working on. I just felt like doing some hand-painted stuff after going to the D3 seminars at GDC;
Still WIP but feedback is welcome.
I did try to create one in Maya a few years ago, with ramps in ramps with fractals and what not. Turned out fairly nice, but not perfect.
@af3d: Much appreciated! It seems that tutorial also mentions the AO layer ('eye film'), and rather well at that, so maybe there's no need for me to make an image about the same thing. Concerning my render, the specular highlight there is just a regular specularity in Marmoset with the sharpness slider turned all the way up, so there's not much I can do to change the shape or add minor highlights.
@butt_sahib: Thank you, but apprently the tutorial af3d linked, http://sleekupload.com/uploads/5/eye.jpg explains the AO layer too, so you might be better off looking at that than at anything I'd make .
@kodde: It's the cheapest kind of eye possible, just a ball, since I think you can get away with that at game resolutions and it makes modeling the eye lids easier if you don't have to do difficult things with complex shapes. And I'm not sure how I can make the wetness more realistic without resorting to actual reflections instead of a simple specularity.
thanks, didn't see that one
Just some assets. still WIP
PS i love seeing everybodies work! @Saman seeing Leonardo made me smile, ninja turtles are awesome. Good stuff everyone.