Some great stuff in this thread! Keep it up everyone!
Side note: Anyone have any tips on making good normal maps? I seem to be getting some weird artifacting when I transfer maps between two separate models. However, when I sculpt on a model in ZBrush and create the normal maps there, they come out fine. Is it a problem with my low poly model, or just an error in my transfer operation? Would be grateful for any advice on the subject.
Working on some Twilight's Hammer props from WoW. I still need to clean up some AO and normal information and then on to painting. Right now it's sitting at 1842 tris.
Some great stuff in this thread! Keep it up everyone!
Side note: Anyone have any tips on making good normal maps? I seem to be getting some weird artifacting when I transfer maps between two separate models. However, when I sculpt on a model in ZBrush and create the normal maps there, they come out fine. Is it a problem with my low poly model, or just an error in my transfer operation? Would be grateful for any advice on the subject.
I'm working on some textures right now, it's fully made from scratch with some hand painting and sourced textures, mixture of both worlds, at the end I would generate normal map from nDo with occlusion and cavity and overlay them at small opacity. Average time spent on each texture 20 mins.
So I needed to get away from modeling for a bit.
These are paint wips, except the top right one, which I think I'm just going to move away from since I don't even know what I'm doing with it really.
This is mostly compositional study, how to get those blocks of shapes and color and lighting working together. Different styles I guess too.
Crits welcome.
nice concept work man :] maan- I should've been an illustrator :B
overall gj guys!
StevenEgan: looks sweat man love the subtle details on there
chiniara: not a bad start but try to use some reference for the head , it always helps if you can work towards something existing.
Dvolution: grats man! also cool little critter
marq: beautifull environment
melviso: skin isn't pink like that, try shifting it a bit towards more yellow. also put somme color in the leather and it's specular insted of making it that black. and add a gradient to the hair so it looks less dull
Dylan: looks pretty good, especially like the eyes area. some highlights in the hair wouldn't hurt + it could use a bit more volume. also the details in the upperlip are a bit too hard imo
Here is another portrait I am doing atm .Still working out a few ideas + a ton of stuff is missing ,but hoping i can do at least close to my other one .
I've seen some photos of a steampunked R2D2 on 9gag and later on devianart, so I've decided to do that as a CG model in case that the refs are realistic models.
This is what happens so far, some little details are missing, some parts need to be rebaked. Something around 10000 Tris (damn cylindrical shapes) and a 2k texture.
Working on a very old model. Made a highpoly and a newer low version.
Both seem done to me and I hope i can get some clean bakes.
Is there anything obvious that may cause problems?
Some recent professional work that just got approved for showoff. I'll probably do a proper dump post some day once I get the other characters waxed and polished for the showroom. But until that happens, here's a medic... ~9500 triangles. The simple block shapes on her hips and the holster shape on her leg get replaced in-game with modular items.
And yes she's supposed to look like a total bitch.
I am Legend + Last of US inspired environment WIP.
First blockout...
will have 2 more variations of buildings and replace those intanced ones.
Trees are from Max's Library.. Just put them in the scene to see how they look.
The road will be mostly covered with grass and water puddles.
iconstruct, thats looking good man, although you should focus more on shading, your textures seem to be working fine but the surfaces (metal) look quite mate, focus on specular and reflections because thats what sells metal!
This is one part of an environment I worked on in Unity last quarter. Did the set dressing, the local lighting, post processes, and the majority of the modeling. Textures weren't done by me.
Replies
thinking of calling this done.
Side note: Anyone have any tips on making good normal maps? I seem to be getting some weird artifacting when I transfer maps between two separate models. However, when I sculpt on a model in ZBrush and create the normal maps there, they come out fine. Is it a problem with my low poly model, or just an error in my transfer operation? Would be grateful for any advice on the subject.
That's super nice! Love it
I've still got a ton to do, but do you guys have any words of advice or encouragement?
Check out http://wiki.polycount.com/NormalMap
Finished the game ready model
About to do some more technical shots and layouts for my portfolio but I figured I'd throw it up on here for fun.
Repainted the tree.
Art at 3am is bad mkay?
lol
nice concept work man :] maan- I should've been an illustrator :B
StevenEgan: looks sweat man love the subtle details on there
chiniara: not a bad start but try to use some reference for the head , it always helps if you can work towards something existing.
Dvolution: grats man! also cool little critter
marq: beautifull environment
melviso: skin isn't pink like that, try shifting it a bit towards more yellow. also put somme color in the leather and it's specular insted of making it that black. and add a gradient to the hair so it looks less dull
Dylan: looks pretty good, especially like the eyes area. some highlights in the hair wouldn't hurt + it could use a bit more volume. also the details in the upperlip are a bit too hard imo
another wip of my portrait sculpt
This is what happens so far, some little details are missing, some parts need to be rebaked. Something around 10000 Tris (damn cylindrical shapes) and a 2k texture.
Presented with 3dsMax using Xoliulshader 1.6
Hope you like it.
Cheers!
Both seem done to me and I hope i can get some clean bakes.
Is there anything obvious that may cause problems?
It's based on a concept that I found in this page: the author is Adam Baines
http://adam.cghub.com/images/page:2/
Looks real good man. Be nice to see the finished thing!
Dude, you gotta add this to the girls thread! http://www.polycount.com/forum/showthread.php?t=95540
Moof: Man that bunny girl is AMAZING!!!!!!
Crosspost, from my wip thread
I am Legend + Last of US inspired environment WIP.
First blockout...
will have 2 more variations of buildings and replace those intanced ones.
Trees are from Max's Library.. Just put them in the scene to see how they look.
The road will be mostly covered with grass and water puddles.
Still blocking out colors. Also, need to fix the spikes normals on the left side
The character has 18k triangles as a 1st LOD spread across 2 maps of 2k size each so 2xDiffuse, Normal and Specular.
I will make a sketchbook thread for him once I get the turntable animation ready where I will post more final marmoset renders and the maps.
http://www.polycount.com/forum/showthread.php?t=94483&page=2
think i'm going this way
contact: kleber_rcosta@hotmail.com
...I ve been working a bit on a personal project done in xsi here is a wip:
https://vimeo.com/39979287
Here is what I am working on, more in my thread.