Love that! 2 small things I think would round it out:
1) Lose the blue glow stick on the floor. It distracts from the main focal point.
2) Add a pool of blood underneath/near the chair. Then the environment would tell a story. One of many stories, clearly, and this is just one idea. But I love how you've done the lighting here and you've clearly drawn the eye to the chair. I feel that it needs one more thing to finish it off.
Looking cool Cybroxide - Any chance you could show us a shot of your shader network?
The shader network for this is pretty dull as tech goes. Diffuse/Spec/Normal with reflection lerped onto the diffuse. There are a couple of control values for the subsequent instances from the core material. If you still want to see it I could post a shot of it when I get home from work tonight.
It's an actions system for photoshop that I've developed to speed up texturing and to automate some stuff. Its currently used by 13/20 classmates here at The Game Assembly, and has been greatly appreciated.
It's definitely not rocket science, so whoever feels inspired could easily set up a similar system to fit their needs - or just take me in as an intern and il fix it for you.
Above is just one image out of plenty, check them out!
I'd love your two cents on the presentation and the video.
cybroxide, thats wicked awesome man!
wow st4lis that looks like some really useful stuff dude
there's so much awesome stuff i've been missing for some reason, i just caught up on like 30 pages in here haha. Such badass work everyone!
I'm pumped to start Hazardous' course so I'm trying to get back into the habit of doing sorta quick girly sculpts. So I did a rendition of a character Skyerzz made
sorry to post a gif too :poly122: but i couldnt find a good angle
Here's a modular piece for an environment I'm working on. It's not much, but I'm just psyched that I finally got normals and lightmap specular to work in UDK without everything breaking.
I've been bouncing from project to project, and I decided to go back to this one an implement most of the suggestions I received. I'm keeping the add-on - the design was, after all, inspired by the Type-2 phaser for the original series of Star Trek.
Replies
Used Maya, Photoshop, Illustrator, and Rendered in Mental Ray.
By dudeinca at 2012-04-06
cross posting from here again
http://www.polycount.com/forum/showthread.php?t=94483&page=2
daphz: bwahah, that's so tight man
need to do more wires and more little stuff
but this is what i got so far
WIP of my 1940-50's New york city scene.
I'll go back later and make a body for myself.
For comparison: http://www.polycount.com/forum/showpost.php?p=1540592&postcount=74
Love that! 2 small things I think would round it out:
1) Lose the blue glow stick on the floor. It distracts from the main focal point.
2) Add a pool of blood underneath/near the chair. Then the environment would tell a story. One of many stories, clearly, and this is just one idea. But I love how you've done the lighting here and you've clearly drawn the eye to the chair. I feel that it needs one more thing to finish it off.
DAT LANDSCAPE!
its captain caveman
Blocking in is sone. I've added some detail since this pic.
Current WIP on a Borderlands style scene I've been working on. Hopefully I'll finish this project by the end of the week.
The shader network for this is pretty dull as tech goes. Diffuse/Spec/Normal with reflection lerped onto the diffuse. There are a couple of control values for the subsequent instances from the core material. If you still want to see it I could post a shot of it when I get home from work tonight.
The sobel edge detector is the same one posted on UDK website.
http://udn.epicgames.com/Three/DevelopmentKitGemsSobelEdgeDetection.html
with some slight tweaks here and there. Since it's based off screen resolution it didn't come out very well in the tiledshots I took.
It's an actions system for photoshop that I've developed to speed up texturing and to automate some stuff. Its currently used by 13/20 classmates here at The Game Assembly, and has been greatly appreciated.
It's definitely not rocket science, so whoever feels inspired could easily set up a similar system to fit their needs - or just take me in as an intern and il fix it for you.
Above is just one image out of plenty, check them out!
I'd love your two cents on the presentation and the video.
Thanks a ton.
wow st4lis that looks like some really useful stuff dude
there's so much awesome stuff i've been missing for some reason, i just caught up on like 30 pages in here haha. Such badass work everyone!
I'm pumped to start Hazardous' course so I'm trying to get back into the habit of doing sorta quick girly sculpts. So I did a rendition of a character Skyerzz made
sorry to post a gif too :poly122: but i couldnt find a good angle
Cybroxide : That's amazing
I could do a lot more on it, but not enough time unfortunately (Wip threaded, if anyone is interested )
Love the style mate
Cybroxide - you nailed that style man
Here's a modular piece for an environment I'm working on. It's not much, but I'm just psyched that I finally got normals and lightmap specular to work in UDK without everything breaking.
Finally got a portfolio to work on
www.stevenegan-cgi.com
Almost all tiled textures, except for the stairs, and stained-glass.
*My workpiece
I want to share some of my zbrush works Hope you like them.
Have a nice day:)
player around with this ape man again, trying to give him a bit of character, i think of him as a grizzled diplomat of some ancient race.
[ame="http://www.youtube.com/watch?v=3vcJf2-CCLs&context=C4c48ccdADvjVQa1PpcFOI1ZSgxpRaW9hvW9ZXRpx5R8ifD84zymo="]Ape-man sculpt - YouTube[/ame]
OMG! Thats so much detail! Do you block out the stuff in maya/max or do you do all the work in zbrush?
I've been bouncing from project to project, and I decided to go back to this one an implement most of the suggestions I received. I'm keeping the add-on - the design was, after all, inspired by the Type-2 phaser for the original series of Star Trek.
I did a vicious dog for a Fallout New Vegas mod:
thanks:)
I use 3ds max&zbrush for modelling:)