I'm reaching a point where I've been looking at this for too long. I'd love to hear some C&C!
I agree with Tim on the lighting and contrast. It's a great feel but it's almost as if the ambient is leveling everything out.
Since the fires draw your eye I would add either some chairs/benches(stumps maybe) to give the fire some purpose. Also add some red/orange to the smoke particle for a second or two near the fire to help reinforce the light source.
What is that for?
Man there's so much good stuff here. Endless inspiration. :cheers:
Dude I hope you leave the old content accessible somewhere, that stuff is golden, I grew up oogling it!!!
I agree! The new sculpt is badass, but please just rename the old html pages, and leave a link somewhere on the new website for the old one. Even as just a learning resource to look at how textures are painted, it's invaluable.
And as Tim mentioned, lighting is going to be a big factor in breaking up the background,midground and foreground.
I absolutely agree! I'm going to crank up the saturation and brightness of a few of my lights, and crush the blacks in my shadows a bit more. Hopefully that'll help my lighting pop a bit better!
Since the fires draw your eye I would add either some chairs/benches(stumps maybe) to give the fire some purpose. Also add some red/orange to the smoke particle for a second or two near the fire to help reinforce the light source.
I've been trying to avoid cluttering the areas around the fires as it's fairly tight at the moment. But I'll figure something out!
Im going to model the beasts castle don't know whether its going to be the light cast or the dark one but this is what i got. comments, critiques ?
I like it, but I think you should keep the slope of the staircase consistent (where it's not flat) and a sharp transition from sloped to horizontal on the side rail.
Also the columns should be consistently vertical, like this:
@ ParoXum that's looking loads better! Loving the dramatic lighting that goes with the composition. Just a bit hard to tell what the whole scene might be...Swett.
Sweet sculpt spitty!
Yeah the question remains unanswered! What's the use? I'll let people figure out.
I did a quick paintover on the HP viewport grab, getting close to what I need to start the lowpoly on the left panels. The arm is still wip, and the center tower still undefined. But it's getting there soon.
Something Im working on, its a creature from the TV series Doctor Who. I started off with
a polyshere, and now I have done a reto, and Im about to start the fine details.
Something Im working on, its a creature from the TV series Doctor Who. I started off with
a polyshere, and now I have done a reto, and Im about to start the fine details.
I assume its sucking, electrical guys? Who you don't remember seeing? It is looking awesome but I think the jaw was a bit longer and stretched? If that makes sense?
Yeah the question remains unanswered! What's the use? I'll let people figure out.
are you kidding? first WIP of this I saw I instantly recognized it as based on one of the HL2 concept pieces, it's for the atmospheric processor or something? i just assumed everyone else recognized it too
JGcount : She shows promise, but even in that pose, she's feeling quite stiff. Maybe bring the feet in a bit more and give a bit more shape to the extremities. There may be examples around here of 45 degree poses that are more relaxed.
I assume its sucking, electrical guys? Who you don't remember seeing? It is looking awesome but I think the jaw was a bit longer and stretched? If that makes sense?
Yeah they shoot electricity through there and It looks like they take in air in there cheeks. I see what your saying about the jaw, Im gonna work on it some more..Thanks for the note, I didn't really notice it till you said it.
Really good work, reminds me a little of Max Payne 2 haha. You should try tuning down the depth of field a little bit, kinda exagerated, this is the kind of depth you'd have bokeh with, which is not the case right now. The depth itself is ok, it's the power that seems weird, little too blury.
Muzz> Cool stuff! Totally reminds me of the old Amiga game "Persian Gulf Inferno".
Probably due to the vest and rather small handgun, and of course the side-scrolling nature.
Looks nice Muzz, but some of the animation looks a little stiff. I can't tell what happens before the jump and after he stops running. I get the impression that he has run into a wall, rather than realised there is a jump and stopping abruptly. Maybe there should be a little slow down and less 'hands in the air'.
Muzz> Cool stuff! Totally reminds me of the old Amiga game "Persian Gulf Inferno".
Probably due to the vest and rather small handgun, and of course the side-scrolling nature.
Dummy, are you using the 'find edges' filter in PS? It looks a little strong on those rocks, if you have! I always find it's nice to use 'blend if' options in PS and lower the opacity to just highlight the edges.
wildstar fan art! (wip) also practicing hand paintin stuffs
Your pixel density is all over the place. Shoulder pads are blurrier than the face, and the thingy on his chest is very pixelated. Hopefully it wouldn't be too much effort to fix, but I think it might be if you have to re-UV to make everything the same size ratio! You would have to chop up your original texture in this case too... looks great though.
Replies
Work in progress of Diablo 3 Female Monk
Full thread : http://www.polycount.com/forum/showthread.php?t=97683
I agree with Tim on the lighting and contrast. It's a great feel but it's almost as if the ambient is leveling everything out.
Since the fires draw your eye I would add either some chairs/benches(stumps maybe) to give the fire some purpose. Also add some red/orange to the smoke particle for a second or two near the fire to help reinforce the light source.
What is that for?
Man there's so much good stuff here. Endless inspiration. :cheers:
I agree! The new sculpt is badass, but please just rename the old html pages, and leave a link somewhere on the new website for the old one. Even as just a learning resource to look at how textures are painted, it's invaluable.
@Broken_Lawnmower: this is cool dude!
I also finished another 3 toonheads, 6/8 done ,
two left!
I made this baby Triceratops head study a little while ago but forgot all about the poor guy
great work man, fantastic!!!
I absolutely agree! I'm going to crank up the saturation and brightness of a few of my lights, and crush the blacks in my shadows a bit more. Hopefully that'll help my lighting pop a bit better!
I've been trying to avoid cluttering the areas around the fires as it's fairly tight at the moment. But I'll figure something out!
An indie game!
I like it, but I think you should keep the slope of the staircase consistent (where it's not flat) and a sharp transition from sloped to horizontal on the side rail.
Also the columns should be consistently vertical, like this:
Wow, those look awesome!
Yeah the question remains unanswered! What's the use? I'll let people figure out.
I did a quick paintover on the HP viewport grab, getting close to what I need to start the lowpoly on the left panels. The arm is still wip, and the center tower still undefined. But it's getting there soon.
its time for me to post my working in progress, Im too shy to open a new thread, since Im a newbie here :poly136:
Working on something Sci-fi for the first time (inspired by Mass Effect 3)
and also working on some medieval house wall
all rendered inside CryENGINE free SDK.
such wicked forms man. nice !!
a polyshere, and now I have done a reto, and Im about to start the fine details.
I assume its sucking, electrical guys? Who you don't remember seeing? It is looking awesome but I think the jaw was a bit longer and stretched? If that makes sense?
Fewes nice lockers! The texturing is awesome!
are you kidding? first WIP of this I saw I instantly recognized it as based on one of the HL2 concept pieces, it's for the atmospheric processor or something? i just assumed everyone else recognized it too
anyway good work on it
Cross post of a level I just made in the past 10 days
Video:
[ame="http://www.youtube.com/watch?v=s0ibqEXtSYo&context=C47992e8ADvjVQa1PpcFNI3M873nTTSQCXwlwor7YYTHrU7YRCCeE="]UDK Apartment - YouTube[/ame]
Stills:
Really good work, reminds me a little of Max Payne 2 haha. You should try tuning down the depth of field a little bit, kinda exagerated, this is the kind of depth you'd have bokeh with, which is not the case right now. The depth itself is ok, it's the power that seems weird, little too blury.
wildstar fan art! (wip) also practicing hand paintin stuffs
Duncan- my favorite batman ever dude
JGDuncan- im really likin how this is comin out.
Shot at 2012-04-18
Edit: didnt realise the gif was munted...
Probably due to the vest and rather small handgun, and of course the side-scrolling nature.
hahaha
I was just thinking that!!
Looking good dude, came a good ways since I saw it last.
Your pixel density is all over the place. Shoulder pads are blurrier than the face, and the thingy on his chest is very pixelated. Hopefully it wouldn't be too much effort to fix, but I think it might be if you have to re-UV to make everything the same size ratio! You would have to chop up your original texture in this case too... looks great though.