The dust in the room looks legit. How'd you go about doing that? Particle I suppose but it looks really believable.
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@Betelgeist - thanks brah! @Poopinmymouth - cheers man! @Andreas - thanks for the crit, you're right about my UVz, I'll take the time today to chop em up and resize stuff
this is a sky and fill light only (shadows are a bit hard so I will end up adding some more artificial lighting, but still will like to keep strong occluded spaces.
daphz: greatness, man! I agree though about some of the more obvious texel resolution issues
graze: boss!
saman: lookin good man, but one thing that specifically bothers me about the leonardo model is the dome of his head - it's tapering a lot more than i feel it should and messes with his eyes
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'.
Yeah it was just messing around for a few hours. The wall stopping thing was a failed stopping animation, he is meant to slide a bit and i was going to reanimate it.
As far as the ump being abrupt, thats 100% on purpose. Jumps in games need to be instant so you can afford a leadin animation. I would probably cover it up a bit by having some hand animated dust though.
I also fixed the stupid munted gif. I might make the animation better today.
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:
Hey that's a pretty good point i was just going off different reference though. I might change it to the curve ones.
Planning on taking this into UDK to finish after I rig her. The hair is just diffuse atm and that's mostly what I plan to work on in UDK.
repost for the hell of it because maaaan I like it. The only thing I don't like is her backbone. I think It doesn't have anything to do with the whole character, stand out too much and doesn't fit in the whole mood.
a friend just told me about your LOL posts.. i love your work its just made me relaise that im gonna have to pump quite a few more hours into mine to reach that bar haha
but im working on a LOL character, wukong
currently stugglign to get the gold right, so im taking back to black and white values to get the shine, then ill colour... hopign that gets me past my current hurdle
Not exactly game art, but my 2 fan-art images of respectively Diablo and Starcraft has been featured on the official facebook pages and twitters! Such a rush
Replies
I'm currently just sketching in all the colors in the texture so it looks pretty basic atm. Here is my ninja turtle(Still WIP);
Very nice painting btw, Graze.
@Poopinmymouth - cheers man!
@Andreas - thanks for the crit, you're right about my UVz, I'll take the time today to chop em up and resize stuff
...here is a wip of a project I am doing on xsi and nuke.
just a lighting test, modeling isnt final neither.
edit: I am using the wom archlight shader to get the tungsten color on the lights.
also here is a link with the animation camera:
http://vimeo.com/39979287
this is a sky and fill light only (shadows are a bit hard so I will end up adding some more artificial lighting, but still will like to keep strong occluded spaces.
making a realtime head out of my ian mckellen sculpt
wip
360 shot
http://leslievdb.com/temp/ian_RT_wip2.gif
Started texturing her skin today:
graze: boss!
saman: lookin good man, but one thing that specifically bothers me about the leonardo model is the dome of his head - it's tapering a lot more than i feel it should and messes with his eyes
raven thats turning out sweet man!
tehsplatt: i polypainted the sss parts and baked it over using xnormals vertcolor baking option, then i just screened it over my diffuse in photoshop.
Planning on taking this into UDK to finish after I rig her. The hair is just diffuse atm and that's mostly what I plan to work on in UDK.
@Ravenslayer Superb texturing so far.
I've been doing a very simple day/night cycle for this one for fun.
[ame="http://www.youtube.com/watch?v=eNVJz69d5l4&feature=player_embedded"]Abandon Securtiy Checkpoint - Day Night Cycle - YouTube[/ame]
Yeah it was just messing around for a few hours. The wall stopping thing was a failed stopping animation, he is meant to slide a bit and i was going to reanimate it.
As far as the ump being abrupt, thats 100% on purpose. Jumps in games need to be instant so you can afford a leadin animation. I would probably cover it up a bit by having some hand animated dust though.
I also fixed the stupid munted gif. I might make the animation better today.
Hey that's a pretty good point i was just going off different reference though. I might change it to the curve ones.
9153 Triangles
2x Diffuse, Specular and Glow Maps
more renders here http://davislim.deviantart.com/gallery/
repost for the hell of it because maaaan I like it. The only thing I don't like is her backbone. I think It doesn't have anything to do with the whole character, stand out too much and doesn't fit in the whole mood.
otherwise, awesome
loving that hair!
Cybroxide- fkn seeeeeeeeeexyyy
http://www.polycount.com/forum/showthread.php?t=97260
presentation inspired my jfletch
i changed A LOT with the low poly ha.
Cheers! :]
Thought I would cross post my scene.
Its in UDK and im still playing around with lots of stuff
actual thread here:
http://www.polycount.com/forum/showthread.php?t=97564
really nice guys
a friend just told me about your LOL posts.. i love your work its just made me relaise that im gonna have to pump quite a few more hours into mine to reach that bar haha
but im working on a LOL character, wukong
currently stugglign to get the gold right, so im taking back to black and white values to get the shine, then ill colour... hopign that gets me past my current hurdle
What did you use to give the models the cell shaded quality?
https://www.facebook.com/Diablo
https://www.facebook.com/StarCraft
i HAVE to know how you did the hair man!
Finished the hi-res model, now moving on low res and baking
JeremyRM - Bad ass!
*Saves work to inspiration folder*