the stool could use some optimisation. the trick is to weld certain pairs of vertices of smaller circles so that smaller cylinders and circles have less sides than big ones,
i don't have any good examples but if you lurk around in hard surface threads enough you'll see what i mean.
jeremiah that is some damn good work. just goes to show that even a straight forward prop like a backpack can be exciting with strong execution.
went back to my pistol, with a custom pitting brush i made from photo ref, in order to get the pitting looking like it ought to. much happier with it now:
No need to go back to your old props, just for the future shoot for things that will really catch someones eye. Keep up the good work!
Thank you. And yes, I've very recently learned that I was far too content with just making real props with no creativity in them, so I will do my best to change that starting now!!
So I decided to try making some teeth and I've spent a couple hours making sure they were correct as far as placement and size. All the teeth aren't there, but that's because you wouldn't see them anyway lol.
Now I can use these for all my characters!
And I'm going to go brush my teeth now because googling pictures of teeth and gums...eww....
Man I would love to see some breakdown shots. You seem to be whipping these out pretty fast, you could tease us a bit more with process. Like the highpoly and maps.
I really, really dig all the prop-work you're posting. I don't see that too often (I was particularly impressed with the low poly laptop). Very cool work.
This looks great Kai. The lighting and Materials are pretty damn good. I agree with Kaermer, the light between the walls and the trim is distracting. I think I would try to make the outside light not so intense and add some background so you can see out the window.
Also http://alanmitchellart.blogspot.com/
you got speed on me. lol I'm trying to go through and document everything as I go along right now I'm working on the roof edging. I feel it pertains because I am doing an asian env as well.
Replies
i don't have any good examples but if you lurk around in hard surface threads enough you'll see what i mean.
esp this
No need to go back to your old props, just for the future shoot for things that will really catch someones eye. Keep up the good work!
redid this head for a character I'm working on
goodnight.
High Poly (Zbrush)
Low Poly (Marmoset)
Send a Police cruiser through a window.
Now I can use these for all my characters!
And I'm going to go brush my teeth now because googling pictures of teeth and gums...eww....
What are you displaying these in? Realtime?
Keep it up!
Thanks I'll do that from now on!
And yes, everything I've shown so far is realtime, mainly in Marmoset and UDK
High Poly:
and the low poly with VERY basic textures:
Decided to remake this small room from Resident Evil: Code Veronica for practice:
UDK Shot:
check this out
(I'm VERY new to rocks)
http://alanmitchellart.blogspot.com/
you got speed on me. lol I'm trying to go through and document everything as I go along right now I'm working on the roof edging. I feel it pertains because I am doing an asian env as well.