Here are some renders of a sacrificial, ritual stone slab thingy im doing. Still a wip. I will be importing it into Unreal when I get some more free time. Don't mind the ground its just to try and break it up from the background at this point.
The ground texture is making it harder to critique your work Reverenddevil. The zbrush work looks like it would come out well, but the end product looks noisy because of maybe photo texture overlays? If you struck a better balance between large and small detail work it would probably look awesome.
The ugly looks kind of crappy, but the graphics are about 5 times as small ingame so it unnoticable ingame
Its for an iPhone game I am working on in my spare time :poly124:
BradMyers: Wrench came out great. That's spot on, really good. The only thing I could think of to improve is the spec map, seems like it should be a tad bit brighter, and have a few highlights? Might be just me. Might be just the lighting in your render, that's making me think this. Might already be perfect.
Thanks Hawken for the critz, will work on them buttons. Kwakkie, superawsome! You should make the polycount greenbastard in same style! Makoa, insane colors. Only thing that bothers is that the leg melts in to the shoe, should have a clearer separating line. Other than that, very stylish! Marq4porsche, the back tree plane really kills it.
Here is something for my sculpture class, abstract bonsai tree. Manual modelling, lol! Got a B. Took me about six hours.
Off to continue on my Super Nintendo and after that, maybe I should model three emo magicians and Anubis. Had a great read yesterday.
Dude Brad, great work on the wrench! Probably the best one I have seen. But Clockwork brings up a good point about the spec map. Even in the ref the spec on the painted area seems a tad higher than on the model.
Right my new years resolution is to actually finish some half decent personal work, did sod all last year.
Working on a generic male head in Xsi and mudbox to start off. Ive made the base mesh and started a bit of sculpting. Going to add some asymatry to it tonight before i carry on with any more details.
Damn Massbot that's looks sweet! The mouth sticks out to me as being an area that could use some more love, but I really love the eyes.
Clockwork: Thanks for the crit man! Yeah, I wasn't really happy with the way it was, when I posted, but I was being too lazy to fix it, ha ha. I totally agree with what you said and thanks for pushing me to finish this properly.
kwakkie: great expressions and good colors
obeyurnapster:great how you stylized the face, i do think the neck area is a bit overdone with all the small veins in comparison with the face
massbot: good so far, perhaps you could make the ears a bit bigger zo the top of the ear is about as high as the eyebrowline and smooth the bottom lip out a bit at the edges
BradMyers82: awesome texturing
tacit: looking great so far
worked some more on my spawn char (attributes are placeholders and hands are coming )
Replies
Rens: Squirrel
WIP for the gameartisans pawn comp:
Digging that character posture.
Reference:
I'm sorta wanting to change a couple of things, but I don't know might call this one done.
I'd like to say this is for a game i'm working on;
but that would be a lie
The Good...
The Bad...
and the Ugly...
and also the Electric
The ugly looks kind of crappy, but the graphics are about 5 times as small ingame so it unnoticable ingame
Its for an iPhone game I am working on in my spare time :poly124:
<--- wants the bad guy as psn avatar.
This brings back some memories, probably one of the first things I ever tried to model in 3d.
Your buttons are too shallow by half.
Kwakkie, superawsome! You should make the polycount greenbastard in same style!
Makoa, insane colors. Only thing that bothers is that the leg melts in to the shoe, should have a clearer separating line. Other than that, very stylish!
Marq4porsche, the back tree plane really kills it.
Here is something for my sculpture class, abstract bonsai tree. Manual modelling, lol! Got a B. Took me about six hours.
Off to continue on my Super Nintendo and after that, maybe I should model three emo magicians and Anubis. Had a great read yesterday.
Working on a generic male head in Xsi and mudbox to start off. Ive made the base mesh and started a bit of sculpting. Going to add some asymatry to it tonight before i carry on with any more details.
sculpt wip
base
Im super excited for this piece cant wait to see what you can do with it! I will be bugging you on msn to finish this so watch out :P
Damn Massbot that's looks sweet! The mouth sticks out to me as being an area that could use some more love, but I really love the eyes.
Clockwork: Thanks for the crit man! Yeah, I wasn't really happy with the way it was, when I posted, but I was being too lazy to fix it, ha ha. I totally agree with what you said and thanks for pushing me to finish this properly.
Here is the fixed wrench:
http://hardwired.hu/upload/gfx/concrete_mixer_testwork.jpg
I don't think I would call it low poly... Or maybe i'm old
Its still a pretty sweet wrench
Hey, lotekk/Neox still got those wip's kicking around?
More here: http://boards.polycount.net/showthread.php?t=69429
obeyurnapster:great how you stylized the face, i do think the neck area is a bit overdone with all the small veins in comparison with the face
massbot: good so far, perhaps you could make the ears a bit bigger zo the top of the ear is about as high as the eyebrowline and smooth the bottom lip out a bit at the edges
BradMyers82: awesome texturing
tacit: looking great so far
worked some more on my spawn char (attributes are placeholders and hands are coming )
orb: for something so simple, that looks great. Nice spec.
massbot: that face is extremely convincing, the features on that are beautiful
Put a little bit more work on this to tidy it up. Done with it. 300 tri modular "realistic" sci-fi floor.
Maps 1024
High Polytrigonal
heres a little scene i've been working on. those are palm trees.. and have not yet been bent and what not.
WIP (I'll come back to it in a couple of days) for conceptart.org's monthly chow.
decimated model ready for rtoppo!
highpolys (three versions)
got the lowpoly's to fit together (with added lulz)
Here is a small update on my mutant, I think I got too carried away with the cottage cheese suff. Lots of stuff is still pretty w.i.p on this guy.
Thanks for the comments and crits, Ae. - i'd appreciated the bugging 'till its done