btw anyone know a good site to get some decent reference on the bottom side of a car (how the axles are placed, muffler, pipes,... )
I'm not really into cars so I really don't know what to find on the bottom of car
Heres a extremely underweight luchador. WOrking on the texture, scrapped the first try, this seems to be heading in the right direction i guess.... (damn i suck ass)
Nice work Marshall. What Kodde said about the BG though, kinda clashes with the style of the characters. Maybe still keep the colours/design, but loose the noisy paper texture.
Im working on a wild west scene to demo my Unity tools.
Its still very WIP but here are some tech fun facts:
Its all dynamic lights except for some lightmapped ambient skylight. The terrain is actually a mesh and the materials are blended with masks which I can directly paint in the editor. The terrain also has a color overlay which I can paint in the editor.
All the trees and grass are painted directly on the terrain mesh in editor and they can be tinted using the color overlay texture. There thousands of grass objects in the scene but they get grouped up and batched into optimized meshes at runtime. They also have multiple levels of LOD and the the drawcalls in the scene are no more than 500 at any location currently.
heres a bullet i made a little while ago, been playing round with rendering and stuff, still trying to get the hang of it.
(edit: lol just noticed that none of them have primers)
Those are some dark shadows, dansher, are you trying to learn how to use vray/mental ray or are you going to try some more real time stuff in the future?
Those are some dark shadows, dansher, are you trying to learn how to use vray/mental ray or are you going to try some more real time stuff in the future?
yeah i know, im using mental ray at the moment, i tried to do something with the shadows but all i was able to do is make them a bit lighter, i think what they need is to be blurred a bit but im not sure how to do that
i do have a real time shader but i dont know how to use it lol so im sticking with mental ray at the moment, i dont have vray
Try using final gathering (+ with grids/planes with white ambient) and getting some lighting bouncing going on, also, use more than 1 light, but you don't need each light casting shadows)
Try using final gathering (+ with grids/planes with white ambient) and getting some lighting bouncing going on, also, use more than 1 light, but you don't need each light casting shadows)
thanks, ill give it ago in a little while, trying to model a knife at the moment having trouble with the blade so at the moment its just a handle lol
ok heres my knife handle anyone have any ideas on how to make the blade? im stumped
i have to say its a very good free program.
i dont have to worry about subdivision, because it automatically extrude everytime i sculp.
multi object support, also import + export obj yay
it has model texture painting too, can be useful for painting textures for your model.
yea, some of those containers can be long as hell. Drug suppliers use to use the really long ones to make weed in. They'd bury them underground to hide them and have like an underground weed production factory in those huge containers. They would bury them out in the middle of nowhere or like a forest where there was tons of snow so it was harder to detect heat levels. Took people forever to realize what was going on.
Looking good Vitor. Maybe reduce the chromatic aberration a bit (I have a tendency overdo it myself).
Render update. Spent all yesterday tracking down an issue that was giving me terrible render times with a noisy result. All fixed now, so time for more creative stuff. I have a lot of work left, but I'm starting to make some progress. Eyes comes next.
Its pretty much done but I might do some last min tweaks / a quick zbrush pass on some parts but since it's a clean show-off / museum piece Im a bit hesitant. The refs are crazy clean and neat.
Replies
Practicing facial sculpting from references. (It's Nicholas Cage)
hint =o
Shrew, isn't that way too long for a container?
Some lolwip:poly136:
Think the handle and/or thatThingThatsBetweenHandleAndTheBlade could use some lub'.
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Me Peashootha's ready for bake...
haha yeah its a bit thin i know, the sketch its based on has another part to it there that i didnt put in
@ scumworks
yeah i know cant decide what to do with it though:poly127:
wow thats awesome:thumbup:
Scumworks, looks real nice though I can't help but think it's a little thin:
I'm not really into cars so I really don't know what to find on the bottom of car
I just googled underbody and found tons.
I always was like "bottom car" "under car" things like that
thnx, now I'm set for the underbody !
Heres a extremely underweight luchador. WOrking on the texture, scrapped the first try, this seems to be heading in the right direction i guess.... (damn i suck ass)
Probably right. Had alot of trouble finding good/any ref. from the front/back, so I ended up winging it. Will do a cleanup tomorrow, cheers.
Where's the ninja dudes right arm?
Another sword concept -
newp :P
Its still very WIP but here are some tech fun facts:
Its all dynamic lights except for some lightmapped ambient skylight. The terrain is actually a mesh and the materials are blended with masks which I can directly paint in the editor. The terrain also has a color overlay which I can paint in the editor.
All the trees and grass are painted directly on the terrain mesh in editor and they can be tinted using the color overlay texture. There thousands of grass objects in the scene but they get grouped up and batched into optimized meshes at runtime. They also have multiple levels of LOD and the the drawcalls in the scene are no more than 500 at any location currently.
G1 Sentinel Prime?
Prima?
Nova Prime?
Or moving down to lower ranked team leaders:
Elita-1 (femme bot leader) ?
Silverbolt ?
Optimal Optimus ?
Razorclaw (Predacon commander) ?
its based off of a 53' high cube design.
http://www.runkleconsulting.com/ShippingContainerHouses/P7090115.JPG
(edit: lol just noticed that none of them have primers)
yeah i know, im using mental ray at the moment, i tried to do something with the shadows but all i was able to do is make them a bit lighter, i think what they need is to be blurred a bit but im not sure how to do that
i do have a real time shader but i dont know how to use it lol so im sticking with mental ray at the moment, i dont have vray
thanks, ill give it ago in a little while, trying to model a knife at the moment having trouble with the blade so at the moment its just a handle lol
ok heres my knife handle anyone have any ideas on how to make the blade? im stumped
reference pic
model
http://www.sculptris.com/
i have to say its a very good free program.
i dont have to worry about subdivision, because it automatically extrude everytime i sculp.
multi object support, also import + export obj yay
it has model texture painting too, can be useful for painting textures for your model.
nope lawl
Very cool style
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Photoshop + Zbrush =
Render update. Spent all yesterday tracking down an issue that was giving me terrible render times with a noisy result. All fixed now, so time for more creative stuff. I have a lot of work left, but I'm starting to make some progress. Eyes comes next.
maybe tone down the spec on the chubby flesh around the cheeks or up the glossiness, something doesn't quite feel right there
Seems like you're doing well. For a second there I thought it was a photo of a 3d-printed figurine :poly142: