Something from the Polycount Collaboration I thought I will post it up here as well. Any word of critiques on it is greatly appreciated Funny or not this is the best head that I made so far
vguhal, i'm into that. thomasp, the hair is definitely odd but there's something about it that i like. it's definitely the part that needs the most work imo (from a lighting and material perspective), but from a modeling and texturing standpoint i think it's pretty impressive and i've never seen anyone do hair quite like it.
hello everyone i have never posted on here before and i thought here might be the best place to do it,
please not i have not modeled for 3 months prior to today and im only in grade 10 so here it goes
@gir: I like her but the hair is a bit all over the place, I can't really tell what the hair style is supposed to be from these two shots. Also she looks kinda numb staring blankly at nothing, maybe have her looking at the camera and try to fake a facial expression, at least close her mouth or show some teeth if you wanna leave it open.
Pretty much finished my environment here. Just need to see what I can do about this terrible floor, and it's over!
I think you should add some fallen leaves to the ground, no too much but it should help break up that tiling brick... or maybe some grass coming through, something to punch a bit of colour in there. I like the trees
Yeah I know what you mean. I had a few setbacks. First one being, I had to use Vue for the vegetation, and you can only use the daylight system with Vue. Meaning, you get realistic, but boring lighting. I was also using a concept for this, and I tried to keep as close to the concept as possible, apart from the lighting. Which really sucks, because the lighting in the concept was really nice. Doesn't help that I had under 2 weeks to complete it.
But enough justifying myself, I appreciate your feedback people, thanks
I'll do what I can with your suggestions!
*edit* For this environment, I had to do it in max using mental ray. But, once this is done, I'm bringing this into unreal, and making my very own cherry trees
For those not in the know, it's part of a weapon I'm working on. That is based off of screencaps from this video, as it's the best traceable resources I can find as of now.
I'm trying to choose between the first and second, and I'm leaning toward the second, since it has a less abrupt transition between the sides and the top curve, said top curve is closer to the above video, and it has an overall cleaner poly arrangement. There's no ****ing way I'd hand-clean the others if I had to.
Someone else said thati f it's all one solid peice, I should build it as one solid mesh. I beg to differ. Because this design is so complesx, I think it's a better idea to take it part by part
Summer break till late September before I start my final year. Thought i'd train up by doing my first realtime environment in the UDK. Basing it off a Tales of Vesperia screenshot but doing my own style and adding more to it.
Coming along... Still need to finish up the diffuse and specular on this, then bake the pillar to go in between wall sections. After that this should start getting into UDK...
looks good mike, i might make the normal in the middle pop out a bit more between the color variation, right now it kinda looks like a texture seam, lookin good though
heh fun little game experiment me and a mate are doin! procedural spawning of turrets n cubes in a decent type game ;o! ugly art! was done in about 5 mins! but its funfunfun
Replies
please not i have not modeled for 3 months prior to today and im only in grade 10 so here it goes
this is about 2 hours into the design
I need to work out how to get fire into those torch holders and make the glow look a little more realistic. Any tips?
She does some really lovely stuff, both masks and paintings.
Working on that guy
I'm not using a reference at the moment but let's see where this character takes me... By the way, any suggestion?
I think you should add some fallen leaves to the ground, no too much but it should help break up that tiling brick... or maybe some grass coming through, something to punch a bit of colour in there. I like the trees
well to be fair, if you have to ask him what he thinks they are, then clearly they aren't delivering what you want them to.
just sayin'
But enough justifying myself, I appreciate your feedback people, thanks
I'll do what I can with your suggestions!
*edit* For this environment, I had to do it in max using mental ray. But, once this is done, I'm bringing this into unreal, and making my very own cherry trees
For those not in the know, it's part of a weapon I'm working on. That is based off of screencaps from this video, as it's the best traceable resources I can find as of now.
I'm trying to choose between the first and second, and I'm leaning toward the second, since it has a less abrupt transition between the sides and the top curve, said top curve is closer to the above video, and it has an overall cleaner poly arrangement. There's no ****ing way I'd hand-clean the others if I had to.
Someone else said thati f it's all one solid peice, I should build it as one solid mesh. I beg to differ. Because this design is so complesx, I think it's a better idea to take it part by part
So, whaddya think?
But besides that and what haidd said, it's looking really awesome, man!
Yep! I'll try, thanks!
(really small update)
also thx for the comments so far
nice
Still need to fix a few seams