Damn Ceebee, you quick, when did you start model? are you going to model in the scale-y bits on the arms and neck?
I started it around 2am last night, the shot above is from 7am. And yeah the scaley bits will get modelled in as well. Just ran out of time for today had to turn a WIP in.
Working on something non halo, yes, maybe.. figured i would wrap these up.
Straight normalmap result from max, got some cleaning up to do and going to cut in the bevel behind/ infront of the handle. around 6k tris, using 3pointshader atm
BluePanda: Looks awesome :thumbup: Could you explain you did those cartoony, chipped off edges? I can never get that style right.
Rens: Awesome, digging the chunky design! But the bake on the grip is defo fucked up :poly142:. Also, I think that some of the bevels might be too tight - there's loads of aliasing.
yeah the grip needs some work, the bake here is from the subd model and has some bad spots, while i can use one i shaped up in zbrush, another point on the list
I'm likeing the style from your sketches, nice work moof
tea,
yeah man :P
i think the edges you are refering to are suffering from whats going on in the normalmap.
it has a bunch of pixelated lines running along here and there.
I think a good bit of those are caused by baking the larg parts as one chunk. Another few are created by shadows.
BluePanda: Looks awesome :thumbup: Could you explain you did those cartoony, chipped off edges? I can never get that style right.
Rens: Awesome, digging the chunky design! But the bake on the grip is defo fucked up :poly142:. Also, I think that some of the bevels might be too tight - there's loads of aliasing.
This has to be small TrimDynamicSoft, I'm not sure but perhaps.
Some hand painting with normals practice. more to come.....
Oh. HELL. YEESS!
I'm loving the style man. I love how well your normals are helping push your silhouette, I had to take a closer look at a couple of cracks just to see they weren't modeled in, nice job man
Working on something non halo, yes, maybe.. figured i would wrap these up.
Straight normalmap result from max, got some cleaning up to do and going to cut in the bevel behind/ infront of the handle. around 6k tris, using 3pointshader atm
Nice Gun! It looks like your modeling all those little screws. Is that really necessary? I'm still kind of a noob at weapon modeling, but I would think that kind of detail is what normal maps are all about.
Start on my Skyrim scene. Skydome and water shader are pretty much finished. Got a sharpen post processing effect in there, but it's not very noticeable at the moment. All the terrain is placeholder, so don't judge my girly mountains.
Nice Gun! It looks like your modeling all those little screws. Is that really necessary?
Not really, You only benefit from those that you would see from the first person view. They help break up the surface.
Alot of them look oke in the normalmap and probably pop out enough with the specular map supporting them, good chance I will only keep the bigger ones cause they are quite pricey, 20+ tris,
The only other time you enjoy the sight of those details is for a portfolio piece or when you zoom in on the model ingame, which will be an exception so it is better to save some tris.
More work done on the Kingslien sculpt.
Im actually starting to get pissed off with Re-topologizing the head.
After I get the base sculpt down and I bring it in to Max for some retouching (adding edgeloops and ears and eyebrows etc) I try to project the new topo back onto the old and everything goes to shit.
I added some outlines, and while it looked good it ended up even more distracting.
How about this? I kind of like the splat as a background for the text, plus I feel it's appropriate to include what it is, since it's a game asset.
Working on something non halo, yes, maybe.. figured i would wrap these up.
Straight normalmap result from max, got some cleaning up to do and going to cut in the bevel behind/ infront of the handle. around 6k tris, using 3pointshader atm
looks pretty sweet fewes, I realy like the rose you posted at the top of the page, only thing I dislike is the floor, have you got plans to change that? it's too contrasted and saturated compared to the rest of the room, it should be dusty and gloomy instead I reckon with no specularity to it
looks pretty sweet fewes, I realy like the rose you posted at the top of the page, only thing I dislike is the floor, have you got plans to change that? it's too contrasted and saturated compared to the rest of the room, it should be dusty and gloomy instead I reckon with no specularity to it
Haha, yeah. That floor seem to pick fights with a lot of people. I've been meaning to change it, but I haven't gotten around to doing so (mostly because I haven't had much of an idea of what to replace it with, so I really appreciate the input!).
@pantsyuu....that looks really nice. i'll nitpick tho, i think the cranium can be a tad bit bigger....especially with the hair. right now, the silhouette looks as tho she may be bald. hair adds a lot more volume to the heads form
. the texturing looks really nice.
Cool stuff man. I really like the logo/header design but I think the A could stand to be more prominent. With it being thinner than the rest of the name and also being so close to the circle portion it feels really cramped.
Replies
These are great, so I'm bumping them to this page.
Has a very Paul Richard's like feel to it.
I started it around 2am last night, the shot above is from 7am. And yeah the scaley bits will get modelled in as well. Just ran out of time for today had to turn a WIP in.
nrek: Thanks man :]
Passerby and Moof that is some awesome stuff you have there!
I have started texturing, the hand in is in a weeks time and i have so much to do!
BluPanda - looks so sweet !
Straight normalmap result from max, got some cleaning up to do and going to cut in the bevel behind/ infront of the handle. around 6k tris, using 3pointshader atm
Rens: Awesome, digging the chunky design! But the bake on the grip is defo fucked up :poly142:. Also, I think that some of the bevels might be too tight - there's loads of aliasing.
yeah the grip needs some work, the bake here is from the subd model and has some bad spots, while i can use one i shaped up in zbrush, another point on the list
I'm likeing the style from your sketches, nice work moof
tea,
yeah man :P
i think the edges you are refering to are suffering from whats going on in the normalmap.
it has a bunch of pixelated lines running along here and there.
I think a good bit of those are caused by baking the larg parts as one chunk. Another few are created by shadows.
This has to be small TrimDynamicSoft, I'm not sure but perhaps.
Lmao well its better than just the latter :P
Oh. HELL. YEESS!
I'm loving the style man. I love how well your normals are helping push your silhouette, I had to take a closer look at a couple of cracks just to see they weren't modeled in, nice job man
Nice Gun! It looks like your modeling all those little screws. Is that really necessary? I'm still kind of a noob at weapon modeling, but I would think that kind of detail is what normal maps are all about.
Start on my Skyrim scene. Skydome and water shader are pretty much finished. Got a sharpen post processing effect in there, but it's not very noticeable at the moment. All the terrain is placeholder, so don't judge my girly mountains.
Ape Tribe
Not really, You only benefit from those that you would see from the first person view. They help break up the surface.
Alot of them look oke in the normalmap and probably pop out enough with the specular map supporting them, good chance I will only keep the bigger ones cause they are quite pricey, 20+ tris,
The only other time you enjoy the sight of those details is for a portfolio piece or when you zoom in on the model ingame, which will be an exception so it is better to save some tris.
I might redo the dents and stuff
More work done on the Kingslien sculpt.
Im actually starting to get pissed off with Re-topologizing the head.
After I get the base sculpt down and I bring it in to Max for some retouching (adding edgeloops and ears and eyebrows etc) I try to project the new topo back onto the old and everything goes to shit.
Btw nice Job on tha axe Oni
Having your name, and possibly URL to your folio, is a good idea, but all the rest is distracting from your actual work.
Have a look at this, in my opinion, this is all you need for a presentation shot.
You immediately know where it's from and it's focusing on the art.
How about this? I kind of like the splat as a background for the text, plus I feel it's appropriate to include what it is, since it's a game asset.
Nice work, Rens !
gonna fuss around with this in max now
I did this last night while having a few beers with a buddy. Good times :poly121:
Sweet axe there!
Also, what I've been doin.
[ame]http://www.youtube.com/watch?v=typjqvEwHTs[/ame]
Haha, yeah. That floor seem to pick fights with a lot of people. I've been meaning to change it, but I haven't gotten around to doing so (mostly because I haven't had much of an idea of what to replace it with, so I really appreciate the input!).
still got a lot of work to do, and he also needs eyes lol, but I think I'm going in the right direction
reworked the face many times, hopefully took it in the right direction...
. the texturing looks really nice.
Just starting on this...and just finished this:
Cool stuff man. I really like the logo/header design but I think the A could stand to be more prominent. With it being thinner than the rest of the name and also being so close to the circle portion it feels really cramped.
Sexy Sub-Dz