Hi I am new in this community and so far is awesome >.<, here I share some of my work made completely in Maya 2011. Despite is finished I think i will improve some details.
The backstory: It's a magic temple under the sea.In the temple lies an object that brings magic to the surroundings, like animals and plants. I am a new in UV mapping and i did what i could :poly136:, but i liked the final result. I added some fog to the scene, projected an image trhough a spot light, bump to the ground, some lights into the jellyfishes and the plants. Please say me what u think about I just have 4 months of professional education in Maya, but I have been working lightly in it for like 1 year.
welcome! I like this, nice textures. the scene looks very incomplete though, I'd love to see some extra assets in there and more careful consideration to the composition of your scene. why the high angle?
Ahh good point, I didn't think about the mip maps, so you say if I create custom mip-map textures and switch them into the same shader network with if statements based off distance from screen it would be too heavy on instructions? I was just playing and am not planning on putting it into a game but I'm just currious.
if its just for the fun, man do it, i'm sure it will look awesome, not sure if an if switch would do the job good enough, as its super hard, maybe blending the 2 maps via lerp would work better. when i played around with it, i had to keep in mind that i wanted to fill a whole game with it, that it might break (and it did quickly) and how much work i was willing to put into a somewhat small detail.
welcome! I like this, nice textures. the scene looks very incomplete though, I'd love to see some extra assets in there and more careful consideration to the composition of your scene. why the high angle?
Tank you very much bro :P, thx for the crit, I think will add more stuff to the actual position of the camera, cuz the scene does have more objecsts but all spread, as I said i am a noob in this world :P. I liked the high angle I dont know why
Stinger88. cheers dude. go crazy with that shit
EIGHT. if you mean the ones like these. yeah just scratchy drawings. sweet looking scene you have going there man
Nizza and Neox. lot of love for you boys. thanks
Hi! New here. I'm currently working on a Native American guy. I made him a hunter so that I can work on anatomy. Constructive criticism is very welcome! (the hair is going to be more alpha'd)
been having trouble making a face that works. and apparently the ear is an abomination against humankind or something. any ways I might be able to fix it?
lovely foliage jaythurm. did you sculpt that high poly detail or derive it through some other means? a description of your workflow would be great, I feel I need to add some plants 'n' stuff to my portfolio. couple more questions; why the blue tint to the spec map? what did you render in and how did you set up SSS?
Had to add something here just cuase i love this thread!!
The scene is about 80% thru i wanna say still need the prop-aganda.. lol but been slaving over the lighting and atmosphere. hope you guys some crits cause i needs Them!!
love it Alberto, beautiful lighting and great Deco style. I feel it needs a centre of interest or focal point; those first 2 images could just as well be mirror images of each other. Also what kind of mood are you trying to evoke here? this setting is grand and formal but you could amplify the feeling of grandeur by raising the roof up some more. your 3rd image exaggerates this by getting some vertical perspective in there.
Getting to grips with sculpting. I found my major flaw was handeling all the polies. I started sculpting it up gradually through the subdiv levels *which ive since been told, thats just common sense* Im getting over my hump anyway and starting to understand it ;D
Theres so many tools :S anyone actually finding a use for them all>? or are some just filler/ not convient ways around things :S
@Tacit Math - Loving your sketches recently - some great ideas going on there!
Finishing off the body for this guy...onto rigging and final pose next - bleurgh! Sorry for the massive image - it's just linked straight from my portfolio site.
nice work Sam. the face looks great although a tiny bit too pale compared to the other skin areas. also the necklace/gold coins might work out better if you model them out instead of baking them to the collar area. over all great portfolio piece.
Shamelessly posting this here as well. working on the lighting.
I want to go to there... Very sharp work man, that's looking fantastic!
Finished up baking the normals & AO. It's got a few minor flaws but I'm happy with the results overall, especially for my first major bake. I'll probably be ZBrushing a few bits tomorrow and then rebaking those down. Here's the low+norm+ao in 3dsmax using the 3Point shader w/quality norms
(ignore the missing rear axle )
The textures were baked at 2048 and are posted as such in that screengrab above. Remi had asked to see a larger image with lower res nromals, so I dropped it down to 1024 and it still holds up well.
@Woogity and Crazyfool - Oh wow - I never even realised that swords should face the opposite direction - seems kind of counter intuitive to me, but my sword fighting days are long behind me. The pose I have in mind needs the sword like this so Imight leave it for the time being to see how the pose holds up.
@MM - Yeah - looking at it now the face does look slightly paler than the rest - probably because of the higher/ blue tine on the spec I guess - I'll try and remedy that. Modelling the coins was brought up and was my first intentions TBH - I'll have a look at how much space I on the texture sheet and see how well my motivation holds up!
Perhaps give a small bevel to those main edges on the box? They look quite sharp.
Nice prop though.
Thanks
There is a bevel around the main edge, but it had to be small due to the nature of the mesh. You can see some lighter shading around actual spec shine in the image below, which are the edges of the bevel. If the spec is higher value and viewed from a distance, it does get a bit crisp, but there's not much I can do about that now. Widening the chamfer will cause some edge clipping towards the bottom of the mesh.
@Tacit math - very inspiring man, that's incredible.
got my 30 second-ish cutscene into udk
the udk thread in tech talk helped me with buggy cameras, since then I found the desaturate scene filters and what not, fairly next-gen-filter-ish lol.
the dof is messing with me though,
any idea of how to get those white balls off of his head?
I think they're caused by the dof rather than bloom (dont have any as far as I know), if I turn the dof off, the disappear .. but I want dat dof!
gonna go back to the animation a bit later, just wanted to get it ingame now :poly124:
kinda wanna do a background as well.. the wall right there is stock udk stuff!
Replies
welcome! I like this, nice textures. the scene looks very incomplete though, I'd love to see some extra assets in there and more careful consideration to the composition of your scene. why the high angle?
if its just for the fun, man do it, i'm sure it will look awesome, not sure if an if switch would do the job good enough, as its super hard, maybe blending the 2 maps via lerp would work better. when i played around with it, i had to keep in mind that i wanted to fill a whole game with it, that it might break (and it did quickly) and how much work i was willing to put into a somewhat small detail.
gauss: you're welcome
Tank you very much bro :P, thx for the crit, I think will add more stuff to the actual position of the camera, cuz the scene does have more objecsts but all spread, as I said i am a noob in this world :P. I liked the high angle I dont know why
EIGHT. if you mean the ones like these. yeah just scratchy drawings. sweet looking scene you have going there man
Nizza and Neox. lot of love for you boys. thanks
some more scrubbos :
trying to do a femal character...
been having trouble making a face that works. and apparently the ear is an abomination against humankind or something. any ways I might be able to fix it?
It's a hero plant. ZOMG!
Btw, looking ACE!
The scene is about 80% thru i wanna say still need the prop-aganda.. lol but been slaving over the lighting and atmosphere. hope you guys some crits cause i needs Them!!
Getting to grips with sculpting. I found my major flaw was handeling all the polies. I started sculpting it up gradually through the subdiv levels *which ive since been told, thats just common sense* Im getting over my hump anyway and starting to understand it ;D
Theres so many tools :S anyone actually finding a use for them all>? or are some just filler/ not convient ways around things :S
looks like a fat machete
Finishing off the body for this guy...onto rigging and final pose next - bleurgh! Sorry for the massive image - it's just linked straight from my portfolio site.
@ yodude87: thank you : )
@ FAT_CAP: looks so sweet ! the only thing that stands out to me as being off would be the drips - look kinda thick
a Z-fart from me plan on turning him into one of my favourite ninty characters
damn, you've been putting some work! this has come a long way dood!
whoa, mindblowing work man! two questions:
1) whats the tex sizes?
2) how the hell do you get your screenshots so clean? hahah been trying that with no success, mthe most i got was the one i just posted here
keep on it man, awesome job!
1. The textures sizes vary from 512 to 1024. A lot of shared UVs.
2. I just use the windows 7 snipping tool real quick and easy.
I want to go to there... Very sharp work man, that's looking fantastic!
Finished up baking the normals & AO. It's got a few minor flaws but I'm happy with the results overall, especially for my first major bake. I'll probably be ZBrushing a few bits tomorrow and then rebaking those down. Here's the low+norm+ao in 3dsmax using the 3Point shader w/quality norms
(ignore the missing rear axle )
The textures were baked at 2048 and are posted as such in that screengrab above. Remi had asked to see a larger image with lower res nromals, so I dropped it down to 1024 and it still holds up well.
@Woogity and Crazyfool - Oh wow - I never even realised that swords should face the opposite direction - seems kind of counter intuitive to me, but my sword fighting days are long behind me. The pose I have in mind needs the sword like this so Imight leave it for the time being to see how the pose holds up.
@MM - Yeah - looking at it now the face does look slightly paler than the rest - probably because of the higher/ blue tine on the spec I guess - I'll try and remedy that. Modelling the coins was brought up and was my first intentions TBH - I'll have a look at how much space I on the texture sheet and see how well my motivation holds up!
Perhaps give a small bevel to those main edges on the box? They look quite sharp.
Nice prop though.
.
another sketch. the ' welder ' from the worker group i've been tinkering with :
Just "finished" this bust of an old guy. Happy to hear feedback while its still fresh.
Thanks
There is a bevel around the main edge, but it had to be small due to the nature of the mesh. You can see some lighter shading around actual spec shine in the image below, which are the edges of the bevel. If the spec is higher value and viewed from a distance, it does get a bit crisp, but there's not much I can do about that now. Widening the chamfer will cause some edge clipping towards the bottom of the mesh.
@Tacit math - very inspiring man, that's incredible.
same question here, you're on fire man
got my 30 second-ish cutscene into udk
the udk thread in tech talk helped me with buggy cameras, since then I found the desaturate scene filters and what not, fairly next-gen-filter-ish lol.
the dof is messing with me though,
any idea of how to get those white balls off of his head?
I think they're caused by the dof rather than bloom (dont have any as far as I know), if I turn the dof off, the disappear .. but I want dat dof!
gonna go back to the animation a bit later, just wanted to get it ingame now :poly124:
kinda wanna do a background as well.. the wall right there is stock udk stuff!
keep posting men!