A little Paul Richards inspired pumpkin. Tons of issues, but time to move on. Sometimes I really wish real world sculpting would allow me to move shit around with ease.
good take on the concept so far, but that's anthony jones, not andrew jones. different dudes. you're working from a 'robotpencil' concept, not an 'android' one.
Ive been doing some more bits and bobs on the 200sx for a little project ive been cooking up whilst I leave the dust to settle on the Bioshock scene for a while.
Love this thread.
I wanted to do a render of my Cthulhu model with some dramatic ligthting. The renders I'd done so far were to show the model and it's texture in it's entirety. For this I wanted something a bit more 'filmic'.
Done. Still things I'd like to change, but I have to move on at this point. Not sure if it'll go in my portfolio or not.
Hat is a separate 512 material so I could use a detail map, and the beard is two level of alpha, one for the main beard, one for stray hairs. I hate realtime hair.
Almighty gir: the face is looking nice so far man. could maybe bring a little of the rose tones into her cheeks but otherwise the face looks good. keep working on the hair till it matches that quality!
Starting on some modular break downs for modelers. I recently had a friend show a studio some of my environment work. He said they liked it but that it didn't read as game design, and was more illustrative. So I decided to respond positively by nutting up and doing some environment design drawings. Will have more for this environment and other ones I plan one doing, but for now I'm focusing on this. The top level alcove/cave entrance/cave exterior/ship/ship interior will be drawn out soon. I think that will be all that I shall do for this environment so that I can move on to other ones.
Replies
Link of my project http://www.polycount.com/forum/showthread.php?t=105456
another gametextures work
Nice sculpt and vids scooby! thanks for makin that
Great characters Swizzle, BrwnBread, MrHobo and Alkogolic!
nothing really new from me, client finally released a DLC character I did last winter...
note to self: never model an ar15 type weapon again
I'm very interested in seeing a proper front side and back view.
good take on the concept so far, but that's anthony jones, not andrew jones. different dudes. you're working from a 'robotpencil' concept, not an 'android' one.
http://cghub.com/images/view/184932/
And a test in cryengine:
learning how to bake and retopo let me know what u guys think:)! awesome work people
Fightpunch, very nice characters!
this is what paying attention to edge width looks like
ZOMBIE'S CLASS PICT. calling this one done for now......most likely to EAT YOUR BRAIN!!
I wanted to do a render of my Cthulhu model with some dramatic ligthting. The renders I'd done so far were to show the model and it's texture in it's entirety. For this I wanted something a bit more 'filmic'.
Second try at a leg with a socked foot
The knee fat always throws me off ;_;
really cool design!
I've never really done any polypainting, so I figured now was as good a time as any to see what it's all about. Seems cool.
Hat is a separate 512 material so I could use a detail map, and the beard is two level of alpha, one for the main beard, one for stray hairs. I hate realtime hair.
Normal Map off
Normal Map on
What is the method you used for this piece then?
progress on my dark alley scene
Going to do the spec maps tomorrow then the emission and glow maps
The main shapes are here, I will start the details.
@ Pix, nice use of a colored specular map.
Highpoly only so far:
There are also a few close-up shots in my dropbox: https://www.dropbox.com/sh/j9r5v01jyuio85g/ERlwfsirwz
Edit: Just saw the M4A1, nice work Millenia!
I will continue this process over the coming weeks in my SB: http://www.polycount.com/forum/showthread.php?t=105544
Making posts in here along the way. Enjoy!
The original painting. Most of you have seen this about two weeks ago.
Bonus studies.
@ Romy, That is just on a cube in Marmoset, I am sure I can get some shaded renders to show soon