didn't get too much done, since I've been busy with stupid paperwork and then Airbørn this week (no I am not showing anything for Airbørn today )...
...but pretty much done with the diffuse textures, just adding details here and there, and then doing a proper spec and possibly normal map.
Some might even remember it from a post eons ago, this is a complete rework of a prop I did for a game , which unfortunately never saw the light of day (shame on me).
Yet I still want to show it in my portfolio eventually, so I am redoing it a lot better (hopefully) than it used to be
I love this kind of stuff....so damn cute, but somewhat realistic. Looks like it could go into a 3D Pokemon game. Especially love the reflection of the city in the windows!!
3MM I love that, composition and modeling and character are all exceptional. The look on his face is brilliant. My only crit is that there is aliasing specular on his lower-body from backlight.
man this thread gets more ridiculous every single day!
cool alienguy, giles!
moof! awesome mech-chicks, man!
rayph and fightpunch: you guys are killin it 2dstylez
ablaine, really nice result on your guildwars chick, dude
raven, you're a madman i love all of your disney sculpts!
Fred2303 i always really dug that piece! I'm glad you wrapped him all up!
Cool gnome, Dado!
I've been super busy... well busier than my usual lazyman workload anyway haha. But after a few sessions during breaks I finished another fanart of Midna from Zelda Twilight Princess. I wasn't really going for a super faithful representation of her original appearance if you're familiar with the game haha i guess its a bit more like cosplay than anything :poly122:, but hopefully most people won't mind my spin on her
any thoughts welcome
man this thread gets more ridiculous every single day!
cool alienguy, giles!
moof! awesome mech-chicks, man!
rayph and fightpunch: you guys are killin it 2dstylez
ablaine, really nice result on your guildwars chick, dude
raven, you're a madman i love all of your disney sculpts!
Fred2303 i always really dug that piece! I'm glad you wrapped him all up!
Cool gnome, Dado!
I've been super busy... well busier than my usual lazyman workload anyway haha. But after a few sessions during breaks I finished another fanart of Midna from Zelda Twilight Princess. I wasn't really going for a super faithful representation of her original appearance if you're familiar with the game haha i guess its a bit more like cosplay than anything :poly122:, but hopefully most people won't mind my spin on her
any thoughts welcome
3MM I love that, composition and modeling and character are all exceptional. The look on his face is brilliant. My only crit is that there is aliasing specular on his lower-body from backlight.
thanks man,very appreciated!yeah there is a little bit in my lighting channel which i had do fix!thanks again:)
^^^ love the concepts moof!... every1 in here killing it like always!!!
first time using dynamesh duhdah other than playing around
still a WIP just bulking out the basic form before i retopo ( i say basic.... maybe getting alil carried away!!) hands, feet and legs i aint touched much
will make a thread when i get alil more into this project but any anatomy feedback so far would be awesome!!!!!
This was a character I did during the course of a character for games class I teach at The Gnomon School of Visual Effects.
One of the main reasons for doing this character was to learn some of the new DirectX 11 real time tessellation techniques. The majority of the elements of this character are tessellating. I also was experimenting with anisotropic flow maps for hair and metal as well.
Other experiments I did were to create a "fuzzy" effect on the collar without using a traditional card approach. I use a layered faces approach much like they used in The Shadow of Colossus to create fur.
Waiter character for my group animation project for university. Ignore the polypaint, I'm not doing the textures, this is just something to show my team as an example.
Baked some polypaint and threw this shit into Marmoset this morning before work. Still tons of work to do, but I think it's going to turn out non-shitty.
Finished and submitted for the Dota2 Polycount contest last week.
Did some cool renders to include in the Steam Store.
Hadn't modelled and textured anything in almost 3 years It's like riding a bicycle I guess
It's a 5 item set that ranges from the 150 to the 350 triangle count with difuse texture, normal map and 2 other masks for metalness, rim light, etc.
Textures were done in 1024x1024 and resized to 256x256 or 256x128.
You can check the full collection on Steam here.
I did this in my freetime to try to improve my painting skill, and I made it as my Halo 4 fanart, too. I did chance to design a little bit where I don't know how the shape it so.. it kinda ugly compare to the original concept but I call it finish
And the quality bar gets higher and higher, some exceptional work here!! :thumbup:
I sketched out the base suit shape in zbrush, need to work some of the forms and panels a bit more though but I have gone for a simplified design here to give the design some simplified areas.
Lowish poly siege beast for a ios game I'm working on, bit like shadow of the colossus in that one large creature objective. Going to chop the count after the final block out. Next is the environment pieces.
Replies
funky bunnies- nice one
another piece getting a refresher from me
here is my finished work base on Carlos huante concept:
hope you like it:
more works on my Blog
I love this kind of stuff....so damn cute, but somewhat realistic. Looks like it could go into a 3D Pokemon game. Especially love the reflection of the city in the windows!!
that was awesome, great job dude
You guys are just too much
Stunning work ! Great Expression. Instantly saved to hard-drive.
@Dan Your character is looking ace so far.
Some kid.
I would like to show you model of G36C. Model have 6910 tri. I still working on texture. Screens are from 3ds max + XoliulShader 1.6
Uploaded with ImageShack.us
Uploaded with ImageShack.us
Uploaded with ImageShack.us
Hour speedie while sitting in g+ with some fellow PC'ers...
moof so great to see you back on your concept work, really great looking stuff!
first time using dynamesh duhdah other than playing around
still a WIP just bulking out the basic form before i retopo ( i say basic.... maybe getting alil carried away!!) hands, feet and legs i aint touched much
will make a thread when i get alil more into this project but any anatomy feedback so far would be awesome!!!!!
It definatly is a challenge, but well, that was what I was going for.
http://www.polycount.com/forum/showthread.php?t=106723
quick head i did this weekend
First wanted to say thanks to Min Woo Ki for letting me create his awesome character. And if your wondering, yes! I asked is permission before hand.
Here is a link to the original concept
Original Concept
http://cghub.com/images/view/249177/
______
This was a character I did during the course of a character for games class I teach at The Gnomon School of Visual Effects.
One of the main reasons for doing this character was to learn some of the new DirectX 11 real time tessellation techniques. The majority of the elements of this character are tessellating. I also was experimenting with anisotropic flow maps for hair and metal as well.
Other experiments I did were to create a "fuzzy" effect on the collar without using a traditional card approach. I use a layered faces approach much like they used in The Shadow of Colossus to create fur.
Low Res Mesh not including Ped is around 20K
I hope you enjoy.
onelunglewis, Love that!
Finished this guy up:
and have jumped over to an old concept I'd like to finish:
I've started up a Blog to document my work in progress. I'm hoping to get a lot of art done over the next few months.
http://bobotheseal.blogspot.com
- BoBo
Did some cool renders to include in the Steam Store.
Hadn't modelled and textured anything in almost 3 years It's like riding a bicycle I guess
It's a 5 item set that ranges from the 150 to the 350 triangle count with difuse texture, normal map and 2 other masks for metalness, rim light, etc.
Textures were done in 1024x1024 and resized to 256x256 or 256x128.
You can check the full collection on Steam here.
WIP thread
I did this in my freetime to try to improve my painting skill, and I made it as my Halo 4 fanart, too. I did chance to design a little bit where I don't know how the shape it so.. it kinda ugly compare to the original concept but I call it finish
I sketched out the base suit shape in zbrush, need to work some of the forms and panels a bit more though but I have gone for a simplified design here to give the design some simplified areas.
Uploaded with ImageShack.us
Nice lighting fred!
http://www.polycount.com/forum/showthread.php?t=107672&page=5
Thread
snef: looking awesome man , cant wait to see it finished
[ame="http://www.youtube.com/watch?v=u_QeoH4xPDs"]Disney The Emperors New Groove Tribute - YouTube[/ame]
New works-
Tournament Battle-
Green Riding Hood-
Lowish poly siege beast for a ios game I'm working on, bit like shadow of the colossus in that one large creature objective. Going to chop the count after the final block out. Next is the environment pieces.
Decided to give that bioware contest over on cghub a go, between trying to finish off some wips of mine.
Got a thread over there where I'm gonna posting most of my progress. http://cghub.com/forum/showthread.php?t=13247
No matter how slow that may be...
this made me mr spacey