looking nice adam, but the re-inforcements to the concrete are looking on the thin side.
I'm guessing they are some kind of cap to the posts, as I can see one rotated in the background. If so, make them a bit more meaty. Try to consider how they came to be like that. I'm not familiar with bombed out buildings first hand, although I doubt damage is as clean cut as that.
a highpoly roughing out technique i am trying out.. I am kind of sketching out my forms and shapes and going to use it as a guideline for the actual highpoly work ... it's tons of fun..
the head itself is a temporary placeholder
it's definitely inspired by the character from Dark Sector teasers..
fuse, I'm really getting inspired by what you are doing here man. I love the floaty armour, and I understand perfectly that it's not going to look like that in the end, but stylistically it looks fucking great.
then again I'm a sucker for anything block colours or "REZ"
heh thanks hawken, i am having tons of fun with this ..
it's getting to a point where i have to be more serious on how i develop the shapes, but overall i like to freedom of loosely roughing out planes and getting instant feedback ...
looks like it might be my first journey into the normal mapping business just got a basemesh for the face ready for mudding..
warby, that shit rocks! The difuse needs alot more love. You need to break up the barts more with making the diffrent bits diffrent materials or colors. It all has the same feel to it and makes it lack luster.
well i think i am getting too carried away so i set the face pieces for the head as they should be .. above is a little breakdown on how they all fold out ...
now's the time for me to stop and get a start on brushing the face ...
tinman: Hot! if you put in ground based things to add a bit of spice (cow and people pickups for probing! woohoo!) I think that'd be one little addictive game I guess balancing pickups for points with taking down the missiles.
I'd love to try out the build when you release (I love my supercard... hard)
tried to suggest ways to fix the proportions of your figure eld. try stacking this on your image and checking the changes I made. Elongated necks, abdomens, and arms seem to show up on a lot of characters that were made without reference... drawn and sculpted, both.
still not sure how to get rid of the border... I've contracted the alpha by 4 pixels, it's very noticeable in the file, but somehow there's still an outline.... any ideas?
[ QUOTE ]
tried to suggest ways to fix the proportions of your figure eld. try stacking this on your image and checking the changes I made. Elongated necks, abdomens, and arms seem to show up on a lot of characters that were made without reference... drawn and sculpted, both.
[/ QUOTE ]
Thanks, making changes.
(editing in a fixed wip, ignore fubar hands )
Sometimes I just need to watch the reference more carefully .
Things I'd like to do before I start lighting:
-Remove the loading dock bumpers and retexture them to something else. Most likely slabs of concrete, dark to keep the contrast there.
-Re-do the big doors on the right. I like them being larger than the back door, especially if this was any sort of storage area back when it was functional, but its throwing people off of the scenes scale when compared to the back door.
-Slide around the UV's on the beams across the top so its varied.
-Think of something to do for the top left/mid left corner of the back wall. It'll most likely be dimly lit back there so it might not matter. I'm having fun with this scene so far so I wouldn't mind doing something for up there.
-Create more garbage assets to litter the scene with. I'm at about 12.5k triangles right now. If I stay under 15k I'll be happy.
-Stained and shitty paper to be scattered through-out the scene.
Replies
if anyone fancys doing a quick tag this weekend give me a shout (we each draw a flat, then model using the others texture) could be fun!
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dude, sweet idea. i'm down.
This is something I made in the last hour as a boredom project:
NOTE: The model render has no alpha for some reason its not displaying it the right order.
Somewhere around the 1650 polygons. Just have to see if I'll make the helmet always-on, that'd save loads of polies.
i am just SO proud of all the detail ^^
its still riddled with artefacts and has no defuse texture or spec mask so very wip but iam allready pretty damn happy with it
its gonna be the other bombtarget statue for de_wanda and its porpusfully kept really brigth comapred to the colossus
another little sculpture in the works...
I'm guessing they are some kind of cap to the posts, as I can see one rotated in the background. If so, make them a bit more meaty. Try to consider how they came to be like that. I'm not familiar with bombed out buildings first hand, although I doubt damage is as clean cut as that.
a highpoly roughing out technique i am trying out.. I am kind of sketching out my forms and shapes and going to use it as a guideline for the actual highpoly work ... it's tons of fun..
the head itself is a temporary placeholder
it's definitely inspired by the character from Dark Sector teasers..
now with textures
more progress on the sketch.. i am now working on a lowpoly base for the head to start sculpting ..
INVASION
then again I'm a sucker for anything block colours or "REZ"
it's getting to a point where i have to be more serious on how i develop the shapes, but overall i like to freedom of loosely roughing out planes and getting instant feedback ...
looks like it might be my first journey into the normal mapping business just got a basemesh for the face ready for mudding..
Fuse: Strip modeling ftw!
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Definitely. I love the whole floaty 'tron' vibe with this stuff.
well i think i am getting too carried away so i set the face pieces for the head as they should be .. above is a little breakdown on how they all fold out ...
now's the time for me to stop and get a start on brushing the face ...
thanks for all the warm comments
basemesh being sculpted away .. second time i use mud ..
Sculpting must be the lastest thing! yes? no? maybe?
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only if you can back it up with a well made low poly model for the normal mapping process
it looks like crap cause it somewhat is made of it.that and its rendered in orb. hopefully i will get somethign soon to do better.
warby: great details on that model
something old i remodeled completely from scratch. making the high in Mud now.
I'd love to try out the build when you release (I love my supercard... hard)
quick model
still not sure how to get rid of the border... I've contracted the alpha by 4 pixels, it's very noticeable in the file, but somehow there's still an outline.... any ideas?
tried to suggest ways to fix the proportions of your figure eld. try stacking this on your image and checking the changes I made. Elongated necks, abdomens, and arms seem to show up on a lot of characters that were made without reference... drawn and sculpted, both.
[/ QUOTE ]
Thanks, making changes.
(editing in a fixed wip, ignore fubar hands )
Sometimes I just need to watch the reference more carefully .
Things I'd like to do before I start lighting:
-Remove the loading dock bumpers and retexture them to something else. Most likely slabs of concrete, dark to keep the contrast there.
-Re-do the big doors on the right. I like them being larger than the back door, especially if this was any sort of storage area back when it was functional, but its throwing people off of the scenes scale when compared to the back door.
-Slide around the UV's on the beams across the top so its varied.
-Think of something to do for the top left/mid left corner of the back wall. It'll most likely be dimly lit back there so it might not matter. I'm having fun with this scene so far so I wouldn't mind doing something for up there.
-Create more garbage assets to litter the scene with. I'm at about 12.5k triangles right now. If I stay under 15k I'll be happy.
-Stained and shitty paper to be scattered through-out the scene.
working out the muscly and wrinkly bits, decided to bake out what i have and show how it looks so far.