My weekends work. Probably could have been uv'ed better but good enough. mainly made for a lab prop (octopus specimin in a jar) but will probably be boned and animated at some point.
Cut down alot of polys for in jar prop, it is only 600 polys.
Fun anyway, haven't done much in the way of sealife before.
Looking at pior's work is self defeating...
It's beautiful, and I can't help but look.
Yet at the same time, It makes me feel inferior, and as though I must start working on drawing for the next 30 some hours.
Pior - Wow man thats a whole lot o' awesome, I gotta check out that "enzo" i've been looking for a better projection painting prog, zbrush and bodypaint etc, don't cut it for me.
Heh I know what that is, looks fine. Maybe you could try making it a bit duller on the diffuse, and then white on the specular? A larger render would help too (unless that's actually the size it's going to be seen at).
HAha! pior that guy is.. burly - so gay bear! *tear* nice texture work though. imma have to check out this enzo software i guess. love the green hues at his hairline.
Here is a larger viewport grab from maya
I only worked on the texture for 20-30 mins, this is my first gun that il texture. yeh il tone down the scratches and make the spec do the work. now im just using the default blinn material spec.
jesus christ so much awesome stuff here that i feel small...
anyway , this is the sculpt of a face of a character im working on my sparce free time , i tried to not make him simetrical, i decided to curve the lips a bit and play around with the bone structure...meh...
Awesome works everyone especially pior and RobG, I do have a question for pior thou, no suspenders for his jumper/tights/bodysuit? He'd bear hug and flash, maybe that's the idea?
Damn Johny nice work, everyone should make new tutorial batch old one's get'n outdate, no? c'mon it's 2007 .
I've been working on an environmental artist folio piece. I'm new to the environmental art mindset, so I could use as much direction as possible. It is a decrepit riverside mill. Built for semi-higher-end MMO specifications, slight stylization considerations in scale, however maintaining realism is still key. Trying to avoid next-gen 'brown syndrome' without losing realism too. It is still a WIP, I just started the roof texturing. C/C are welcomed and appreciated. I'm planning to build and texture an environment plot for it as well with foliage and whatnot. I'm looking bury the hatchet in this one soon and thought I'd seek help from fellow polycounters to get a final heading towards victory and jobs (hopefully!) . Thanks.
Just a pitch i did for an agency who pithed for a pretty big beverage company.
4 days for model, texture, rig and skin + 4 highres print artworks, ha i love those jobs with tight timeschedules ^^
@achmedthesnake: Cool robot! But maybe a little too clean? Some Variation in the textures would be nice.
@boomz: you could try to use a alpha for the ends of that roof, i'm not a big fan of phototextures though, so i'm not the best one to critizise your work.
nice neox ! even if i´m not a fan of this kind of fold/wrinkle at his knies.. they don´t work if he does soemthing other than standing with stretched/extended(?!) legs
achmed, nice building. I think the main thing selling it as a robot right now are the glowy circles that look like eyes. This might not be a bad thing though, gives it character
Justin, good start man. Looks like Enzo's working out pretty well after all.
Yeesh Rob, settle down there! I was about to pimp something, but I think I'll wait till next page as I'm sure mine would be lost in your trail of awesome
Anyways, I started a new thing, it suppose to get to be a dark futuristic gas-station scene in next gen graphics. I've only got as far as making some textures, (do mind that i am learning, this is a first attempt for doing anything like this) what do ya all of think of me started textures? style good/ poop? middle?
That came out looking pretty nice dude, pity you're not pimping most of the detail that was on the ceiling as well.
A few crits:
The candle flames could do with another plane to cross over to give it a bit more depth rather than being a singular plane. Its making the rest of the candle holder look really flat.
The scale to me is looking a little strange when comparing the doors with the thick wood and large stones. There's really nothing in there with real world reference to scale. It could just be the candle holders may be a little big? I could be wrong though.
Great stuff and good luck with the art test!
Replies
Cut down alot of polys for in jar prop, it is only 600 polys.
Fun anyway, haven't done much in the way of sealife before.
It's beautiful, and I can't help but look.
Yet at the same time, It makes me feel inferior, and as though I must start working on drawing for the next 30 some hours.
Having fun with Enzo, that photoshop projection paint thing that now works!
[/ QUOTE ]
Ah pior, great model and texturing ! I find your work very inspiring
Anyway just some more lil mecha dudes,
RobG: I think everyone here is developing a man crush on you...hopefully you're alright with that.
Anyways! Done!
So yup it was mostly a bunch of old models put together and the texture repainted straight in Enzo. Great weekend fun!
Suprore and Makkon that's cool!
RobG i dont have a crush on you but on your art I do :P
started texturing:
should get a ambient oclusion but i cant get it to work now hehe...
or do you mean the white stuff on the mode button and under it?
how? i dont know.
but its something that should happen.
nothing fancy, just a graphic for a halloween party i'm throwin'
I only worked on the texture for 20-30 mins, this is my first gun that il texture. yeh il tone down the scratches and make the spec do the work. now im just using the default blinn material spec.
anyway , this is the sculpt of a face of a character im working on my sparce free time , i tried to not make him simetrical, i decided to curve the lips a bit and play around with the bone structure...meh...
EDIT : ALTERED IMAGE
pior, that's just pure hawt. Love the painterly look to the textures.
robG, awesome as always.
Decided it was high time to start relearning zbrush. About 2 hours(?) from a polysphere:
Still trying to get the hang of things... but shit, zb3 is FAST.
i could see him giving big bear hugs and making men submit to his desires...lol
johnny....you dirty bastards that hot and your package is on its way.
revisiting an old model done in Max with Modo, the hydra.
Damn Johny nice work, everyone should make new tutorial batch old one's get'n outdate, no? c'mon it's 2007 .
More enzo, same model, blah, hour or two, wip.
I've been working on an environmental artist folio piece. I'm new to the environmental art mindset, so I could use as much direction as possible. It is a decrepit riverside mill. Built for semi-higher-end MMO specifications, slight stylization considerations in scale, however maintaining realism is still key. Trying to avoid next-gen 'brown syndrome' without losing realism too. It is still a WIP, I just started the roof texturing. C/C are welcomed and appreciated. I'm planning to build and texture an environment plot for it as well with foliage and whatnot. I'm looking bury the hatchet in this one soon and thought I'd seek help from fellow polycounters to get a final heading towards victory and jobs (hopefully!) . Thanks.
meant to be a mobile building, still kinda looks like a robot......meh
1500 tris
crits?
4 days for model, texture, rig and skin + 4 highres print artworks, ha i love those jobs with tight timeschedules ^^
@achmedthesnake: Cool robot! But maybe a little too clean? Some Variation in the textures would be nice.
@boomz: you could try to use a alpha for the ends of that roof, i'm not a big fan of phototextures though, so i'm not the best one to critizise your work.
but looks so nice.. this little wrinkle ..
http://www.burningsafari.com/makingof.htm
Anyway heres another lil mecha abomination,
Justin, good start man. Looks like Enzo's working out pretty well after all.
Yeesh Rob, settle down there! I was about to pimp something, but I think I'll wait till next page as I'm sure mine would be lost in your trail of awesome
Anyways, I started a new thing, it suppose to get to be a dark futuristic gas-station scene in next gen graphics. I've only got as far as making some textures, (do mind that i am learning, this is a first attempt for doing anything like this) what do ya all of think of me started textures? style good/ poop? middle?
what do ya all of think of me started textures? style good/ poop? middle?
[/ QUOTE ]
Well its not poop quality yet :P
A few crits:
The candle flames could do with another plane to cross over to give it a bit more depth rather than being a singular plane. Its making the rest of the candle holder look really flat.
The scale to me is looking a little strange when comparing the doors with the thick wood and large stones. There's really nothing in there with real world reference to scale. It could just be the candle holders may be a little big? I could be wrong though.
Great stuff and good luck with the art test!
-caseyjones
And a concept sculpt, just to check what kind of stylization I can get away with. Not happy with it yet...