Haven't posted in awhile, so here is something I've quickly kit-bashed together for fun over the last day and a half using a lot of random shit I have laying around. Not for production or game asset really, just going to do some renders. When I finish, I'll rig it real quick, do some poses and bring the renders into Photoshop for some old fashion paintover action. Smaller renders because I'm lazy and have to run to get dinner and can't wait. Warhammer 40k inspired.
Been working on this school project, was having some fun with it so I'll post some progress.
Nothing to fancy for this, no true polycount set just yet, just kinda going with the flow and having fun doing so. This will just have a diffuse and spec, and then I think the plan is to export the character (using unreal rig) into ue3 and see what happens.
I'll most likely be animating some cycles as well, so hopefully I can post those in the near future.
testing out much xnormal things...like it for something things, other things I want to kick it for (you wont believe how much of a pain a mustache was to actually bake correctly!)
anywho if you recognize who this is im on the right track
jason:
i bet you made the other peeps in class orgasm with that model.i can imagine what your model must look like when compared to what college students (at the start of their classes ) do
Looks great! Tho i think that that extrude on his armplate is unnecessary...i mean that loop which is inbetween.But i guess you still have to optimise
Ivars:
I LOVE IT. man i go crazy for red nose tips o_O
Bigbeast:
Link to a bigger picture please :P
Orion:
Planning on zbing?
Snake:
Leaps and bounds from anything uve made previously. I bet you must be real proud
Been working on this school project, was having some fun with it so I'll post some progress.
Nothing to fancy for this, no true polycount set just yet, just kinda going with the flow and having fun doing so. This will just have a diffuse and spec, and then I think the plan is to export the character (using unreal rig) into ue3 and see what happens.
I'll most likely be animating some cycles as well, so hopefully I can post those in the near future.
as far as exporting it for animation you might want to add a couple loops to the forarms and at least one more loop to the neck. if not, these areas will colapse upon any rolling of the bones. (this is obviously still a wip so you might've planned on doing this already)
Ferg: You're absolutely right about the neck. But it's too much work to fix now, I'm afraid.... might try to just squash the lowpoly.....
I've done a lot of work that don't show :P I didn't think my unwrap through before texturing. Ended up with seems all over my patterns, so it took some time to get it right.
Now it's on to some finer details, grunge/dirt and specular
update on the gun, still lots to do. Might have to go back and do a rebake since this was really just a testbake and it does have some errors. Couldnt resist doing some texture work to check if its gonna look ok. Currently sitting at 3k tris, going to be less ingame (3rd person game) but probably a little higher in my portfolio because i plan on adding some more geo on the sides to make for a better first person weapon.
i work 6 days a week so i dont have that much time for huge projects so im sticking to smaller props/objects ill throw into the ut3 editor when i get my new computer :P
and yes this concrete barrier was butt raped by godzilla
Test bake, lots to fix. I stuck it in unreal to see how badly the seams are going to be. There will be some, but I think with some careful thought on the texture work they won't be very noticeable.
Should mention thats the high poly in the lower corner just for reference. It's just under 4000 tri's. Which is probably a lot more than it should be, but I wanted to keep some curvature.
seforin: Just klick faster No, really I've been spending quite some time with this, some long nights at the office after work. Trick's just staying focused, and some good music to keep the distractions away.
I'm almost done with his textures now. (Forgot to do his eyes!) It's got 1024 normal, color, spec and ambient. Every thing's unwrapped separately, so I might add some odd details to break up the uniformity. Next up is some props.
Still hardly noticable changes :P Sorry for spamming.
Edit: Updated with a short necked version on a brighter background.
Armanguy: I would block in some cracks and stuff with alphas and then maybe add some larger chunks out after that.
Everyone seems to make suuuper damaged barriers, I think something more subtle than the "Yarrrrr Battle Damage!" look would be more impressive if pulled of right plus it would probably be more duplicateable in an environment withough being easy to spot, ex that chunk with the rebar in it. some things to think about maybe.
also, some of the brush work seems kinda strechy and skewed. was the base mesh evenly divided?
hope this doesnt come off as too harsh but just some honest observations.
Finally, if you are looking to get a job sooner than later, maybe some props/pieces that people dont normally see would be good for the ol' portfolio. personally Ive seen about 4-5 similar concrete barriers in the last month alone pop up. hell, im guilty of making one myself a while back. stand out from the crowd and make somehting that sticks in a potential empolyers mind, so even if they forget your name they can reffer to you as the guy who did the cool (insert object here)
Replies
ivars: he's looking good with the color on him
Todays environment study!
Nothing to fancy for this, no true polycount set just yet, just kinda going with the flow and having fun doing so. This will just have a diffuse and spec, and then I think the plan is to export the character (using unreal rig) into ue3 and see what happens.
I'll most likely be animating some cycles as well, so hopefully I can post those in the near future.
anywho if you recognize who this is im on the right track
trying a scull, way away from being finished
been learning the basics of polypaint, and brushing up on my anatomy a little:
bills base mesh, except teh head.
about 2000 poly
Just blocked in the colours so far, no real texturing done yet. Using a single 1024 texture sheet for the wall. About 1700 tris.
Made ur own Scanner! Thats insane. There are to many smart poeple in the world!
Nice results too
Thanks for the comment
jason:
i bet you made the other peeps in class orgasm with that model.i can imagine what your model must look like when compared to what college students (at the start of their classes ) do
Looks great! Tho i think that that extrude on his armplate is unnecessary...i mean that loop which is inbetween.But i guess you still have to optimise
Ivars:
I LOVE IT. man i go crazy for red nose tips o_O
Bigbeast:
Link to a bigger picture please :P
Orion:
Planning on zbing?
Snake:
Leaps and bounds from anything uve made previously. I bet you must be real proud
Monkey:
.......1700 tris? for that??
jack:
And this is what im working on right now :
keep us updated
cheers!
as far as exporting it for animation you might want to add a couple loops to the forarms and at least one more loop to the neck. if not, these areas will colapse upon any rolling of the bones. (this is obviously still a wip so you might've planned on doing this already)
other areas look pretty good for deformation.
He he ya jlewis, everything is still very very wip, i've really only focused on the legs and kinda picking off pieces as I go along.
Classic Truck for Zero Gear
this time a bit less crowded design
Ferg: You're absolutely right about the neck. But it's too much work to fix now, I'm afraid.... might try to just squash the lowpoly.....
I've done a lot of work that don't show :P I didn't think my unwrap through before texturing. Ended up with seems all over my patterns, so it took some time to get it right.
Now it's on to some finer details, grunge/dirt and specular
not a dan of his pennylofer socks at the moment hoping a texture to match that scarf or pants will add to him
update on the gun, still lots to do. Might have to go back and do a rebake since this was really just a testbake and it does have some errors. Couldnt resist doing some texture work to check if its gonna look ok. Currently sitting at 3k tris, going to be less ingame (3rd person game) but probably a little higher in my portfolio because i plan on adding some more geo on the sides to make for a better first person weapon.
- BoBo
Thats pretty solid man nice work so far. Good job with the normal map too. Cant wait to see the final textures.
Martin Henriksson - good so far, looks clean
and yes this concrete barrier was butt raped by godzilla
I'm not sure i see that as damage of any type, just odd brush work. Might want to pull out the old reference for this guy.
Should mention thats the high poly in the lower corner just for reference. It's just under 4000 tri's. Which is probably a lot more than it should be, but I wanted to keep some curvature.
Martin: That gun looks so good! Good job.
seforin: Just klick faster No, really I've been spending quite some time with this, some long nights at the office after work. Trick's just staying focused, and some good music to keep the distractions away.
I'm almost done with his textures now. (Forgot to do his eyes!) It's got 1024 normal, color, spec and ambient. Every thing's unwrapped separately, so I might add some odd details to break up the uniformity. Next up is some props.
Still hardly noticable changes :P Sorry for spamming.
Edit: Updated with a short necked version on a brighter background.
Everyone seems to make suuuper damaged barriers, I think something more subtle than the "Yarrrrr Battle Damage!" look would be more impressive if pulled of right plus it would probably be more duplicateable in an environment withough being easy to spot, ex that chunk with the rebar in it. some things to think about maybe.
also, some of the brush work seems kinda strechy and skewed. was the base mesh evenly divided?
hope this doesnt come off as too harsh but just some honest observations.
Finally, if you are looking to get a job sooner than later, maybe some props/pieces that people dont normally see would be good for the ol' portfolio. personally Ive seen about 4-5 similar concrete barriers in the last month alone pop up. hell, im guilty of making one myself a while back. stand out from the crowd and make somehting that sticks in a potential empolyers mind, so even if they forget your name they can reffer to you as the guy who did the cool (insert object here)
When the evil Shredder attacks, these Turtle boys don't cut 'em no slack. *Teenage Mutant Ninja Turtles*
Looks great so far.
Of course, I had to animate a happy edible character!