slipstream: suckky suck youtube tells me AFTER uploading that videos can't be longer then 10 minutes, before i started it said 1gig is the limit have to timelapse it and reupload it
Tighten the lips and make the mouth slightly smaller, smooth the cheekbones a little, and it might start looking more feminine IMO
E: smaller ears too, and some dark around the eyes to indicate eyelashes
This is a scene i built this weekend for a lecture im going to give at some point at Uni on modularity and techniacal modelling. The scene is made of about 7 or 8 key components and hopefully demonstrates to students that its possible to build highly detailed scenes without creating masses of work for themselves.
Its not game res but the principles are relevant so i thought i would stick it up.
I worked off a render by Stefan Morrell but the original concept was by another person. Ill link his image when i get home if i remember.
*cough* I mean Neox . . . its still early >_>, anyway, that was awesome; I'm amazed at how you started and finished sculpting at such a high resolution too. =o
@frubes: That looks really good. What uni do you teach at?
Thanks slipstream, Im not a lecturer as i work in the games industry but i was asked to go back and take a lecture. Its at the University of Portsmouth in the UK.
A robot of some sort Im working on.. Im stuck on the texture.=D Cant decide what color to go with and my eyes are getting really sore. I think I like the green, maybe the red. I dont know.>.<
Its about 8000 polies and have 2048 textures.
palm = Awesome! I'd go with one of the two warm colors, just because warm colors stands out more. And it makes for good contrast against the bare metal.
Badass palm! Could use some detail on the shoulder cones though, either some wear to the metal on the edge of the top of it that streaks down, or some horizontal grooves or inset detail to pop those pieces more, rest of it has a lot of nice detail that that area comes off more bland..
Agree with Joey, go with the warmer paint color, looks great man!
Palm: Awesome model and style! Agreed with X-Convict that the cone parts needs more lovin. Other than that I'd vote for the yellow color since the wear stands out much more, makes it look more menacing.
Are there by any chance we can get to see the hipoly?
Palm, I haven't seen you around in a long time man. Great to see this new piece. I think elongating the proportions would help a bit for the model and as for the color, I pick all 3.
Thx for all the replies! It gave me few ideas.;) Now when the model rested for a while I think I kind of like the red. Ill post the finished one in a couple of days along with animations, wires and whatever.
Vredesbyrd: I'm not much of a character guy, but this looks really good. Textures are happening really well, only thing I'd suggest as far as that goes it that maybe you might want to consider changing around the saturation levels in different areas.
Right now, pretty much every color on the character is within just a few degrees of warmth or coolness of each other, and I think that certain areas may have more interest drawn to them if you separated these levels more. Also, I see you're only using brown here. I think more colors (maybe a bit of blues and greens) could be brought in here in grunge, wear and minor saturation in order to really sell the individual parts of this guy.
You've already pointed out your smoothing group errors.
Really a cool character man, but I think your textures could use more variety. Then again, I'm not a character guy so I'm totally blown away by this guy. cheers
Anyways, vredesbyd, the model looks really cool. Wondering why you put those seams there though. The ones on the gas tanks are really obvious and could have been easoly avoided.
Also, i think its better to have seams either at the back of the boot or towards the inside of the boot at teh opposite side facing outwards. You should see how pior unwaps his character ( dont know if he unwraps all of his characters teh same way, but im sure his chun-li model has the unwrap im refering to).
Judinging from the other arrows pointing at the seams at the back and the boot, im guessing those arrows pointing at the arms show that you have a seam there aswell. My question, why?
You should check out the shaders Buzzy is making over at 3dtotal.
Replies
obson that rocks
slipstream: suckky suck youtube tells me AFTER uploading that videos can't be longer then 10 minutes, before i started it said 1gig is the limit have to timelapse it and reupload it
Obson, that is impossibly awesome
Tighten the lips and make the mouth slightly smaller, smooth the cheekbones a little, and it might start looking more feminine IMO
E: smaller ears too, and some dark around the eyes to indicate eyelashes
This, is incredibly fucking cool and I could see some real nice applications for graphic novels etc...
Is there a way to do it in max?
Very inspiring method, Rooster.
teh video
You just gained like about 1 million awesome points!
I haven't seen your work in awhile man, have I been blind, or have you been crazy busy?
Its not game res but the principles are relevant so i thought i would stick it up.
I worked off a render by Stefan Morrell but the original concept was by another person. Ill link his image when i get home if i remember.
http://img442.imageshack.us/img442/2610/diffuseae7.jpg - High res if you want to look.
@frubes: That looks really good. What uni do you teach at?
neox: thanks for sharing the modeling vid, cool model!
I like not having to think too much :P
Its about 8000 polies and have 2048 textures.
/Palm
i agree with struve. the warms colors are nicer.
i like the yellow one best.
litl update:
Agree with Joey, go with the warmer paint color, looks great man!
Are there by any chance we can get to see the hipoly?
maybe give him a colour sheme and not just one colour?
edit: Obson !! love it
obson: super sweet - really refreshing, luv it.
/Palm
hardcore criticism needed
orange markers referring to silhouette ,
Right now, pretty much every color on the character is within just a few degrees of warmth or coolness of each other, and I think that certain areas may have more interest drawn to them if you separated these levels more. Also, I see you're only using brown here. I think more colors (maybe a bit of blues and greens) could be brought in here in grunge, wear and minor saturation in order to really sell the individual parts of this guy.
You've already pointed out your smoothing group errors.
Really a cool character man, but I think your textures could use more variety. Then again, I'm not a character guy so I'm totally blown away by this guy. cheers
little more wip on a room i'm doin
Vredesbyrd - lacking a silhouette , all very meshsmoothed right now and a bit noisy
He he, looks like fun man
Anyways, vredesbyd, the model looks really cool. Wondering why you put those seams there though. The ones on the gas tanks are really obvious and could have been easoly avoided.
Also, i think its better to have seams either at the back of the boot or towards the inside of the boot at teh opposite side facing outwards. You should see how pior unwaps his character ( dont know if he unwraps all of his characters teh same way, but im sure his chun-li model has the unwrap im refering to).
Judinging from the other arrows pointing at the seams at the back and the boot, im guessing those arrows pointing at the arms show that you have a seam there aswell. My question, why?
You should check out the shaders Buzzy is making over at 3dtotal.
Just some images i did recently.