future-fiction: nice few changes you did at the end! really finished that up nicely. duck: <3! lovely anatomy and detail! daphz: awesome as usual :)! I am a shite character modeller and i only do it because i am pretty much the only artist working on my game projects! but here is something that was sorta semi finished…
Cyberflame: probably because you have some really long polygons there, and they look twisted. Cut across them once or twice and try to relax the topology a little. Got really inspired by Poopinmymouth and Kotter doing those mid-poly models (3-6K) with all the clothing details, and after oggling way too much final fantasy I…
Hello! I'm working on a high poly World War 2 era M1 Helmet although I want to add a helmet cover but to do so would require using a normal map to make the creases and all that would anyone care to let me know how I could achieve that? similar to this guy's version:…
Hey everyone! I'm pretty new to the forum, posted only once so far and my post got lost in the middle of all your amazing work ;). I wanted to post something i've been working of for about 3 days now. I'm no character artist at all but, at work right now its kinda slowing down so they ask me to use the free time I have to…
@ d2king10 Yes, the way I create hair cards is pretty straight forward. Retop the new hair cards in Topogun Import geo into maya, extrude the faces crease the edges, view in smooth mode (hit the 3 key) position the geo where I want it then hit the 1 key then smooth once then delete the unwanted faces created by the…
thanks man and sure - no problem 1) its pretty much the same technique Joe Lee used for his bird of prey tutorial http://www.pixologic.com/docs/index.php/Tutorial:_Bird_of_Prey 2) we tend to start our clothing in either zbrush or sculptris (due to the awesome triangle based and therefore topology independence) then we…
Good stuff Steffen, a couple of things though (if you don't mind my ramblings of course). 1) The fingers on her left hand seem very thin compared to the rest of her. 2) Right hand glove is bulky and feels quite heavy, which isn't a bad thing per se, but it looks like it's going to slide right of her hand. How about you…
@Ravenslayer: nice work as always man! ^^ here's some more of mine: i'm still working on the pedestal to present the thing, the texture on it is just a preliminary tileable texture with just diffuse and normal. the roadblock is a bit iffy here and there but you don't really notice so that's not too bad :p all in all i'm…
@Goraaz, thanks dude! He is one of the most interesting characters I have ever seen, so I hope I really bring out his persona and attitude. Vincent Angerosa is the concept artist who made it. http://siegetheartist.tumblr.com/ He does commission work too in case you're interested in getting anything. He does pretty good…
Hahaha, yeah the folds feel like a bit of an overkill. I need to grab some reference and see if i can fix that. The helmet is based on the concept for halo 3 and those are quite thick. Which also makes sense, if you look at how wide the skull is, and add good layer too it. It is true though that my helmet looks way thicker…