Concept for a Slark shoulder. I wanted to give it a sort of salvaged/crafted feel so the bands are made of seaweed. Still unsure as to whether it would be better matching his other bands.
Alright, I've taken the head into Zbrush to try and salvage it. I fail at Zbrush, and at making faces, so yeah.. I know it's not great, but am I on the right path at least? Cheers!
This is looking really nice. My only criticism right now would be that there's a lot of damage and dirt in the textures; and I think it's making the scene a little bit noisy and hard to read. It's a bit of a difficult one though, because it does look like everything has been bashed together and salvaged so you would expect…
can anyone recommend any good companys to buy from <500 (£)($800) sorry feeling lazy, and i dont fancy ravaging mine incase i cant get it to work again:-( base unit only, doesnt need dvd writter, screen, keyboard etc bought my last from mesh its good
Gotta tell you foo's I just scored myself a big apartment in stockholm center. St eriksplan. Rigth next to the tubestation. I scored big. It's a bit worn and such but fuck I lived in London. A wartorn ravaged building in old berlin would be better than what I lived in there. Good times are a coming.
Character made originally for the Salvage game project which is set in post-apocalyptic San Francisco. The Ranger is the lighter stealth-oriented class with greater mobility. Made with Maya, Zbrush, Mudbox, and Photoshop. Rendered in Marmoset. Any comments are welcome.
What do you guys do to keep motivated? I mean, I've been trying to finish a model I've started to salvage before and then redone from scratch. I still feel like it's not done but even looking at it brings me pain and I know it is still going to take a while until it's finished. How do you guys save yourselves from boredom?
I'm back with the low poly! Started it, sometimes modeling again from scratch and other times salvaging from the high poly. It currently sits at 12.5k, aiming at something around 30-50k (I will most likely be doing some LOD'ing). At the moment the geometry is not very optimized, this pass shall come last i think. C&C…
Some high poly practice that didn't go so well(some parts are done wrong and so forth). I guess I'll have to wait for racers AK tutorial and see if this thing is still salvageable.
Reworked UVs and rebaked everything again =) Its now 1024 with approximately same level of details, even tho I'm planning to scale it down to 512. Tricount is also lower, only 970 tris this time. Normals + AO new UV layout now I need to redo the diffuse, hopefully I'll manage to salvage thing or two from the old one.