Reading the Racer445 tut on next gen hard surface got me inspired to do a brief texture practice, I'm not sure about the paint or the emissive details but I'm not quite sure how to improve it.
WIP Olympian, not sure which direction to push the textures though now, sweaty athelete or grunged up/hard worked peasant type thing, either could be cool. 5k tri's 2k maps
Mr. Mishu, very impressive LP work! Really shows that you don't need crazy much cuts and hard edge splits everywhere to get it to bake! Way to show you are the master! Awe!
So I decided to do some hard surface modelling and I randomly wanted to make a sci-fi boiler. Here is my progress on the High Poly so far, still a lot to do.
the topology is awful, those poles on the forhead and below the nose are really, really bad, will produce shading errors and will be hard to animate right without bumps- if this is for sculpting it will be fun working around those poles :X
meshiah tacit math Wow awesome stuff guys!! :poly142: Some shots of my Flash girl for comicon,high poly hard surface model,maya screen grabs,sorry for the size :poly122:
Something I'm picking at on days i can't work on the soldier. Revisiting my college project, the 1940's NYC street. Just a leisurely break from all of this hard surface sci fi stuff.
Quick sketches for finding good proportions. I plan to make some colossus/golems for my game based on a common skeleton. Its hard to get various monster in the same theme with the same type of bones.
I've been trying out some rendering, I'm still having a hard time to get what I want. Here is what I have ended with. Let me know which one you prefer :)
Skeptical Nate: Nice work! Are these for a game? What angle will they be viewed from? If it's to be viewed from the top (Just basing that assumption on most tower defense games I've played) I think the difference might be hard to recognize...