• Digital 3D Art v6
    4,999 replies, posted
[QUOTE=doggyalt;26454911]I'll assume you're going to do a normal map. If so, those micro details probably won't hold too well. Looks great though! You'll have to add them back in with photoshop or at least play around with the normals you get[/QUOTE] Thanks! I'll have to see what happens, this is my first bash at zbrush so it should be interesting :)
[QUOTE=doggyalt;26456726]They don't really look like there's a barrier between capsule and liquid[/QUOTE] Astute observation my good sir! That's because there isn't one. They're just scaled spheres.
progress on my queen: [img]http://img543.imageshack.us/img543/5010/namida10.png[/img] [img]http://img819.imageshack.us/img819/3794/namida11.png[/img] [img]http://img703.imageshack.us/img703/1241/namida12.png[/img] 20k tris for everything you see. There is a complete body mesh underneath, as planning to use nvidia cloth physics with UDK To do list: -body texture -hairpin -hair texture -rigging
[QUOTE=Socram;26457163]Astute observation my good sir! That's because there isn't one. They're just scaled spheres.[/QUOTE] shell modifier omgomg
[QUOTE=Maya2008;26457211]progress on my queen: [img_thumb]http://img543.imageshack.us/img543/5010/namida10.png[/img_thumb] [img_thumb]http://img819.imageshack.us/img819/3794/namida11.png[/img_thumb] [img_thumb]http://img703.imageshack.us/img703/1241/namida12.png[/img_thumb] 20k tris for everything you see. There is a complete body mesh underneath, as planning to use nvidia cloth physics with UDK To do list: -body texture -hairpin -hair texture -rigging[/QUOTE] Nice. Good idea about the cloth too, and the polycount is fine because it's not for Source which shits itself over anything more than 8K.
SDK is pretty smooth with high poly models. Planning to use heightmap, so the terrain shouldn't be a problem in adding more poly. [editline]2nd December 2010[/editline] Her out of focus eyes bothered me, so I did a quick change: [img]http://img30.imageshack.us/img30/2645/namida14.png[/img] Also added body texture
It's good, but it could use a lot of work. Ask for critique on polycount. Whenever people crit here it turns into a bitchfest.
I appreciate all constructive critiques :]
wireframe plox
[img]http://img835.imageshack.us/img835/9393/wireframecopy.png[/img] 10784k tris on the body 2200 tris on the dress 1696 tris on hair 1198 tris per rose x 4 <-- thinking about changing this killer 1032 on crown 156 on hairpin 80 tris on the corset (on her back) 848 tris on misc items.
Oh come on, at least turn on shade+wire
xD [img]http://img220.imageshack.us/img220/9416/wiref.png[/img]
Could you zoom in on the face?
this is going no where near as well as i had hoped [img]http://img441.imageshack.us/img441/2442/ss20101203011542.png[/img] [editline]3rd December 2010[/editline] i sleep now [editline]3rd December 2010[/editline] i sleep now
[QUOTE=johan_sm;26455010]If you have a portfolio, post it. Portfolios are meant for showing to others.[/QUOTE] Which reminds me... Would you mind posting yours? I can't recall seeing anything from you.
[QUOTE=Kybalt;26460563] i sleep now[/QUOTE] Sissy. KEEP MODELING.
I'm trying to make an animation where the road cracks and rises and everything's been fine up until now. For some reason everytime I save the scene it saves for several minutes and the filesize for the scene is 8-10Mb. Here's the whole scene: [img]http://filesmelt.com/dl/Getoutofherestalker.jpg[/img] Not visible is a sphere gizmo and a circle linked to it making a trail using the Ghost trails demo. The part of the road where the fractures are is the only road piece which is fractured and the scene polycount is 17843. Do you guys have any idea what might be causing this? [editline]3rd December 2010[/editline] And does someone have a good tutorial for making dust kick up when the ground rises using FumeFx? [editline]3rd December 2010[/editline] And does someone have a good tutorial for making dust kick up when the ground rises using FumeFx? [editline]3rd December 2010[/editline] Goddamn quick reply [editline]3rd December 2010[/editline] Goddamn quick reply
[QUOTE=Legend286;26457996]Nice. Good idea about the cloth too, and the polycount is fine because it's not for Source which shits itself over anything more than 8K.[/QUOTE] That's odd, since the survivors alone, in L4D2, are over 50,000 polies.
Uhh what. You must mean added together? 12,000 tris per character wouldn't sound too far fetched. But Source doesn't "shit" itself even with 20,000 tri plus models.
[QUOTE=Jeggis;26462225]Which reminds me... Would you mind posting yours? I can't recall seeing anything from you.[/QUOTE] Haven't done anything worth showing in ages.
[QUOTE=PLing;26465059]Uhh what. You must mean added together? 12,000 tris per character wouldn't sound too far fetched. But Source doesn't "shit" itself even with 20,000 tri plus models.[/QUOTE] Yeah I mean added together. I think it's actually closer to 60, 000 than 50, 000.
Honing my skills still, but made this for a friend who's working on a card game. [img]http://img190.imageshack.us/img190/2379/render02c.png[/img] Going to improve it a little more I think, it's just a really simple model.
Arcomage? Did I read it right? It's kinda hard to read first two letters.
Yes, it's not my logo. Arcomage is a card game from the old Might and Magic series. This is the original. [img]http://www.terragame.com/screens/Arcomage.jpg[/img] The game is actually really far along though.
[QUOTE=johan_sm;26455010]If you have a portfolio, post it. Portfolios are meant for showing to others.[/QUOTE] There's nothing worth uploading to show, my portfolio isn't that big nor impressive, everything in it will be replaced soon. The best of my recent works have been that pocket watch in the OP and the Dinosaur (which really, wasn't too good).
[QUOTE=Gimmmik;26470425]Honing my skills still, but made this for a friend who's working on a card game. [img_thumb]http://img190.imageshack.us/img190/2379/render02c.png[/img_thumb] Going to improve it a little more I think, it's just a really simple model.[/QUOTE] If those are for display only, I'd recommend using displacements for the bricks. It'd make them real geometry instead of flat, solid surface with texture.
[quote=sunbird;26063127]wip in zbrush, still need to get the hang of rendering, i mean... I can't fucking do it right :v: [img_thumb]http://imgur.com/m880p.jpg[/img_thumb] [img_thumb]http://imgur.com/slavq.png[/img_thumb] [img_thumb]http://i.imgur.com/pj4m7.png[/img_thumb] other metcaps: [media] [url]http://imgur.com/m880p.jpg[/url] [url]http://imgur.com/kewaq.png[/url] [url]http://imgur.com/57kow.jpg[/url] [/media] [editline]14th november 2010[/editline] horns coming up too[/quote] please no hornssss!! This look epic the way it is. Just imagine this motherfucker in a high budget stephen king movie holy shit. As it exactly is. Noting changed!
I forgot I made that lol. Didn't have the chance to work on it further. Also imgur what the shit are you doing breaking my images :v:
[QUOTE=~ZOMG;26463340]That's odd, since the survivors alone, in L4D2, are over 50,000 polies.[/QUOTE] LODs etc. But compiling character models in orange box can become problematic depending on rig density and tri count. Unless that's just guistudiomdl being stupid.
[QUOTE=dvondrake;26476298]Pelican is rigged and colored. Probably won't add any textures, I'm going for a ,pre cartoony style. Also a severe lack of time, so simple materials will have to do. Maybe I'll add some procedural noise to the hypershade material if I can figure out how to properly. Next: a whole week of no sleep and nonstop animation. I know the wings are funky but I can't get them to fold in properly no matter what I do, so I'm going to have two models: one with its wings spread out (this one), and another with its wings statically modeled into the mesh at his sides then I'll swap models between shots whenever I need to. Also going to SIGGRAPH in the South tomorrow! Pretty excited for that, never been to anything like it before + Alvy Ray Smith is doing a keynote speech. [img_thumb]http://i.imgur.com/tK9Td.png[/img_thumb][/QUOTE] That's a pigeon.
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