But I'm so lazyyyyy... :(
Printable View
Also normals aren't popping very well and definitely feel the spec/cos could use some work
It doesn't have a specular map and the normal isn't done yet.
save yourself wasting the effort and make a proper lowpoly :)
that's not what i ment with make your own lowpoly,
you can make the exact same thing with one third polycount.
unless you're planning to do a SHITTON of vertexpaint and vertex alpha blending, you're wasting an unholy amount of polies on that thing.
also i wouldn't consider that 'clean' topology.
quadrified, sure. clean? naw bro, it's more automatically generated stuff.
this issue is kind of exactly why people who are 'HURR ALL I DO IS ZBRUSH' piss me the hell off.
no ability to make a decent lowpoly.
i know this doesn't apply to you, so spend some time and make a PROPER lowpoly.
start with a plane or whatever, you know, actual polygon modelling stuff.
there's no way if i showed this to my AD he'd say 'good job paul'
he'd tell me to make a proper lowpoly.
i know this makes me sound like a harsh prick as usual, but the only excuse for this is being too lazy to make a proper lowpoly, or simply now knowing how to make a proper lowpoly.
since the 2nd doesn't apply to you, i'm going to have to conclude this is lazyness.
<3
Yeah. Neuro is right, you still could fix that up a lot. Look how flat the top of that rocky structure is and the amount of polys you put into it. Some of the angles do not have to look smooth with extra polygons.
I recommend using the retopology technique to build around your high poly.
Attachment 3035
http://steamcommunity.com/sharedfile...51&searchtext=
i made a shovel bitches, upvote the FUCK out of it.
it's currently in a state of being not very good, but i'm going to update it tomorrow.
http://cloud.steampowered.com/ugc/11...E0E9FB1BFB80A6
I hate making legit lowpolies. It makes me feel inferior and I never feel like it should be THAT lowpoly. I also make shit highpoly, so that's probably a better reason why....
thats just less polies, not better polies.
I don't know then.
random example:
http://www.robparker3d.com/images/Ro...y_Low_Poly.jpg
If you want me to. I can build a low poly for you.
http://cloud-2.steampowered.com/ugc/...CC8CB96CBCE47/
updated my shovel.
vote that shit up.
also making this:
https://dl.dropbox.com/u/4253709/clinkzbow.jpg
I remade Flippant from Marathon. This is actually more of a test on different synths rather than any original music.
http://www.youtube.com/watch?v=ZCQDF_LFA2U
Higher quality here.
CMT Related stuff, see post here:
http://www.halomods.com/ips/index.ph...-contraptions/
Tight edges derpity derpity derp. I know, I haven't really done it since that model which was a long time ago.
Edit: Also, what are you working in Neuro? Mudbox or zbrush?
the bow was just fucking around in zbrush for an hour.
dynamesh ftw.
Working on a few things, i suppose you could consider this a sign of things to come.
http://i1141.photobucket.com/albums/...4-35-50-55.jpg
https://dl.dropbox.com/u/4253709/cly...e%20colors.jpg
not sure what to do/am gong to do with the arms at the top and the bottom at the moment.
I know we're only seeing the diffuse (and maybe normals? Can't tell), but it looks really bad. :(
I don't play DOTA2 or use Zbrush (and my computer doesn't support 3D software anymore anyways), so don't take what I say for any sort of value. It looks like you still stuck to the high-poly pretty well at this point and, knowing you, the low-poly is better than anything I could do.
Nah, looks fine. Looks like you're following Dota's art style pretty well if you ask me. I get this weird feeling though that the blacks aren't popping enough. They seem kind of dull? I dunno. Looking at some people's Dota stuff, they really make the blacks stand out more, but I'm not too sure.
Dark Halcyon:
http://media.steampowered.com/apps/d...xtureGuide.pdf
alsy, itll be 256 texture.
this is 512, and way larger than youll ever see, even my final render for display wont be that big.
im not happy with a bunch of parts, so this isnt done yet heh.
its diffuse and normal only atm.
That's better, but can still be better. :realsmug:
that's better, but your lowpoly doesn't follow your highpoly vert well in many areas. i can tell from your projection, mostly on the left, in the middle-height.
also, cut your faces.
it's getting there!
10-20 minute sketch, wanting an opinion on any anatomical errors
The calves look like they should be just little bit longer. Either that or the thighs should be a tad thinner.
Other than that it looks really good and seems fairly accurate.
the closeup looks NOTHING LIKE the foot on the guy.
is that even a foot?
m00kz is turning the badass enemies of Halo into fairy tail creatures :smith:
Then again they are less of a disgrace then Halo 4's covenant assets.
I don't see a problem.
yeah, legs are something I definitely need to work on, I've never been able to get a feel for them.
this is actually valid criticism and you should stick to doing this.
problem?
http://sadpanda.us/images/1228243-X1M8DBH.png
Sexiness +1
Why does it have upside-down claws on its feet? What is happening?
Jackal, now played by Dennis Hopper
Attachment 3061
TF2?
no, it's ut3 dumbass
I hate stitching.
http://farm9.staticflickr.com/8347/8...234870c8_b.jpg
Bungie! by TimN NZ, on Flickr
Those are some bright lights (which isn't a bad thing, I kinda like it). My only gripe is how you can clearly see the ball they originate from, is there any way to fix/hide that?
yeah, the light glows are seperate and I already got rid of them since they looked dumb
I was asking a question about an engine I don't use and if it was relevant to a game I don't play. All you had to say was yes or no. I replied facetiously because you were being a complete dickweed.
But to be on topic, it does look nice for said engine. You already took care of the lights being too much. I like the reflections a lot though.
What's TF2?
That Teraform2 or something?
tree fondlers 2
A "yes" would have sufficed. It looks like a map, not sure if design or aesthetic direction was your priority but the lighting is incredibly flat. No contrast, interesting lit areas, etc.
At the moment it's most important that all the playable areas are well lit so that players can always maintain maximum awareness of their surroundings, and to highlight important areas (the health packs in the lobby, and the control point) with brighter lights. Later on it can be touched up in areas, but considering the engine is like 10 years old now, it probably isn't going to change much.
It's certainly not a friendly engine. But a little more lighting contrast would be nice.
yeah it's still early beta at best, and I'm still learning how source handles it. I'll see what I can do~
Double posting here.
MK23 I started working on along time ago. I know its not exactly accurate in some places but I was to lazy to fix my mistakes from along time ago. Just want to finish it.
Need to tone down the grime on the grip but I think its getting there.
Low poly mesh is sitting at about 3600 triangles.
Looks really nice man
Looks cool, I'd suggest to dial back the "streakiness" you have goin on, especially on the polymer parts, I think it looks a little odd given how prominent it is right now. Also, the wear you have on the edges of the slide I'd push the spec a bit more. Areas like that tend to be a shinier, more apparently metal when the wear sets in.
http://sadpanda.us/images/1396326-8XC0T9Z.png
quickly sketched out a vortigaunt
no homo bro
That is very well done. I like the attention to detail around the metal ...whatever you did.... ugh
another sketch.. may try to paint over it later
http://sadpanda.us/images/1399280-IBMWY2W.png
It's 2013 stop posting here
your bad