Maybe the music in the video helps ? (From Yann Tiersenn, he made every musics from Amelie)
But yeah, the same for me.. It reminded me JP Jeunet, and a bit Miyazaki.
Thank you for your comments and tips Pomperi, I will think about them !
Maybe the music in the video helps ? (From Yann Tiersenn, he made every musics from Amelie)
But yeah, the same for me.. It reminded me JP Jeunet, and a bit Miyazaki.
Thank you for your comments and tips Pomperi, I will think about them !
I typed that comment before watching the movie, but it all makes more sense now ![]()
Quote from PogoPLooks good so far, Tony.Here's my first ever high poly environment piece... This is just today's work, still got a lot left to do.
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/shrine_wip.jpg]
Not sure if you have seen this, but looks pretty similar to what you are doing: http://cg.tutsplus.com/tutorials/autode ... n-3ds-max/
Yeah I watched that tutorial about a week ago. My only problem with it is that it doesn't use subdiv, you model it high poly from the outset, and can't go back and make little changes.
oh lulz, a car ![]()
[Blocked Image: http://www.vstanced.com/imgup/images/1sks.jpg]
[Blocked Image: http://www.vstanced.com/imgup/images/2ulu.jpg]
Dont ask why the left side wheels are wire's only, since I don't know why ![]()
[Blocked Image: http://www.abload.de/img/stereog50b.jpg]
I can feel the synergy! nice job ![]()
sadly it doesn't exist anymore. did it in a workshop at university and had to clash the clay again ![]()
Moar baking practice! Going to attempt to make a modular set of these, it's quite fun to do, and easy to create variety with the wonders of high poly baking ![]()
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/wall_160x160-2.jpg]
This is another model for my end of year project, need more work for the paws I think.
[Blocked Image: http://www.minerality.fr/images/stock/01.jpg]
[Blocked Image: http://www.minerality.fr/images/stock/02.jpg]
freakin sweet!
His legs seem a little long.
Sweet sculpt!
I also think that his legs are a little long, looking like arms. I'd think they'd come out more from under his body instead of coming out the sides. But nice work so far! Don't go too crazy on detailing it before you ge tthe shapes in, I had to learn that the hard way ![]()
Here's something I've been working on, following Peris tutorial, but I've been having a hard time projecting a good normalmap. I finally reached a point where I feel like I'm in the right path:
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…rickwall005.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…rickwall001.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…rickwall002.jpg]
The Normal map for this one, straight out of max and in dire need of fixing: http://i635.photobucket.com/albums/uu75 ... all003.jpg
First failed attempt: http://i635.photobucket.com/albums/uu75 ... all004.jpg
hmm I think you could get a much better low poly mesh by running your high poly mesh on polycrunch or something instead of just using bevelled boxes.
You could alternatively try to render a displacement map on Zbrush, apply it to a zbrush plane and set the iteration value really low. I remember some dude doing that for a rubble pile asset on polycount.
Another good idea would be to rotate some of your bricks, scale them inwards/outwards, to create more depth variation.
Hope that helps ![]()
hey i made some character model for the fun of it.
highpoly:
[Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/gasmask0001.jpg]
low:
[Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/hec3_c.jpg]
low with diffuse:
[Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/hec3.jpg]
[Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/hec3_b.jpg]
and here is teh blend file:
nice one ultradr3mer. out of curiosity what's the polycount for the lowpoly?
Here's my final submission for a low poly character design/modeling/texturing assignment. This is my first attempt at character modeling.
[attachment=0]theSatyr.jpg[/attachment]
hmmm it's cool, but you lost a lot of UV space I think.
[Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/hec3_d.jpg]
here is a wireframe. it uses 5342 Triangles.
i think your model is good but the texture on the armor is a bit boring. you should try giving the shells more of a highlight, like you would do in te goog old days, and add some warp on the normal map.
here are some examples:
i also did this but barely visible:
[Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/hec.jpg]
i baked it from the high poly, instead of painting it.
[Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/2m44s43.jpg]
Next step for my dragon statue, 3540 tris and 2 diffuse 1024*1024 + 2 normal map 1024*1024 + a specular mask. This is rendered in Max because I don't have a good quality in UT3, need some more train to have a decent material on it ![]()
[Blocked Image: http://www.minerality.fr/images/stock/fountain01.jpg]
Of course, I'll put a lampe on his hand after that ![]()
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