[Blocked Image: http://jonmonaghan.com/work/world1.jpg]
[Blocked Image: http://jonmonaghan.com/work/world2.jpg]
Its for a 3d project that will be finished soon
[Blocked Image: http://jonmonaghan.com/work/world1.jpg]
[Blocked Image: http://jonmonaghan.com/work/world2.jpg]
Its for a 3d project that will be finished soon
ya... the head looks too small. The eyes need work, the arms don't fit in well with the shoulders, his torso looks too boxy. Try to give him some pecks and bring in his gut area a little bit.
But thats pretty impressive for a first humanoid model
http://www.photomichaelwolf.com/hongkongarchitecture/
came across this guy's sites...
I thought the photos were really good, makes us realize we are living in the future kinda... check out the other galleries on his site too
well if realism is what your going for than photo textures would be the best way to go about it I suppose.
But realism isn't always the best way to go for making a game... I think part of what makes a game good is its unique style and look, and that comes in part from a certain style of textures. But realism can be good too.
Its relative to the experience you want the game to have...
Cool stuff guys!
here are some more figures: 18x24inches for each
[Blocked Image: http://jonathanmonaghan.com/drawings/drawing33.jpg]
charcoal
[Blocked Image: http://jonathanmonaghan.com/drawings/drawing34.jpg]
conte crayon
[Blocked Image: http://jonathanmonaghan.com/drawings/drawing32.jpg]
charcoal
turn self illumination up; too like 100
either crop the sides off or put some small buildings there, it creates too much dead space and gives it an unbalanced composition
but other than that I like it
with zbrush you just make whatever the hell you want, off either a model or a plane and generate a normal map into those uvs of that model or plane
but I would get the plugin zmapper and use that instead of zbrush's defualt normal map generator
I dont like fog; its ruins those lovley curves you had before
Cool!
The floor looks too dirty for me though? It sort of ruins the look I think your going for.
Other than though I think its looking good
PhilipK = texture god... hands down
maybe desaturate the orange exterior wall texture a little bit?
Everything looks good though... ! keep it up ![]()
looks cool...
I would have like to have seen much bigger plumes of smoke coming from the oil towers, the plumes were seen from space during the war, and I think it would like an omnious dynamic element to the map..
gj tho ![]()
The last two are nice!
The first 3 not so much... the compositon sorta lacks, theres nothing intresting in them imo.
i'd say keep doing more stuff like the last two ![]()
I stole mine from DaveJ...
skdr, what program are you using? If your using like max or maya I could help you out with a lot with it
Also add in a sky now, I find that it helps in working the other elements when that strong element is present, because you may wind up seeing that after you add a sky in that it doesnt relate to rest of scene or vice versa etc...
It always best to develop by not focusing in on certain aspects without giving the same amount of focus to others, meaning working the whole thing at once. imho anyway ![]()
I will contribute, this will be a great resource not just to game developers but to anyone developing CG.
gj ![]()
[Blocked Image: http://jonmonaghan.com/drawings/drawing31.jpg]
[Blocked Image: http://jonmonaghan.com/drawings/drawing30.jpg]
some greek sculptures, under 5mins for each
h2 that thing is cool, dunno what it is, but its cool gj