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|Color and Light||1.1||Do Assignment|
|Color and Light||1.2||Do Assignment||1.3 | 1.4|
|Illusion of Space and Atmosphere||1||Do Assignment|
|Personal Art||1.1||Do Assignment|
So I posted a thread on this fooorever ago, and rather than dig it up, im just making a new one. I can do that, im the moderator.
So on to the art
older version of the texture, but it shows off differnt angles.
its about 2967 triangles.
this is really cool.
for what game?
or are you already working on a game?
Do you know the muffinman?
Originally Posted by creatix
Once you understand what the word "stupid" means - age is no longer a valid excuse for being that way.
this is awesome. What kind of lighting do you set up to display your models ?
Is there something wrong with the alpha of the mane on the first pic ? Anyway, this is awesome I wish I knew how to do that
well actually their is no lighting on the model itself, i have the texture set to full bright. all of that is hand painted goodness.
the lighting for the base is a simple shadow casting spotlight and a skylight with global illumination turned on in max's renderer.
muffin, it was for fun but hopefully ill get it into ut someday as a vehicle.
yes right now i work on dark age of camelot for mythic entertainment. if you check my signature, you can see.
I saw this over at polycount too, cool stuff.
I would like to see a scaled version too, maybe you would let me rape it with a sdk?
I like the design. What I especially like is the color contrast between the yellows of the flesh and the blues og the armor.
One thing does bother me though - the head looks unnatural and toy like. Largly I think this is due to the obvious mirrored construction. There is a flat and continuous plane running down the center of the head, around the muzzle and presumable under the jaw as well. I would sugest you either curve it out more or curve it in - even better do both and get a more interesting frontal cross section.
Another thing - if you ar using advanced lighting in max for the global illumination, I woudl suggest turning off adaptive undersampling if it is not already, and raise your filter sizes and rays/sample settings. I think this might get rid of the splocthy grainyness of the shadows.
Ssssh! listen....you smell that?