View Full Version : So what are you working on?
EarthQuake
11-04-2005, 01:48 AM
Thanks Sean. =D
Prs-Phil
11-04-2005, 01:58 AM
KP, that is a friggin awsome idea, the "cigarette after" (joint ?) lol. The double useability, women also have their needs. I wouldn't want to buy a sextoy that smokes everything I have and goes bad after a while but hey, you can probably grow them yourself in your little laboratory in the future.
EQ, that face is coming along really well. Iīm digging it, looking forward to that killer gun to.
LordScottish
11-04-2005, 02:26 AM
Haha EQ, pretty funny model /images/graemlins/laugh.gif great stuff. The texture is well painted, but I would tone down the grain a bit. Looks like you used the sharpen filter a bit too much imho. But that's just small nagging
flaagan
11-04-2005, 04:29 AM
http://www.studioflaagan.com
redesigning my website...
cholden
11-04-2005, 05:46 AM
Here's a special comic dedicated to our gargboy loving cheap, so you know, dirty theme
http://chrisholden.net/iwyd/iwyd-forcheap.jpg
I figured only people around here would get it, so I'm only posting it here. :P
JKMakowka
11-04-2005, 06:45 AM
lol
LordScottish
11-04-2005, 06:50 AM
ROFL
notman
11-04-2005, 06:54 AM
Maybe KP needs to revise his image to look like a gargoyle for Cheapy /images/graemlins/wink.gif
jec1183
11-04-2005, 07:09 AM
KP you know I just got done watching an old movie from back in the 70's and I must say that thing looks almost exactly like the space herpe from Ice Pirates.
Mr Ray
11-04-2005, 09:32 AM
[ QUOTE ]
Here's a special comic dedicated to our gargboy loving cheap, so you know, dirty theme
http://chrisholden.net/iwyd/iwyd-forcheap.jpg
I figured only people around here would get it, so I'm only posting it here. :P
[/ QUOTE ]
haha
That sex toy is quite scarey!!
Chris, that's sick but funny. Good job! /images/graemlins/smile.gif
Zergxes
11-04-2005, 10:37 AM
Cholden, Im poluting the office with laughter, thank you.
Cheap, HOLY COW your stuff is advancing. I'd probably work out a jaw bone in there of sorts because it looks a little atrophied.
EQ- looks like a great characature of Walken!
KP- sick! I keep imagining it (her?) with makeup, lashes, curlers, and 70's frill glasses.
kp I love that sex toy. It has a vajeen!
killingpeople
11-04-2005, 01:30 PM
raaar! thanks guys
diZzyWalnut
11-04-2005, 04:50 PM
I've been just playing about to put the head of J.Reno (realized by dizzywalnut) on the body of one marine from Quake 4 (realized by Id software & Raven) .
http://www.miseryproduction.com/divers/jeanreno_quake4.jpg
..... and how to import this modify into Q4 for fun and french gamers ?
I'm still looking for. /images/graemlins/confused.gif
Slaught
11-04-2005, 06:10 PM
Make him replace the Rhinoteam captain once your done...would look awesome when he getīs turned into a Strogg and fights you /images/graemlins/laugh.gif
@EQ
Wow...Walken looks scary enough in RL...but you actually managed to make him even more creepy looking /images/graemlins/laugh.gif
Awesome work!
MisterCline
11-04-2005, 07:02 PM
KP, you should release an art book for coffee tables with printings of your stuff /images/graemlins/wink.gif
KDR_11k
11-05-2005, 07:15 AM
http://mitglied.lycos.de/KDR_11k/pics/pimp/render00%20copy.jpg
motives
11-05-2005, 08:11 AM
EQ: is those bevels floatin on top of the cage or are they modelled in? cant really make it out.. Looks neat
hawken
11-05-2005, 08:41 PM
[ QUOTE ]
And heres cage wires man
http://www.planetquake.com/polycount/cottages/crash/earthquake/gl128_04.jpg
[/ QUOTE ]
I don't have a clue how you make these things EQ. Spiffy!
A low poly fat penguin:
http://dadako.com/forums/fatpen.jpg
motives: those are hovered on top... much easier to control the highpoly that way, and normal map renderers don't see it.
hawken: cool penguin!
Scott Ruggels
11-06-2005, 03:07 AM
[ QUOTE ]
Nice horse Strangefate, would be a nice statue! /images/graemlins/blush.gif
Something I'm working on in my sparetime. Obviously it's not much sparetime, this is all I have done in 2 weeks /images/graemlins/mad.gif
http://scotty.inri.ch/images/chassis.jpg
[/ QUOTE ]
Aha! A Chassis for a Willys Jeep.
Scott
ironbearxl
11-06-2005, 03:10 AM
cool hawken!
LordScottish
11-06-2005, 08:12 AM
Not bad Scott! I didn't think anyone would recognize it already /images/graemlins/grin.gif
motives
11-06-2005, 12:21 PM
Mop: oki, i kinda figured that but wasnt sure.. Really neat trick as mdelling inset and stuff on curved geomtry can drive you mad! /images/graemlins/smile.gif
oh and lordscottish, i think scott would recognise it even if u posted the pic as a sillhouette /images/graemlins/tongue.gif
KDR_11k
11-06-2005, 12:45 PM
Using this model to try out the new animation features in Blender 2.40:
http://mitglied.lycos.de/KDR_11k/pics/pimp/foolingaround.jpg
motives
11-06-2005, 03:01 PM
messin with some high-p..
http://www.johanlundmark.com/images/renders/koss_sparkplug_1.jpg
i really need to find a nice rendersetup
Spoon_of_death
11-06-2005, 03:06 PM
Its not something im working on, but something I just finished(and isnt really worth its own topic)...
You have offended my family and you have offended the Shaolin Temple!!! BWAYYAAAAAAAAAAAAAAAAAAAAAAAAAH!!!
http://www.geocities.com/kwakkernaat/spoon/bruce.gif
Prs-Phil
11-06-2005, 11:42 PM
Should have finished this guy on the weekend but ... I had to do weekend things /images/graemlins/wink.gif
http://pu-art.com/thing.jpg
killingpeople
11-07-2005, 03:25 AM
research papers! research papers i say! garbuluha! some stale pieces that my education hates me to work on /images/graemlins/frown.gif
http://img.photobucket.com/albums/v668/killnpc/raarrr_2million.jpg
got to work on this some tonight
http://img.photobucket.com/albums/v668/killnpc/corner_prop04.jpg
Good work guys!
http://www.gavimage.com/cyclops/cyc_11.jpg
flaagan
11-07-2005, 04:48 AM
http://studioflaagan.com/images/3d/blurp/feederplant_wip1.jpg
just got the basic idea started, gonna tweak it shape and dimensions..
the idea was combining one of those fly zappers with a venus fly trap.
the bulb at the top would be bioluminescent with either a short electrical zap or a chemical agent it releases when a bug lands on it, and the bug would drop into the 'mouth' below where digestive juices would consume it
Gmanx
11-07-2005, 07:07 AM
Fantastic work here as always..
My first Wings model. Mad Doc from an old Polycount Challenge.
http://www.gmanx.com/album/MadDocWip_01.jpg
Already started to redo the panels - my 1pixel experiment failed horribly /images/graemlins/frown.gif
http://brome.toogeek.com/stuff/crap/bigtruck_WIP_5.jpg
Oh nice Adam, I see you've found time to model in between stealing my identity /images/graemlins/wink.gif
http://www.gavimage.com/cyclops/cyc_13.jpg
flachdrache
11-08-2005, 08:53 AM
q2engine - (hope you dont mind posting this here):
Hey cool - but totally wrong /images/graemlins/frown.gif
http://www.captowervincente.de/dragon/T2whoot.jpg
Success - before you see the light ... /images/graemlins/laugh.gif
http://www.captowervincente.de/dragon/overbrightblurwatershaderfog.jpg
Oh no - much to much :|
http://www.captowervincente.de/dragon/overdose.jpg
Note : using q2gm (source) and some other code ...
flachdrache
11-08-2005, 08:56 AM
and mapmodels for my database /images/graemlins/laugh.gif (just materials).
http://www.captowervincente.de/dragon/chair.jpg
http://www.captowervincente.de/dragon/offtabtop.jpg
Lee3dee
11-08-2005, 10:56 AM
wow great work guys! I'm currently working on a making an outdoor level using some of the meshes I made for the hunting game into unreal.
http://art.lee3dee.com/art/outdoors/outdoor02.jpg
http://art.lee3dee.com/art/outdoors/outdoor03.jpg
motives
11-08-2005, 04:32 PM
more high-poly praccy
http://www.johanlundmark.com/pimp/mp5_10.jpg
obson
11-08-2005, 09:13 PM
nice looking model gavimage
http://studentpages.scad.edu/~jkelle21/girlfant.jpg
http://studentpages.scad.edu/~jkelle21/demon_girl.jpg
KDR_11k
11-08-2005, 10:24 PM
Motives: The rear sight can rotate along its axis, the way you modeled it that'd be hard. One of the settings should be a wedge instead of a circle if the MP5 is anything like the G3 (close range setting). And doesn't the butt have those two holes to hold the bolts when you take the gun apart? Or do civilians not need that?
Mr Ray
11-09-2005, 05:51 AM
dug this out and finished it, 3k tris not including his accessories. Jus too many renders to post.
http://www.filefarmer.com/ray_1301/Optimus/th_primef6.jpg (http://www.filefarmer.com/ray_1301/Optimus/primef6.jpg)http://www.filefarmer.com/ray_1301/Optimus/th_primef3.jpg (http://www.filefarmer.com/ray_1301/Optimus/primef3.jpg)
motives
11-09-2005, 06:25 AM
[ QUOTE ]
Motives: The rear sight can rotate along its axis, the way you modeled it that'd be hard. One of the settings should be a wedge instead of a circle if the MP5 is anything like the G3 (close range setting).
[/ QUOTE ]
Right you are. Should have mentioned its still WIP!
About the holes in the stock im not sure what you mean.. There are two holes on both side of the stock just that the one on this side is integrated into the loop where you attach the sling
notman
11-09-2005, 07:51 AM
Optimus is a perv... flashing us with is breasts /images/graemlins/wink.gif
Looks good. I'm looking forward to the upcoming movie. I'm wondering how much they'll keep and if they'll tie in the matrix.
KDR_11k
11-09-2005, 10:22 AM
Motives: It's quite visible here (http://www.heckler-koch.de/core.php?dat=Y29tcG9uZW50PWFydGljbGVzJmFjdGlvbj1za G93JnhJRD1wcm9kdWN0QXJ0aWNsZURldGFpbHMmYXJ0aWNsZUl EPTEzOSZjYXRJRD0xMzAzJmxhbmdJRD0xJnBhcmVudElEPTY0N yZuYXZpZ2F0aW9uSUQ9Njk3JmJhY2tCdXQ9c2hvdyZ1c2VGbGF zaD0x). I don't think the strap holder covers those.
LordScottish
11-09-2005, 12:14 PM
She's one ugly non-human being obson. This is meant as a compliment, nice job on her /images/graemlins/smile.gif
CheapAlert
11-09-2005, 12:23 PM
this rocket
http://www.planetgargoyle.com/models/rocket.jpg
motives
11-09-2005, 04:25 PM
KDR: hmm but uh, thats the other side of the weapon. The holes are there on both sides, just that on the left side they are integrated in the strap holder
HonkyPunch
11-09-2005, 08:05 PM
Oh, and...enix.
Port that bad-ass vivi into some game.
That would rock so hard.
rv_el
11-10-2005, 06:33 PM
I was inspired to paint this after watching Kingdom of Heaven... Can't say I cared much for the movie but the Reynald character stood out. He basically embodies exactly what i think of and see when i think of the crusades. Interesting character (personality) outside of the fact that he was a monster.
Crits help
CLICK THUMB FOR FULL IMAGE
http://www.pseudo-pod.com/temp/reynald/ReynaldThumb.jpg (http://www.pseudo-pod.com/temp/reynald/Reynald.jpg)
Reference http://www.pseudo-pod.com/temp/reynald/reference.jpg
Link to Image at my site (http://www.pseudo-pod.com/temp/Reynald/reynald.html)
Joshua Stubbles
11-10-2005, 08:36 PM
Playing around with some things. This is a mid-range poly char/vehicle (26k right now). Might take it all the way sub D when I'm done with it, don't know though. This is only about 70% done.
http://www.ivassago.net/misc/bug_t.jpg (http://www.ivassago.net/misc/bug.jpg)
Prs-Phil
11-11-2005, 12:13 AM
hey, looking good vassago, interesting design allthough I think the minigun looks kinda missplaced compared to everything else.
killingpeople
11-11-2005, 01:50 AM
rad stuff rv_el and Vassago /images/graemlins/smile.gif
rv, the link to your site doesn't work for me.
CheapAlert
11-11-2005, 05:38 AM
IT'S GREEN
IT'S WINGED
http://www.planetgargoyle.com/models/kon2.jpg
AND IT'S 2454 TRIANGLES
JKMakowka
11-11-2005, 07:34 AM
Mark this day red in your calendar folks, cheapy didn't build a gargoyle (with a wang) /images/graemlins/laugh.gif Although, technically it is pretty damn close to a gargoyle /images/graemlins/confused.gif
But really nice work, it's a perfect representation of the mascot in 3D. Just the 'hands' seem to be a bit flat.
Joshua Stubbles
11-11-2005, 08:23 AM
[ QUOTE ]
...the minigun looks kinda missplaced compared to everything else.
[/ QUOTE ]
Yea, I'll agree with that /images/graemlins/smile.gif Maybe I'll replace it with something a little more organic looking.
Thanks /images/graemlins/smile.gif
Toomas
11-11-2005, 09:03 AM
OMG CheapAlert modeling something other than a gargoyle, this milestone must be recorded for future generations!
KDR_11k
11-11-2005, 09:12 AM
He made something non-gargoyle before but there were so many gargoyles since that everybody forgot about it.
rv_el
11-11-2005, 11:09 AM
Killing: odd, it works for me, the whole image should be the link. oh well heres a link to the page at my site
LINK TO REYNALD PAGE (http://www.pseudo-pod.com/temp/reynald/reynald.html)
Cool stuff guys. This thread is super active!
http://www.zusko.com/misc/tangbot_high.jpg
flaagan
11-11-2005, 07:58 PM
more particle effects!
http://www.studioflaagan.com/images/3d/particles/glowballs.jpg
and i FINALLY figured out the 'spawn one emitter from another' thing... so i'll have some vids of that shortly (screenshots of it are just confusing /images/graemlins/tongue.gif )
Vid of the glowballs in action! (http://www.studioflaagan.com/images/3d/particles/movies/glowballs.avi)
gauss
11-11-2005, 08:09 PM
flaagan and his balls. men, women, children--flaagan will show them all his balls.
erol: that fella is a lot of fun, thanks for posting it /images/graemlins/smile.gif
Joshua Stubbles
11-12-2005, 02:39 PM
Here's a little update:
http://www.ivassago.net/misc/bug2_t.jpg (http://www.ivassago.net/misc/bug2.jpg)
I trashed the weapons, and just gave it some mechanoid arms instead. That way, it can grip onto landing pads/etc etc.
This is about 85% done, mesh wise. The bugger on top still needs a lot of work, and the rest of it needs further refinment still.
Sectaurs
11-14-2005, 12:11 AM
It still needs a lot of love. Once I'm happy with it, I'll model it.
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/upsidown_04.jpg
aesir
11-14-2005, 03:04 AM
crazy weird sec. My suggestion would be to ditch the hair, or spread it through the body. As it is it looks out of place. Secondly, the eyes are cartoony. Its ok to have huge eyes, but grab some ref on creatures with huge eyes. Gotta work it off from nature in one way or another. Next, The head shape seems a bit too reminicent of a human. Fuck with the shape, jaw line especially some more imho. Lastly, the mouth. I think you can make it even crazier. Longer, bigger, whatever. You've pushed it a lot already, but push it some more /images/graemlins/smile.gif
Those are all just random design ideas. Take em or leave em. They're all opinion after all /images/graemlins/smile.gif
graves
11-14-2005, 05:44 AM
I did this for a class assignment. Apparently we'll use it for a later animation assignment.
http://img363.imageshack.us/img363/4047/bodyshot5oa.jpg
CheapAlert
11-14-2005, 06:20 AM
those are some wierd monkey hands tom cruise has got there
Nice work graves, the texture on that guy is real nice. I especially dig the way you handled the cloth folds.
Gmanx
11-14-2005, 07:12 AM
Yeah the cloth folds are slick. A bit too much mirroring for me, especially that belt buckle /images/graemlins/tongue.gif
The boots still need something.
..and I just noticed the broken thumbs.
killingpeople
11-14-2005, 07:34 AM
nice work graves. definately needs some tweeks, but it's texture is looking great, imo.
shotgun
11-14-2005, 08:13 PM
ye i like his attitude graves, good job
i'd take it easy with the dark on the folds, get some more saturated reddish purple in there rather than BW, it looks kinda washed off
cheers
ironbearxl
11-15-2005, 01:39 AM
Making my cousin in Zbrush!
http://members.cox.net/ironbearxl/amber.jpg
killingpeople
11-15-2005, 06:59 AM
http://photobucket.com/albums/v668/killnpc/th_corner_prop05.jpg (http://img.photobucket.com/albums/v668/killnpc/corner_prop05.jpg)
Joshua Stubbles
11-15-2005, 07:42 AM
Very awesome design, kp. What exactly is it?
It's quite obviously the ball return from a bowling alley!
Except some little gnomes have made it their palace.
killingpeople
11-15-2005, 08:13 AM
i don't really know what it is. it's an enviroment piece i can practice texturing. it's based off of an idea i had for a slanted tower for a weapon pickup area.
it could be a wepon testing device, it could even be a huge weapon. i was playing with the idea of putting it on a track.
http://photobucket.com/albums/v668/killnpc/th_corner_prop05c.jpg (http://img.photobucket.com/albums/v668/killnpc/corner_prop05c.jpg)
just kinda going at it. what's it look like to you, i could use some ideas on where to go with it.
Ideas?
http://www.restsource.com/products/rs-hobart/a120.jpghttp://www.amfproducts.com/images/ce-gripper.gif
http://www.giplastek.com/applications/recreational/amf.jpg
Go to it!
Mit Gas
11-15-2005, 10:08 AM
[ QUOTE ]
dug this out and finished it, 3k tris not including his accessories. Jus too many renders to post.
http://www.filefarmer.com/ray_1301/Optimus/th_primef6.jpg (http://www.filefarmer.com/ray_1301/Optimus/primef6.jpg)http://www.filefarmer.com/ray_1301/Optimus/th_primef3.jpg (http://www.filefarmer.com/ray_1301/Optimus/primef3.jpg)
[/ QUOTE ]
LOVE IT! /images/graemlins/cool.gif
ironbearxl
11-15-2005, 10:33 AM
lol, awesome KP!
Neo_God
11-15-2005, 12:51 PM
I havn't posted any real work for long time, this was something I was working on over the summer actually, but then I abandoned it when my computer died, tis a normal mapped zombie in his breifs. This is actually a more realistic remake of a low poly cartoony model of a zombie I made, which is about 50 pages back on this thread. I think at least.
Anyway, here are the pictures of it
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Zombieundies1.jpg
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Zombieundies2.jpg
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Zombieundieshead.jpg
Head Variants, one with half the face ripped off, and another of it after being blown up, complete with head gibs (I made these as if I was going to put them into a game)
http://img.photobucket.com/albums/v305/Neo_God/Zombie/ZombieundiesDamaged.jpg
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Zombieundiesexploded.jpg
and I guess I'll also throw this in, I had to design a shoe in illustrator in my design class. And this is what I came up with:
http://img.photobucket.com/albums/v305/Neo_God/ApexShoe.jpg
(I'm quite aware of some of the wonky highlights on the shoes, I was half asleep whilst making it)
flaagan
11-15-2005, 08:37 PM
http://studioflaagan.com/images/3d/rider/rider_wip3.jpg
haha KP, it looks like a giant staple gun
http://www.northerntool.com/images/product/images/55859_lg.gif
Zergxes
11-15-2005, 08:51 PM
...or a futuristic halberd
Ewww, that Zombie needs pants, or a beer and a lawnchair.
nealb4me
11-15-2005, 10:31 PM
The floaty bits there would make a good sandwich. Mmmm....rot /images/graemlins/smile.gif
Phobos
11-15-2005, 10:47 PM
Looking realling nice Adam. Any updates?
Hey lee3dee, any good advice or tutorials on making trees? How do you place the planes to make the leaves believable? I've got one I'm working on at the moment. I'll post it in a bit once I get some free time.
flaagan
11-16-2005, 11:23 PM
more of the same, diggin how this sucker's turnin out. /images/graemlins/smile.gif
http://studioflaagan.com/images/3d/rider/rider_wip5.jpg
SyaPed
11-17-2005, 02:08 PM
A little practice anim
http://www.syaped.com/Misc/Fireth.jpg (http://www.syaped.com/Misc/Fire2.avi)
Sean McBride
11-17-2005, 04:11 PM
haha awesome syaped.
Neo_God
11-17-2005, 04:12 PM
[ QUOTE ]
Ewww, that Zombie needs pants, or a beer and a lawnchair.
[/ QUOTE ]
I'm actually in the process of giving him some garb.
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Zombieclothed.jpg
Looks a little shit tastic as of now
[ QUOTE ]
The floaty bits there would make a good sandwich. Mmmm....rot
[/ QUOTE ]
mmmmm, zombie rot no less!
Thegodzero
11-17-2005, 04:35 PM
hey i think i went to school with that zombie...
Prospector|mountain man... GUN inspired.. Not Santa Claus..WIP
http://img361.imageshack.us/img361/1512/coalminer7iu.jpg
nice Zombie.
Joshua Stubbles
11-17-2005, 08:34 PM
omg it's a mountain man......SANTA IMPOSTER!!
j/k /images/graemlins/smile.gif Looks good so far.
killingpeople
11-18-2005, 04:56 AM
http://img.photobucket.com/albums/v668/killnpc/pizzadirt.jpg
haha, mud looks like pizza.
http://photobucket.com/albums/v668/killnpc/th_mudwood.jpg (http://img.photobucket.com/albums/v668/killnpc/mudwood.jpg) http://photobucket.com/albums/v668/killnpc/th_mudwood2.jpg (http://img.photobucket.com/albums/v668/killnpc/mudwood2.jpg)
http://www.gavimage.com/cyclops/cyc_19.jpg
meh..
Neo_God
11-18-2005, 10:05 AM
I don't think I'm digging how pertruding those scales are right now Gavi. Maybe make it look more like really tough skin than scales, like Elephant hide perhaps?
dur23
11-18-2005, 10:20 AM
n1 gav
Seeing Hawkprey's work yesterday spurred me to start scribbling in Photoshop again... came up with this:
http://www.spearmint.pwp.blueyonder.co.uk/scwip1.jpg
I know the design is a bit boring but I like how it's turning out, so I'm gonna keep working on it. Basically I'm trying to come up with a good, fairly original concept to make a Quake 4 PPM around. Hopefully I'll manage in the end /images/graemlins/tongue.gif
Renaud Galand
11-18-2005, 11:39 AM
nice concept Paul !
/me wants a high detailed and kick ass color artwork from it /images/graemlins/laugh.gif
Thegodzero
11-18-2005, 02:32 PM
some max viewport paralax mapping fun
http://www.tgz3d.com/rockwall.jpg
http://img.photobucket.com/albums/v242/pior_ubb/aboy_q4.jpg
Highfive to Vahl who has been kind enough to explain a *few* things and also prooftested the model (plus he took the screen too haha)
The Q4 character selection screen lighting seems a bit strange and makes the head hard to read... and the belly parts cilp through the right arm /images/graemlins/laugh.gif
Yay!
Bit more work on him...
http://www.spearmint.pwp.blueyonder.co.uk/scwip2.jpg
I guess he's some sort of alien/mutant prospector or miner. In his right hand he has a scanner for detecting whatever it is he mines, on his left wrist and arm is some sort of laser for boring holes and cutting away segments, and on his back is a sonic drill for reaching large, valuable deposits.
The box slung around his right hip is for collecting samples and minerals.
No, I have no idea why he has blades around his neck. For keeping away flies, maybe?
Neo_God
11-18-2005, 07:31 PM
[ QUOTE ]
http://photobucket.com/albums/v668/killnpc/th_mudwood2.jpg (http://img.photobucket.com/albums/v668/killnpc/mudwood2.jpg)
[/ QUOTE ]
Poop Fight?
Mr Ray
11-18-2005, 07:31 PM
MoP drew an alien/mutant prospector/miner holding his private parts :0
Tweaked this and rerigged
http://i7.photobucket.com/albums/y280/MrRay2/th_Gutsf1.jpg (http://i7.photobucket.com/albums/y280/MrRay2/Gutsf1.jpg)
Slaught
11-18-2005, 07:47 PM
Nice work!
@Syaped
God...thatīs so awesome!
Love the Warhammer 40k Universe :]
Picked up an old skin i worked on some months ago.
http://i4.photobucket.com/albums/y106/Dropkick60606/skarbotwip01.jpg
Marine
11-18-2005, 08:23 PM
[ QUOTE ]
No, I have no idea why he has blades around his neck. For keeping away flies, maybe?
[/ QUOTE ]
they obviously generate a force field to keep rocks and dirt from hitting him in the face, future goggles!
Joshua Stubbles
11-18-2005, 10:32 PM
[ QUOTE ]
Poop Fight?
[/ QUOTE ]
Hahaha, gotta love the detail you put into the turd's spec map! I seriously hope that's mud, though /images/graemlins/smile.gif
Seeing Mop Get inspired by hawk prey's work inspired me...
some random Demon guy. Finish it up later.
-los
http://img504.imageshack.us/img504/9043/diablo3gf.jpg
killingpeople
11-19-2005, 01:16 AM
i really like that skech los, nice work dude.
Weee! Got it /images/graemlins/laugh.gif
http://img.photobucket.com/albums/v242/pior_ubb/pior_aquaboy_ingame01.jpg
The weird lighting was caused by me editing the mesh to make it more animation-friendly, the nmap is not fitting anymore haha. I don't remember having edited the head tho. Tried to hide the mistakes as much as I could no these screens /images/graemlins/wink.gif
Model's proportions are rather different from the default ones hence the wonky look... I don't think I'll take that any further (I don't even have smooth weights on him atm) but its cool to have a look at the pipeline for future projects. Just waiting for the MP plugin model entity to be released... At the moment a command line is required to have the model pop on the selection screen.
Thanks Vahlou!
killingpeople
11-19-2005, 04:34 AM
cool pior /images/graemlins/smile.gif
http://photobucket.com/albums/v668/killnpc/th_EQPERstyle2.jpg (http://img.photobucket.com/albums/v668/killnpc/EQPERstyle2.jpg)
fooling around with normal maps again, using the floating geometry technique eq and per use. 256 maps.
thnom
11-19-2005, 05:30 AM
Long time no model pimping :/
About 2 hours work last night:
http://img509.imageshack.us/img509/7789/stripfinish2dw.th.jpg (http://img509.imageshack.us/my.php?image=stripfinish2dw.jpg)
It is female - gonna work on the hair today >_<
Modelled in a strip modelling method (first time) and I'm enjoying it doing that way
KDR_11k
11-19-2005, 07:58 AM
Due to popular demand:
http://mitglied.lycos.de/KDR_11k/pics/pimp/whointhewhatnow.jpg
LordScottish
11-19-2005, 09:56 AM
Looks great killingpeople! /images/graemlins/smile.gif What is this floating geometry technique?
The only thing that bothers me are the scratches. I can't put my finger on it, since it seems logical they have specular hl to them.
KDR_11k
11-19-2005, 10:19 AM
Floating geometry means not including all details on the hipoly mesh but to have things like small holes, etc float above the surface. Since the normalmap only stores the angle of the surface that works. Personally I prefer modeling out a separate "bump map" (though I render it as normals, not height) because then it's easier to have the normals of the detail flow into the normals of the surface.
Joshua Stubbles
11-19-2005, 10:21 AM
Bingo.
There's a Quake4 art artile on it as well, Lord. Though for a character or object mesh, you obviously wouldn't want to float the meshes THIS far apart:
http://www.iddevnet.com/quake4/ArtReference_CreatingTextures
Actually, they show a character here as well:
http://www.iddevnet.com/quake4/ArtReference_CreatingModels
EarthQuake
11-19-2005, 11:07 AM
Kill i would go with some softer edges there, it almost looks like you're doing that "seperate by smoothing groups" thing in max, instead of adding extra edges to get nice, soft, flowing edges into your model. This will give you nice spec highlights.
Joshua Stubbles
11-19-2005, 11:16 AM
I don't think he's seperating by smoothing groups. I think he's doing the same thing I was, which was simply NOT adding those extra extrusions to the edges (for the soft edges).
Cool stuff, Pior! He looks good there /images/graemlins/smile.gif
Killingpeople: LordScottish was right about the scratches, but the thing that looks odd about them is that they're actually coming out of the metal, rather than indented - see how the light is highlighting the upper part rather than the lower part? Maybe you had your normal-map converter (I assume you're using the Photoshop nVidia filter) set to using the Y-axis inverted? Try flipping the Green channel on those scratches if you still have them on a separate layer, it should make more sense then.
killingpeople
11-19-2005, 01:41 PM
smooth groups:
i used nurms smoothing and smoothing groups. i wanted to get to the texture part! /images/graemlins/tongue.gif mmodeling those edges will get better results but takes more time. in all seriousness, what if i were to use smoothing groups, and duplicated the normal map, blurred it and erased areas revealing the sharper areas would be a more time efficiant approach? i'll have to play with it, i had actually sharpened the normal map to make the edges sharper and see the effects.
scratches:
the problem lies within the spec map. it's a shame because i thought they looked really great in areas in earlier versions of the specmap.
the scratch layer in the spec map looked like beveled marks (joined white and black line) which is something i shouldn't use for them, but was in a "what if" state of mind during the entire process. i had eventually altered the original scratch layer so much without planning ahead, i couldn't go back without a lot of work, so i had left it how it was because it didn't really matter, it was just to help me better wrap my head around the map types. i am however very happy it was mentioned, i think it proves the attention and quality in comments polycounters have to offer to one another.
Vassago:
nice links! omg, boners. right on dude, thanks so much for posting those!
KP: Oddly enough, I actually find that bevelling edges before meshsmoothing, is actually faster (and definitely less brain-intensive /images/graemlins/tongue.gif ) than using smoothing groups - you have to select the polys, apply a group which the other polys don't have, smooth and render it out, then go in and blur/erase what you don't want smoothed.
I think it's a good workflow technique to just get used to bevelling/chamfering edges, it creates a more natural look at the end, I feel. Also, I tend to work with my control mesh with no smoothing groups at all, so it's faceted all the time, and only recieves smoothing when I slap a Turbosmooth modifier on.
Just my 2 pesetas /images/graemlins/smile.gif
Makkon
11-19-2005, 06:30 PM
Screwing around this morning.
http://photobucket.com/albums/v671/Makkon/th_quadop.jpg (http://img.photobucket.com/albums/v671/Makkon/quadop.jpg)
btw, KP. I always loved your mechanics. I wish you'd release an sdk of some technojunk, that'd be some fun to play with.
Sectaurs
11-19-2005, 06:50 PM
Makkon: Grab some reference of humans [or just look in the mirror!] you'll see we only have two eyes. /images/graemlins/tongue.gif
Its looking good... what are the handles for on the back?
Makkon
11-19-2005, 07:29 PM
I know, I know, no room for a brain. /images/graemlins/laugh.gif I don't know about the handels, they really didn't turn out how I wanted them to, and I didn't bother to fix them. /images/graemlins/frown.gif
Illusions
11-19-2005, 08:02 PM
I thought it looked like tied back hair... >_<
BTW, hand uv-mapping something like that is a pain...as you'll probably soon discover.
Makkon
11-20-2005, 02:01 AM
Bah, your right. I'll leave him alone for now. Right now I'm in the mode to do some rather bizzare crap, like for instance this morbidly obese troll in a top hat.
http://http://photobucket.com/albums/v671/Makkon/th_classytroll2.jpg (http://img.photobucket.com/albums/v671/Makkon/classytroll2.jpg)
Any ideas on what to add?
Sectaurs
11-20-2005, 02:59 AM
I love the fatty!
Add a chair with mechanical legs that end in tap-shoes. Give him a fancy cane, and put him on stage
LordScottish
11-20-2005, 05:36 AM
Thanks a lot KDR_11k and thank you for the links Vassago! Looks like an interesting technique to save time. I'm definately going to try it on my current modeling project.
That's it MoP, I couldn't name it /images/graemlins/blush.gif
killingpeople
11-20-2005, 06:43 AM
http://img.photobucket.com/albums/v668/killnpc/nmbrushedmetal_effect.jpg
trying for a brushed metal look by breaking a normal map.
EarthQuake
11-20-2005, 12:11 PM
Kill: there should be a really quick way in max to add extra edge loops to get the extra edges, i know there is in lightwave. I think thast really something you would do in the spec map, and not normals. I also use extra border polys to make it look like a seemless transition too, you can see here unsmoothed: http://www.planetquake.com/polycount/cottages/crash/earthquake/gl128_07.jpg
The blur thing would probably work, i dont know you would have to test it.
J.I. Styles
11-20-2005, 09:26 PM
A dude I'm slooooowly getting togethor between contracts - uses my skin pixel shader (excuse the blush... haven't quite balanced that out yet /images/graemlins/wink.gif )
http://www.jistyles.com/content/3D/thumbs/skinshader_head01.jpg (http://www.jistyles.com/content/3D/images/skinshader_head01.jpg)
Still heavy wip, and needs mucho hairo for his bald shiney head.
killingpeople
11-20-2005, 09:28 PM
radical scar faced man J.I. Styles. his ears look small.
http://photobucket.com/albums/v668/killnpc/th_brushedmetal_fun.jpg (http://img.photobucket.com/albums/v668/killnpc/brushedmetal_fun.jpg)
EQ, the spec map doesn't bend light really at all, the surface is pretty stagnant when it comes to light. i tried. oh and i tried blurring the sharp edges on a normal map, and it doesn't work very well.
i got a lot better results with this normal map. try taking the normal map in this image into max or whatever if you're curious how it looks in the viewport. if you follow the pattern on the normal map, you maybe be able to imagine how the shines spin, it's pretty close, i was pretty impressed with it. it looks good from certain angles, but it would neat to make sense of it and make it work from every angle.
cholden
11-21-2005, 03:25 AM
http://chrisholden.net/tnaimpactch.jpg
LordScottish
11-21-2005, 05:20 AM
That's an interesting idea killingpeople, the result looks a lot better than the specular map only. Maybe a combination of the 2 would look even better to tone down the contrast on the darker side of the cylinder.
killingpeople
11-21-2005, 05:49 AM
i tried a combination of the two and it didn't look too good. you can try it if you want, both maps are there.
EarthQuake
11-21-2005, 06:41 AM
JI: That shader looks awesome there dude!
Rhinokey
11-21-2005, 07:55 AM
oh no cholden! that just for fun? or a project
Vitor
11-21-2005, 09:07 AM
I've learning anatomy on the university, so thought it was about time to start using it in 3d:
It stills needs a lot of work... /images/graemlins/smirk.gif
http://dferreira.planetaclix.pt/arm03.jpg
killingpeople
11-21-2005, 12:40 PM
http://img.photobucket.com/albums/v668/killnpc/th_lavaNMtexturetest.jpg (http://img.photobucket.com/albums/v668/killnpc/lavaNMtexturetest.jpg)
playing around with an old texture.
Illusions
11-21-2005, 01:08 PM
This is old but, this is more of something for KP to see if he can use it for his brushed metal look:
Here's an animated gif of two omni lights rotating around the material:
http://img.photobucket.com/albums/v38/Illusions/radialani_v1.gif
and heres the normal map:
http://img.photobucket.com/albums/v38/Illusions/radial.gif
It may work for what you are trying to do in the second pic, it needs a lot of corrective work as it was just something I was testing in theory at the time and haven't gotten back to working on. Basically it assumes the normals of a surface like the one you are working with are shaped like such:
/\/\ but made into concentric rings...if that makes any sense >_<
killingpeople
11-21-2005, 01:36 PM
how about this Illusions?
http://img.photobucket.com/albums/v668/killnpc/radial2b.jpg
http://img.photobucket.com/albums/v668/killnpc/radial2.jpg http://img.photobucket.com/albums/v668/killnpc/radiald.jpg
http://img.photobucket.com/albums/v668/killnpc/radial2c.jpg
that darker line in the value is screwing it up, but this would be rad to use on saw blades or cds or something.
[EDIT]
radial blurring the channels fixed it.
http://img.photobucket.com/albums/v668/killnpc/radial3.jpg
James Edwards
11-21-2005, 01:44 PM
Hey all, thought I'd try and jump back into the pimping pool again. Been waay too long for me. I don't have much opportunity to work on modeling these days so I guess I need an outlet. Gonna give this one a thread of its own when its done but for now I think it will fit just fine in this thread.
http://www.golemworx.com/pub/ogre2b.jpg
cholden
11-21-2005, 01:54 PM
wow, Gwot, looks great, nice to see you pimping again.
Rhinokey: just tossed it together last night for fun. I also want to make ultimate X and six sides of steel.
poopinmymouth
11-21-2005, 01:59 PM
Dang Gwotto, that looks ace!
http://www.poopinmymouth.com/images/poop.gif (http://www.poopinmymouth.com)
Gwot, those arms and hands are awesome!
Killingpeople, nice experimentation, good work /images/graemlins/smile.gif
hobodactyl
11-21-2005, 03:23 PM
J. I. Styles, that head looks awesome! I am working on some similar stuff right now, so it's cool to see what other people are up to. You are giving me some cool ideas /images/graemlins/wink.gif How long did you spend on the texture and the normal map?
Gwot: Very cool!
cholden
11-21-2005, 04:19 PM
The Ultimate X Arena (wip)
http://chrisholden.net/ultimatexch.jpg
Sean McBride
11-21-2005, 04:29 PM
hahaha chris, you make me laugh dude! Its well done though.
kp, you've been doing some really interesting things with normal maps lately. very cool stuff.
gwot, astounding! /images/graemlins/laugh.gif now get in there with the projection master!
StrangeFate
11-21-2005, 04:32 PM
It's a Gwot!
Shouldn't that be in a selfportrait thread ?
Sean McBride
11-21-2005, 04:59 PM
His keyboard must be massive.
killingpeople
11-21-2005, 05:26 PM
http://img.photobucket.com/albums/v668/killnpc/th_zbrushwillkillme.jpg (http://img.photobucket.com/albums/v668/killnpc/zbrushwillkillme.jpg)
obey me zdizzle! obey dammit, sheesh! /images/graemlins/tongue.gif
cholden
11-21-2005, 06:33 PM
ok, the final variation, the six sides of steel.
http://chrisholden.net/6sidesofsteelch.jpg
EarthQuake
11-21-2005, 07:36 PM
yay for gwotpimp!
killingpeople
11-21-2005, 10:15 PM
cholden, looks great dude /images/graemlins/smile.gif
you must do something with those stairs, they are too plain.
EarthQuake
11-22-2005, 01:26 AM
go go super random scifi normals map
http://img301.imageshack.us/img301/6140/yay6gj.jpg
Nilium
11-22-2005, 02:19 AM
Generic tombstone model. Need to remap the top so the resolution is consistent with the rest of it.
http://mybignose.f2o.org/tombstone-3.jpg
Hey, nice lighting on that, Noel. Reminds me of some old Strangefate stuff.
I'm intruiged by the normalmap experiments in here, and i think i'll take the plunge someday as well.
Here's what i'm working on right now:
http://mightypea.3dpalette.ca/browse/klesk_4.jpg
well, not right now, silly billy. Right now i'm posting.
It's a pregnant spikey thing. Depending on how many polys i'm left with, i might model the inside of her belly, with a fetus in there, and make her belly transparant.
Nilium
11-22-2005, 03:47 AM
It's Klesk with a belly. You all remember Klesk has a vagina, right?
CheapAlert
11-22-2005, 09:24 AM
Yeah, I remember the E! True Hollywood story about the klagina discovered in SeeMD3. :.
killingpeople
11-22-2005, 12:22 PM
http://img.photobucket.com/albums/v668/killnpc/th_orgrast.jpg (http://img.photobucket.com/albums/v668/killnpc/orgrast.jpg)
rooster
11-22-2005, 06:15 PM
you rule kp!
dunno what the hell I'm doin /images/graemlins/frown.gif
http://www.rooster13.plus.com/pub/thingybeast.jpg
Steakhouse
11-22-2005, 06:30 PM
wow that guy look like a lot of fun Rooster!
poopinmymouth
11-22-2005, 07:48 PM
Nice model Mighty Pea, glad you're joining the realm of modelers!
Sweeet concept rooster, I love the colors
http://www.poopinmymouth.com/images/poop.gif (http://www.poopinmymouth.com)
Illusions
11-22-2005, 09:01 PM
http://img.photobucket.com/albums/v38/Illusions/Preview1.jpg
http://img.photobucket.com/albums/v38/Illusions/Preview2.jpg
Breathing some life into Melanie Wicked. Rigged, quickie skin weighting, and some facial poses done (eyes slanted down, eyes slanted up, eye top lid closed, eye bottom lid closed, eyebrows down). Onto getting Father done...and a portfolio website >_<.
killingpeople
11-23-2005, 03:11 AM
http://img.photobucket.com/albums/v668/killnpc/th_EQtextuurplay.jpg (http://img.photobucket.com/albums/v668/killnpc/EQtextuurplay.jpg)
thanks eq /images/graemlins/smile.gif
James Edwards
11-23-2005, 10:51 AM
Thanks for the comments guys! It's good to be back.
Couple Updates before I start a new thread for this guy:
http://www.golemworx.com/pub/ogre4a.jpg
http://www.golemworx.com/pub/ogre4b.jpg
Mostly just some more sculpting of the hands and back, and started to mess with detailing the face.
shotgun
11-23-2005, 01:38 PM
a lot of character on that face... top top work.
LordScottish
11-23-2005, 01:53 PM
That's awesome Gwot, I love his huge hands! /images/graemlins/crazy.gif Just one question: What is the idea behind modeling wrinkles in z-brush? Wouldn't it look just as good with traditional bump maps? I imagine It would be a lot faster.
Here is some progress on the jeep. Next thing to do is the interior. Then the guns! /images/graemlins/grin.gif Does anyone have a good picture of the fuel entry (I don't know the word)?
http://scotty.inri.ch/images/jeep2.jpg
killingpeople
11-23-2005, 02:07 PM
looks badass thus far, LordScottish.
killingpeople
11-23-2005, 11:25 PM
http://img.photobucket.com/albums/v668/killnpc/th_EQtextuurplay2.jpg (http://img.photobucket.com/albums/v668/killnpc/EQtextuurplay2.jpg)
thanks out to eq again with the metal bump9 help. just dinking around with stuff.
arshlevon
11-24-2005, 04:33 AM
friend of mine directs music videos for a living.. a few have been on mtv.. he has directed videos for mars volta and bunch of bands on the label sub pop.. he wanted to direct an animated short and i am doing all the animation.. it will be composited onto a live action background.. we are still tossing around story ideas but my favorite is this little guy is the mascott for a tobacco company and he dosent know it.. one day he is walking past the company and is confronted with an angry mob of parent protesters.. still very early in development..
here is the rabbit character..(still a wip)
here is a little walk cycle..
http://www.arshlevon.com/walk.mov
http://img510.imageshack.us/img510/9130/testcopy7oc.jpg
http://img486.imageshack.us/img486/5361/testcopy222jz.jpg
arshlevon
11-24-2005, 04:53 AM
also rendered a run cycle.. right click save target as..
http://www.arshlevon.com/run.mov
Haha nice character Arsh, that run cycle is really cool, keep it up, can't wait to see how this turns out /images/graemlins/smile.gif
motives
11-24-2005, 06:03 AM
nice characters, nice animation and directing mars volta music vids omg!
walkcyckle kinda defies gravity though, looks like he is about to fall backwards but some invisible force is keeping him upright (tobaco maybe /images/graemlins/smile.gif) could be the angle though.
Prs-Phil
11-24-2005, 06:17 AM
hey, cool bugger, I agree on the walkcycle, he does seem like he is going to tip backward.
Aren't you going to have any Đ problems with that char ?
arshlevon
11-24-2005, 06:24 AM
new walk cycle is rendering.. the main problem is the posture.. he has this crotch way forward thing going on that i need to keep in the walk to convey the character.. any tips from the animation pros? this is like the first 3d thing i have animated.. e_x where you is .. i need some tips on how you got all that goodness into that awesome short you made about ninjas and forks...
Toomas
11-24-2005, 06:47 AM
Look at Day of the Tentacles nerd guy, he walks like that i think, granted hes a sprite but still you might get some ideas.
Or if you have a camera you could put it to film and walk back and forward in front of it while mimicing the walking style you want for the cool little bunny.
:edit: also maybe Chaplin had similar style, cant be arsed to remember right now tho
hawken
11-24-2005, 07:36 AM
how did you do the eye? are you using some sort of warping modifier to squish that from a sphere so that it can be rotated about?
arshlevon
11-24-2005, 07:45 AM
its an ffd spacewarp.. not modifier.. i set up the eye to a look at constraint.. then made a sphere to incase it and use the hemisphere option to animate the eyelid.. then i created a FFD spacewarp positioned it over the 2 spheres then selected them and binded them to the space warp.. then you can move the FFD control points around to deform the shape and all the controls still work while it is that shape.. another cool thing... you can even put a morpher on the FFD spacewarp and morph between several different FFD shapes.. how cool is that!!
James Edwards
11-24-2005, 08:01 AM
Nice detail on that jeep so far LordScottish.
The wrinkles and stuff on the ogre are just me messing with Zbrush to see how far I can go with it at the current resolution (lvl 6 subd - 4.5 million polygons).
Love that rabbit Arshlevon
killingpeople
11-24-2005, 10:21 AM
http://img.photobucket.com/albums/v668/killnpc/th_turkeynbump_play.jpg (http://img.photobucket.com/albums/v668/killnpc/turkeynbump_play.jpg)
LordScottish
11-24-2005, 10:40 AM
That's weird killingpeople /images/graemlins/cool.gif
El_PIG
11-24-2005, 12:21 PM
Great animations arshlevon! *genetal throb*
nealb4me
11-24-2005, 04:02 PM
I think it has something to do with thanksgiving, but more likely it's just coincidence :P
motives
11-24-2005, 04:05 PM
normalmapped sci-fi textures is teh win!
http://www.johanlundmark.com/pimp/scifi.jpg
Vitor
11-24-2005, 05:07 PM
Still working in progress...
http://img464.imageshack.us/img464/4002/torso045or.jpg
JKMakowka
11-24-2005, 05:35 PM
Honestly? Looks more like some strange Alien-armor than a nekkid torso /images/graemlins/wink.gif Especially the back and the ribcage.
Josh_Singh
11-24-2005, 05:50 PM
Killing people, thats like that peter gabriel video!
Still going, hoping to near completion soon and mov eon to the next one /images/graemlins/smile.gif
http://www.gavimage.com/cyclops/cyc_26.jpg
hawken
11-25-2005, 06:39 AM
made a start on my mario cart tracks! next: import shapes to max! /images/graemlins/laugh.gif
http://dadako.com/forums/tracks.png
KDR_11k
11-25-2005, 07:21 AM
The woods got a woody!
Xenobond
11-25-2005, 07:31 AM
Ooh! That's filled with power sliding potential!
LordScottish
11-25-2005, 08:37 AM
That's awesome Gavimage, only the background color and the lighting hurts my eyes. It's hard to give any criticism on the texture with this light setup. But it looks great non the less
Cubik
11-26-2005, 01:02 PM
hear me rawr
http://img.photobucket.com/albums/v202/cubik83/render.jpg
For a stylished lion statue.
http://www.gavimage.com/cyclops/cyc_28.jpg
nkoste
11-27-2005, 04:21 PM
Yikes that's good Gavimage. The little toe bothers me a bit, but other than that I can only bow in awe.
_Shimmer
11-27-2005, 05:37 PM
Cat company
littel relaxing stuff
http://www.stephko.viranyi.de/WIP/catcompany.jpg
shotgun
11-27-2005, 06:04 PM
oooo i see faces on the wall..
http://mightypea.3dpalette.ca/browse/wiskundeventje4.jpg
something i'm working on for my hopefully soon-to-be-finished portfolio. I've got lots of old crap, but i need to put some recent things in there.
motives
11-29-2005, 04:20 AM
http://www.johanlundmark.com/pimp/complete2.jpg
Neo_God
11-29-2005, 10:46 AM
Dancing Turkey KP? I love it!
That zombie is now going through a complete revamp. Here's a comparison of the heads.
http://img.photobucket.com/albums/v305/Neo_God/Headsoldversusnew.jpg
lkraan
11-29-2005, 02:32 PM
http://www.xs4all.nl/~tetsuo/wip/deunan-wip8.jpg
This is supposed to become Deunan Knute from the Appleseed CG movie. Still have to add all the padding to the arms and hands.
[ QUOTE ]
words words words
image image image
[/ QUOTE ]
Animations are looking good. My suggestions would be to add more overlap to things. Everything starts and stops at the same time, drag some keys around for the head and ears.
Balance looks a little off maybe, but it's a funny angle, so I can't really tell. He seems to be heavy on his left side on the walk. Maybe lean him forward on both animation some more.
Turn on trajectories and look at your curves for everything, especially arms and feet.
I like them though, they have a lot of character.
Oh, and you can't handle the secret ninja fork knowledge. I'm not even sure I fully understand it... /images/graemlins/confused.gif
Thegodzero
11-29-2005, 05:01 PM
Neo your ears are wayyyy too far back on the head. Try about 3 inches back, or two and a half eye lengths.
http://www.tgz3d.com/headpaint.jpg
graves
11-30-2005, 02:15 AM
Another one for school. Everything is on a 256^2
http://img516.imageshack.us/img516/2777/scifi4ua.jpg
steady
11-30-2005, 05:25 AM
thats hot graves!
yep graves pretty nice, however your highlights especially on the cloth are getting really desaturated, doesn't look quite right... looks like paint has just worn off on the highlights, rather than actual wrinkles in the cloth... some saturation in the highlights would help that, I think.
JKMakowka
11-30-2005, 07:21 AM
Nice old-school game art!
In the frontshot the hip/crotch area looks a bit too high though, especially considering the pants she is wareing.
I guess it is a mixture out of a bit too short torso and too long upper legs.
Gmanx
11-30-2005, 08:18 AM
Bread and Butter stuff - Female NPC (~3000 tris) for stylised game engine - no textures yet, basic diffuse shader only.
http://www.gmanx.com/album/Pigtails.jpg
And at playtime - Blenders discombobulator script with a noise shader.
http://www.gmanx.com/album/DiscombobulatorThumb.jpg (http://www.gmanx.com/album/DiscombobulatorTastic.jpg)
KDR_11k
11-30-2005, 10:13 AM
Turn on "No V Normal Flip" to prevent Blender from adding hard edges to your model (won't stop it completely but it'll reduce the number of hard edges a lot).
Gmanx
11-30-2005, 10:33 AM
OOoohh Ta! /images/graemlins/cool.gif
graves
11-30-2005, 04:24 PM
thanks.
This is my second time painting textures in real color instead of grayscale first, so im still experimenting with picking colors to use. I'll be sure to bump up the sat. on the highlights from now on /images/graemlins/grin.gif
Right on, Ill move the crotch area down a notch.
cholden
12-01-2005, 04:42 AM
lil' fun something tossed together this evening
http://chrisholden.net/cat02.jpg
KDR_11k
12-01-2005, 06:21 AM
Kitty? That looks like a rodent.
Prs-Phil
12-01-2005, 06:22 AM
hehehe, cute bugger there chris, I like the armour, maybe the hat looks a bit weird /images/graemlins/laugh.gif
this one is from shimmer and me when he came to visit, the feet are still a bit fat, but that will soon be fixed.
http://pu-art.com/monstaaa_wip3.jpg
Toomas
12-01-2005, 06:32 AM
Phil und Shim that looks gweat!
perna
12-01-2005, 07:49 AM
oh, how typical.. now you're gonna get so much praise for that model, and its just because it has a penis. Such a cheap trix. Everybody loves the cawk!
me too, looks awesome. There's some models where you don't wanna texture them or you'll take away what's so appealing
JKMakowka
12-01-2005, 08:32 AM
[ QUOTE ]
There's some models where you don't wanna texture them or you'll take away what's so appealing
[/ QUOTE ]
No you have simply fallen for the oldest trick in the book.
Post a flatshaded triangulated model that gives every game artist a nice and warm fuzzy feeling inside, but is so hard to 'read' that it is almost impossible to make out any errors /images/graemlins/tongue.gif
So besides of the presentation, really nice work (as far as I can tell /images/graemlins/tongue.gif )
Vitor
12-01-2005, 12:22 PM
Still trying to get the torso right... Any suggestions are really welcome /images/graemlins/wink.gif
http://img223.imageshack.us/img223/9987/torso079lf.jpg
hawken
12-01-2005, 01:19 PM
[ QUOTE ]
lil' fun something tossed together this evening
http://chrisholden.net/cat02.jpg
[/ QUOTE ]
thats cool! rig rig
just a quick head test. half an bours work in zbrush from a low poly base mesh and texture that i made.
I wil try and do the rest this week
(Edit) this is the max render with the normal map btw if it wasn't obvious
http://img218.imageshack.us/img218/2172/headtest0hl.jpg
JKMakowka
12-01-2005, 02:40 PM
@Vitor:
Looks like you are working with muscle references for the backside, which is generally good to get a nice realisticly deforming topology. But it seems like you are taking it a bit too far and actually forgot about the skin and the bodyfat /images/graemlins/tongue.gif
Sectaurs
12-01-2005, 03:02 PM
Screwing around and made a little time-lapse.
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/upsidown_01.gif
hes still a WIP
_Shimmer
12-01-2005, 04:26 PM
well yeah, we did smokes some stuff and drank a lil bit, so yeaqh we had to add a penis.
Its like an unwritten rule /images/graemlins/laugh.gif
Glad you like it Peroginobingolingo!
[ QUOTE ]
Another one for school. Everything is on a 256^2
http://img516.imageshack.us/img516/2777/scifi4ua.jpg
[/ QUOTE ]
You do know that the SAS don't except women into the regiment, right?
Justin_Meisse
12-01-2005, 07:34 PM
My start on a town infested by Skaven (http://us.games-workshop.com/games/warhammer/skaven/terrain/infested_terrain/default.htm), might make a UT2004 map out of it /images/graemlins/smile.gif
http://www.artbyjustin.com/models/wip/roof01.jpg
MikeF
12-01-2005, 09:18 PM
Finally had some time to start a skin on this guy.
http://img.photobucket.com/albums/v338/Lexen/5db83967.jpg
CheapAlert
12-01-2005, 09:23 PM
working slowly on this guy again. deflated the muscles, tweaked the pecs and some other minor things.
http://www.planetgargoyle.com/models/arremer3d4.jpg
graves
12-01-2005, 09:32 PM
[ QUOTE ]
You do know that the SAS don't except women into the regiment, right?
[/ QUOTE ]
Doh! I didn't know that. Her being SAS isnt too important to the storyline so I could probably just change out the patch. Or I could crap out an excuse that they had a policy change in the future /images/graemlins/crazy.gif
Actually, If you were going for accuracy, the SAS dont wear the 'Who Dares Wins' insignia on their arms either. But no matter, it's a nice model! /images/graemlins/smile.gif
Striff
12-01-2005, 11:19 PM
Making a German 88mm Flak Cannon. Just started this morning :
http://www.guildmidnight.com/renders/german88/01thumb.jpg (http://www.guildmidnight.com/renders/german88/01.jpg)
http://www.guildmidnight.com/renders/german88/02thumb.jpg (http://www.guildmidnight.com/renders/german88/02.jpg)
[ QUOTE ]
Actually, If you were going for accuracy, the SAS dont wear the 'Who Dares Wins' insignia on their arms either. But no matter, it's a nice model! /images/graemlins/smile.gif
[/ QUOTE ]
Also, the first rule about SAS is, you do not talk about SAS
:P
EarthQuake
12-02-2005, 04:56 AM
Also, if you're going for accuracy... People arent made out of polygons painted in photoshop. They usually consist of large fleshy bits randomly placed in what i like to refer to as a "Meat Bag".
graves
12-02-2005, 08:55 AM
[ QUOTE ]
Also, if you're going for accuracy... People arent made out of polygons painted in photoshop. They usually consist of large fleshy bits randomly placed in what i like to refer to as a "Meat Bag".
[/ QUOTE ]
Not the SAS! THey really are made of polygons /images/graemlins/laugh.gif
hawken
12-02-2005, 11:04 AM
[ QUOTE ]
Also, if you're going for accuracy... People arent made out of polygons painted in photoshop. They usually consist of large fleshy bits randomly placed in what i like to refer to as a "Meat Bag".
[/ QUOTE ]
hes finally snapped
Johny
12-02-2005, 11:53 AM
i wanted to say somethinginspirational and contributing to this thread, but my brain just froze when i was about to say it...believe me...it was good....*ramble**ramble*
cgchat contest stuff
http://img.photobucket.com/albums/v235/losmm/Nazidude.jpg
ScoobyDoofus
12-02-2005, 02:05 PM
Wow! That is fantastic! Loads of character in that model!
Vitor
12-02-2005, 03:18 PM
Thx JKMakowka; but actually that was my aim, muscles modeling practise... I'll try to change it abit thou /images/graemlins/wink.gif
Johny
12-02-2005, 04:51 PM
los great character there !! nive meshflow, nice everything !!! i like the poly usage /images/graemlins/wink.gif
Mit Gas
12-03-2005, 06:03 AM
los, that's awesome. I love it. Reminds me a bit of Chris lee.
Here's something I did:
http://www.joust3d.com/MitGas/TSTeaser.mp4
(7,8MB, Quicktime required)
Crash
12-03-2005, 09:29 AM
Been working on this the past 2 days. Gun is just a placeholder and the shield still needs some work.
http://www.planetquake.com/polycount/cottages/crash/mech02_v006.jpg
Zcubed
12-03-2005, 09:50 AM
Woah, Mit Gas, that mod is looking VERY professional! I've already seen your terrific characters, but the entire presentation is really great. Sounds, voice acting, special effects! Keep it up and I might have to reinstall DoW! /images/graemlins/crazy.gif
rooster
12-03-2005, 10:07 AM
cool one crash, makes me nostalgic for that old robo-fighting game heavy gear
Neo_God
12-03-2005, 10:39 AM
I'm really digging that Los!
And Mit Gas, Fucking wow!
here's an update of the head with the re-arranged ear
http://img.photobucket.com/albums/v305/Neo_God/Head-new.jpg
Makkon
12-03-2005, 12:36 PM
Took Sectaurs's advice and made him a half mechanical Tap Dancer. I'm very tempted to do a demented version of Shirley Temple at this point.
http://photobucket.com/albums/v671/Makkon/th_classytroll5.jpg (http://img.photobucket.com/albums/v671/Makkon/classytroll5.jpg)
http://photobucket.com/albums/v671/Makkon/th_classytroll5details1.jpg (http://img.photobucket.com/albums/v671/Makkon/classytroll5details1.jpg)
http://photobucket.com/albums/v671/Makkon/th_classytroll5details2.jpg (http://img.photobucket.com/albums/v671/Makkon/classytroll5details2.jpg)
Empty
12-03-2005, 01:38 PM
Working on the normal map.
http://img.photobucket.com/albums/v651/matt22181/girlNormal4.jpg
This was first time working with zbrush, and I think im love.
shotgun
12-03-2005, 02:01 PM
makkonzzzzzz
looking ace!
i love those legs,
and his face,
and the construction of the waist.
not sure about the curvature of the arms,
maybe it's a bit too stylized?
when u close in your arm, it should fold directly towards the shoulder, in 90 degrees,
just like a simple hinge mechanism.. which is the elbow. his arm, if folded, would end up at his booby /images/graemlins/blush.gif
keep it up~~
perna
12-03-2005, 02:14 PM
crash, that rox a heap of cox
shotgun: after he afflicted a top hat, the surgeon recommended elbow rearchitecturing. PLZ, next time check up on the facts.
cholden
12-03-2005, 03:40 PM
bulldog boss for the monster for the kitty to battle, still very wip, especially the armor
http://chrisholden.net/bd04.jpg
close-up of the head
http://chrisholden.net/bd05.jpg
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