View Full Version : So what are you working on?
Zcubed
03-09-2006, 09:00 PM
Texturing is frustrating /images/graemlins/mad.gif. I took a little break today and had some fun modeling this guy.
http://img52.imageshack.us/img52/7761/fattyfatfat1zs.jpg
I think I'll optimize him after the Dom War ends and use it as a texturing project.
Joseph Silverman
03-09-2006, 10:14 PM
[ QUOTE ]
Texturing is frustrating /images/graemlins/mad.gif.
[/ QUOTE ]
Yep. Trying to learn, tonight:
http://i2.tinypic.com/r1x54w.jpg
JordanW
03-09-2006, 11:09 PM
Working on my own version of Frankenstein /images/graemlins/shocked.gif /images/graemlins/shocked.gif /images/graemlins/shocked.gif
http://www.mutantspoon.com/temp/fank3d.jpg
Neo_God
03-10-2006, 01:43 AM
For my photoshop class, we're doing a matte painting project, and here's my work for it
I was trying to go for a cross between Caravaggio and Egon Schiele.
http://img.photobucket.com/albums/v305/Neo_God/Elegantwaltzofthedeadman.jpg
KDR_11k
03-10-2006, 05:01 AM
http://mitglied.lycos.de/KDR_11k/pics/pimp/shot00003.jpg
Her again. Except this time for Q4.
sinistergfx
03-10-2006, 06:42 AM
Holy shits tinman, he's looking great. Looks like you're really starting to get a hang on ZBrush. Really nice exagerated forms.
CheapAlert
03-11-2006, 12:08 AM
http://www.planetgargoyle.com/models/cutty.jpg
another one to add to my non-gargoyle model collection...
Zwebbie
03-11-2006, 09:02 AM
http://img462.imageshack.us/img462/4756/verywipconscript3oz.png
Something about it is just totally, proportionally wrong, and he looks way too static, but what should I do to fix that?
Manic
03-11-2006, 09:23 AM
Texture WIP, Chantelle, a pregnant chav...
http://homepage.ntlworld.com/bellevueroas/WIPtex2.jpg
Joseph Silverman
03-11-2006, 09:29 AM
[ QUOTE ]
what should I do to fix that?
[/ QUOTE ]
Check is proportions to reference, and curve his spine a bit?
JKMakowka
03-11-2006, 09:55 AM
[ QUOTE ]
another one to add to my non-gargoyle model collection...
[/ QUOTE ]
Yay for non gargoye models /images/graemlins/smile.gif
But his head looks a bit too round.
CheapAlert
03-11-2006, 01:02 PM
it's meant to be that way
ElysiumGX
03-11-2006, 02:30 PM
cheap: you funny guy you
Etienne
03-11-2006, 02:46 PM
I didn't think CUTman was that buffy...
LOL
Etienne
odium
03-12-2006, 04:49 AM
ATM I'm working on Misc Models for our new Q2E engine based game called "OverDose". http://www.quake2evolved.com/overdose So in between new engine tests with high poly terrain and blending i'm making misc models for the map with local maps and specular.
I'll post a few shots here in diffuse lit only, and the rest can be viewed and downloaded here: http://www.quake2evolved.com/blurforum/s...p;threadid=2518 (http://www.quake2evolved.com/blurforum/showthread.php?s=947dd3aba3199a63e52ecf5beb4cbb97& threadid=2518)
http://www.quake2evolved.com/overdose/downloads/mapmodels/od_fern.jpg
http://www.quake2evolved.com/overdose/downloads/mapmodels/od_rolacola3.jpg
http://www.quake2evolved.com/overdose/downloads/mapmodels/od_barrel2.jpg
http://www.quake2evolved.com/overdose/downloads/mapmodels/od_concreteblock.jpg
http://www.quake2evolved.com/overdose/downloads/mapmodels/od_woodencrate2.jpg
Crate Texture (Click for high res):
http://www.quake2evolved.com/odium/woodencrate2_d_small.jpg (http://www.quake2evolved.com/odium/woodencrate2_d.jpg)
Like I said, I have done more and they are on the site above but progress is slow as its only me really doing anything ATM. /images/graemlins/frown.gif
Zcubed
03-12-2006, 08:24 AM
Good stuff Odium, I didn't know people still modded with tech as old as Q2. Is there any reason that you guys haven't switched over to Q4 or UT2K4?
Optimized and unwrapped to use for some texturing practice...
http://img224.imageshack.us/img224/5627/ogresdk2hw.jpg
I don't think I'll be able to get started on him until next week; I've got too much work right now. I guess I could host it somewhere if anyone else is bored and wants to take a crack at it.
odium
03-12-2006, 09:36 AM
Zcubed: Yeah, Quake 2 is open Source and our engine ahs the features of D3/Q4 really anyways. Its per pixel lit, has support for MD5, materials, vertex fragment programs etc, plus we are adding our own physics engine soon as well, so its gonna be a question of do we want to make a mod, or a game. If we go with Q4 tech then it limits us /images/graemlins/frown.gif
Zcubed
03-12-2006, 09:58 AM
Ah, ok. I didn't realize you guys were making an entire game; that makes sense then. Nice work on the environmental stuff, and best of luck to your team. /images/graemlins/smile.gif
Corry Frydlewicz
03-12-2006, 02:32 PM
[ QUOTE ]
Something about it is just totally, proportionally wrong, and he looks way too static, but what should I do to fix that?
[/ QUOTE ]
Change the skirt to something that's less flat? Like pants with a sash around the side or something...
Fordy
03-13-2006, 01:56 AM
http://www.planetunreal.com/fordy/tmp_images/fantasyart-01.jpg
ironbearxl
03-13-2006, 03:39 AM
speed modeling this girl's head before I go to bed:
http://members.cox.net/ironbearxl/speed_girl.jpg
Manic
03-13-2006, 03:57 AM
continued chaviness...
http://homepage.ntlworld.com/bellevueroas/chanttexfinal.jpg
http://homepage.ntlworld.com/bellevueroas/wiresfinal.jpg
MAUL0r
03-14-2006, 01:09 AM
More of this guy....
http://sacland.submatrix.org/crap/DT2.jpg
Slaught
03-14-2006, 05:10 AM
Haha cool Zombie Maul0r! /images/graemlins/laugh.gif
Started the this a long time ago...maybe i can finally finish it now.
http://i4.photobucket.com/albums/y106/Dropkick60606/March06/lrapwip002.jpg
aniceto
03-14-2006, 06:30 AM
just another zbrush/normal map test
http://i32.photobucket.com/albums/d3/shika01/22c5e704.jpg
Marine
03-14-2006, 11:22 AM
http://www.planetquake.com/polycount/cottages/marine/zbrushstupidity.jpg
need to fix eyes and smoothen out some of the features, makes him look old-manish currently
aesir
03-14-2006, 11:50 AM
Thats a really hard face to model marine. Good luck on getting the proportions down. Whats most off right imo is that the jaw isnt strong enough. Right now its coming in toward the face from the ear, but it should jut out more like in the picture. The brow also might need to be a tad bit higher. The mouth should be closer to the nose I think. And the chin has harder angles in how it juts out. And your neck looks a bit blobby...
Still, a nice start. Keep it up
Joao Sapiro
03-14-2006, 12:27 PM
Blaarp ! texturing the full body ! if you guess who he is you get free candy !
http://img155.imageshack.us/img155/7191/ceeena2ox.jpg
swampbug
03-14-2006, 12:37 PM
manic.. is that supposed to be a pregnant teenage girl?
ScoobyDoofus
03-14-2006, 12:54 PM
Johny: Talk about improvement! Thats sharp work man! ....I have no idea who its supposed to be though.
His ears are a bit gigantic though, and a wee bit high up.
ebagg
03-14-2006, 01:42 PM
Johny, it's John Ceena (sp?) from WWE.
Corry Frydlewicz
03-14-2006, 01:48 PM
Just finished unwrapping and starter textured the armors.
The topic link is in my sig. /images/graemlins/tongue.gif
http://gh0st.scroff.us/Uploaded/Neza41_01_thumb.jpg (http://gh0st.scroff.us/Uploaded/Neza41_01.jpg)
adam crockett
03-14-2006, 03:14 PM
The first of six characters I'm making for a portfolio update. I'm Finally taking the initiative to work on things at home. His name is 'Smash'...for now.
http://www.adamcrockett.com/SmashShot.jpg
Manic
03-14-2006, 04:05 PM
swampbug... yeah, she's about 16!
HandSandwich
03-14-2006, 09:19 PM
Nice Zombie, Maulor. I like the pocket protector. Its shows that he's a professional in the detective field.
blacksmithx
03-14-2006, 10:48 PM
Snake guy is coming along.
http://www.hxndesigns.com/polycount/snakeman3.jpg
Weiser_Cain
03-14-2006, 11:14 PM
I've seen enter the dragon over 600 times
cholden
03-14-2006, 11:22 PM
Nice Cena, Johny! Very recognizable.
donmario
03-15-2006, 06:35 AM
hi /images/graemlins/wink.gif
it's my last work, 3278 tris
http://img365.imageshack.us/img365/5237/0a2zh.jpg
hawken
03-15-2006, 07:08 AM
what your last ever!?
donmario
03-15-2006, 07:21 AM
last finished works /images/graemlins/smile.gif
http://img394.imageshack.us/img394/1513/88ys.jpg
http://img394.imageshack.us/img394/6633/71ko.jpg
http://img38.imageshack.us/img38/8140/132tk.jpg
http://img363.imageshack.us/img363/4317/79wv.jpg
JKMakowka
03-15-2006, 09:33 AM
Is that unfinished model with a normal map? Cause it looks like a lot more polys than those few you mentioned.
The girl is stunning donmario. Really nice work there. On both models the feet could use tweaking perhaps. Hers are very narrow in front ortho ( but perhaps you have a lot of fov ), and his have a sort of bulbous clown shoe thing going on. But good work.
Justin Meisse
03-15-2006, 07:09 PM
speed modeling! 1 hour
http://www.artbyjustin.com/models/speed/campfire.jpg
Justin Meisse
03-15-2006, 08:34 PM
another, didn't pay attention to time though
http://www.artbyjustin.com/models/speed/lantern01.jpg
Joseph Silverman
03-15-2006, 09:30 PM
A mess of mistakes and (beginner's) experimental topology:
http://i2.tinypic.com/rj06z8.jpg
The lips are a mess. /images/graemlins/frown.gif
adam crockett
03-16-2006, 02:21 AM
An update on Smash.
]http://www.adamcrockett.com/Smashshot2.jpg
http://www.adamcrockett.com/smash_orthos.jpg
ironbearxl
03-16-2006, 11:48 AM
looking good adam, the chest armor looks like it's a little high up on his chest though.
adam crockett
03-16-2006, 12:01 PM
Do you think so? I pictured it being almost like a plated corset. I wanted it just under his pecs. I suppose I could drop it down lower and see how that looks. How do you picture it looking?
Edit: now that I look at it again, I see what you are saying. In the drawing there is much more chest showing than on the model. Good call.
Justin Meisse
03-16-2006, 06:16 PM
modeled and uv'd in about 30 minutes, fiddled with the texture for about an hour
http://www.artbyjustin.com/models/speed/chop.jpg
adam crockett
03-17-2006, 01:46 AM
Worked on smash a bit more. Dropped the top of his armor down, straightened his legs out, attached his hands, sculpted the horns a bit. Comments welcome.
http://www.adamcrockett.com/smashshot3.jpg
I like this guy... my only crit is his chin is way too sharp. I'd suggest adding another loop
|
|_ <----so instead of this
|
\_ <----you have this
adam crockett
03-17-2006, 12:18 PM
Thanks Ferg
Yeah, I totally agree. I'd been eyeballing that, actually, but I was putting work into areas that needed things that were more drastic than that. I actually haven't put much work into his face yet, I still need to refine what little face is poking out of his helmet, with more edge loops around his mouth for deformation...and mouth interior, teeth, tounge, etc.
Gmanx
03-17-2006, 02:17 PM
My first real Blender subD model.
http://www.gmanx.com/album/sheds/Brute_01.jpg
http://www.gmanx.com/album/sheds/Brute_Blender.jpg
and the control cage wire.
http://www.gmanx.com/album/sheds/bruteWire.jpg
Based loosely on this cartoon concept.
http://www.gmanx.com/album/sheds/BruteConcept.jpg
ironbearxl
03-17-2006, 03:24 PM
awesome gmanx! Blender is my favorite modeler right now.
I dusted this old model off today, gonna work on the spec color map next to make it sparkle:
http://members.cox.net/ironbearxl/sylia_icee.jpg
Justin Meisse
03-17-2006, 06:20 PM
zdoodlin'
http://www.artbyjustin.com/models/zdoodle/ogre001.jpg
Neo_God
03-17-2006, 08:59 PM
Continued my zombie revamp, so far I've been making him pre-zombified
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Borisbody.jpg
to compare him to the old model
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Zombieundieshead.jpg
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Zombieundies1.jpg
Sectaurs
03-17-2006, 09:19 PM
big improvement. now kill him, and reanimate him!
Makkon
03-17-2006, 11:26 PM
Havn't been a while. Missed the PC general deadline...
I just have to say that Asian women can be very beautiful:
http://img.photobucket.com/albums/v671/Makkon/AsianFace.jpg
adam crockett
03-18-2006, 01:52 AM
I got rid of as many polygons as I could spare, while retaining a nice shape. What do you think? See any more I could get rid of?
http://www.adamcrockett.com/smashshot4b.jpg
hawken
03-18-2006, 11:26 AM
bleagh
http://dadako.com/forums/monekybike-characters.jpg
ScoobyDoofus
03-18-2006, 11:52 AM
Adam: I think maybe you've got your numbers reversed.
I'd say you could do without a few more polys on that gloved hand. The ring you've got going through the abdomen doesnt seem to be contributing much to the silhouette, but Im guess it'll be nice when it comes to animation/deformation.
Vitor
03-18-2006, 01:57 PM
Something i'm working for a free game:
http://img55.imageshack.us/img55/8956/zym036rz.jpg
CheapAlert
03-18-2006, 02:03 PM
i made a crappy railgun with skin to replace the horrible rail rifle in my project
http://www.planetgargoyle.com/openarena/oarail2.jpg
Thegodzero
03-18-2006, 02:33 PM
Very sexy Vitor!
Electro
03-18-2006, 05:13 PM
[ QUOTE ]
i made a crappy railgun with skin to replace the horrible rail rifle in my project
[/ QUOTE ]
Yeah it is crappy.
sevenfingers
03-18-2006, 06:06 PM
I call him, Mantula!
http://sevenfingerart.com/portfolio/Tiles%20and%20static%20sprites/penishead.gif
12 colours. Around 30 min or an hour of work.
http://sevenfingerart.com/portfolio/Animation/mentula_anim.gif
Humping action!
Weiser_Cain
03-18-2006, 07:46 PM
Looks like Darth Malak vitor.
CheapAlert
03-18-2006, 09:33 PM
another memorable game character finished.
http://www.planetgargoyle.com/models/omg.jpg
adam crockett
03-18-2006, 09:49 PM
[ QUOTE ]
Adam: I think maybe you've got your numbers reversed.
I'd say you could do without a few more polys on that gloved hand. The ring you've got going through the abdomen doesnt seem to be contributing much to the silhouette, but Im guess it'll be nice when it comes to animation/deformation.
[/ QUOTE ]
LOL, yeah they are reversed. I'd even caught it and fixed it in a new image, but forgot to update it! What can I say, it was late. Thanks for pointing it out though, I fixed it now.
Which ring are you talking about, the one going through his belly armor? I figured I'd need at least one edgeloop there for deformation, and it affects the silhouette more from the side. I'll look into the gloved hand next time I work on it, hopefully tonight. Thanks for commenting!
some great stuff ther donmario, you got a good likeness in the guy in the suit and the chick is hard to fault. perhaps her shoulders are a tad too bulky, but thats down to personal preference I suppose
Gmanx
03-19-2006, 02:37 PM
IronbearXL - Thanks, that model's looking sweet.
Vitor - nice work!
Trying to get the inner mouth modeled. I can't decide whether to separate the bottom jaw to make the job easier - then re-attach it later.
http://www.gmanx.com/album/sheds/teeth.jpg
LordScottish
03-19-2006, 04:34 PM
The Combine African Corps is the hardest unit to get in and one of the most venturous parts of the Combine Army. The environmental conditions in certain parts of Africa are too extreme for parts of the Combine technology, more simple and reliable weaponsystems are used instead. The population is heavily armed and poor. Many of the warlords reorganized themselfes to resist against the Combine rule. They're stiff-necked and incalculable fighters, especially when they're drugged with Khat. The CAC is the Combine answer to this threat to the progress of mankind.
http://scotty.inri.ch/images/cac.jpg
A reskin I did today. The credits go to valve, I just used plenty of overlays and repainted some shading and parts of the texture.
Neo_God
03-19-2006, 05:40 PM
pretty cool lordscottish, is this for a mod?
LordScottish
03-20-2006, 12:44 AM
Thanks Neo_God! I'd like to make a level about the resistance against the Combine in East Africa someday, but that's just daydreaming /images/graemlins/smile.gif
Valandar
03-20-2006, 04:13 AM
Got asked to help with a Dawn of War mod, specifically modelling and animating an Inquisitor. The concept was based on this guy:
http://www.figurinepainters.com/sezioni.php?action=content&idsezione=27&cat=3-showcase-eng
although I was told to remove the rifle, as he would not be using / needing it.
This is his current state:
http://valandar3d.fools3d.com/inq01front.jpg
He's sitting at 2773 tris, all told. Also, there will be no normal, spec, or bump map - DoW only accepts diffuse and Ambient maps. And then, some areas will be greyscale so they can be Team Colorable, specifically the breastplate and gloves.
dfacto
03-20-2006, 10:19 AM
Who wants some pie?
http://img.photobucket.com/albums/0903/dfacto/Mmmm_pie.jpg
116 tris
dfacto
03-20-2006, 09:04 PM
Ok, then who wants an ortho?
http://img.photobucket.com/albums/0903/dfacto/worker_7.jpg
rawkstar
03-20-2006, 10:39 PM
reminds me of the vault costumes from van burren (black isle's fo3)
Neo_God
03-20-2006, 11:03 PM
I still want to add some more minure detail to his clothes. Things like seams and what not.
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Body1.jpg
http://img.photobucket.com/albums/v305/Neo_God/Zombie/body2.jpg
http://img.photobucket.com/albums/v305/Neo_God/Zombie/body3.jpg
CheapAlert
03-21-2006, 12:12 AM
now those are some really broken toes. Straighten em up!
EarthQuake
03-21-2006, 02:08 AM
ahhhhh came across this old model and had to fix it up a bit, NOW FOR SLEEPS.
http://www.planetquake.com/polycount/cottages/crash/earthquake/newdevon02.jpg
Thegodzero
03-21-2006, 03:44 AM
neo he really needs to have a more sunken in eye soket and more darkness around the eye. He also needs viens all black and dead yet full. check out my huntress chicks chest for what i'm talking about.
Gmanx
03-21-2006, 06:23 AM
His pants are really shiny!? Save the spec for the goo!
Joao Sapiro
03-21-2006, 07:50 AM
neo_god, his texture is too crispy, tone it down a little /images/graemlins/wink.gif
dfacto
03-21-2006, 08:19 AM
[ QUOTE ]
reminds me of the vault costumes from van burren (black isle's fo3)
[/ QUOTE ]
Huh? Fallout 3? That doesn't exist yet though. :/
Neo_God
03-21-2006, 09:34 AM
Well cheap, I have seen feet where the toes are bent out like that, but maybe I'll be bend thim in a little.
TGZ, thanks, I'll add in some nice black veins, also I forgot to sink the eye in a little.
Gman, I think so too, the spec map was a quick job, just because I wanted to show something off.
Johny, the resons it's so crispy, is because I rendered it sans Anti-aliasing and the textures are not filtered.
Thanks for the comments!
poopinmymouth
03-21-2006, 12:49 PM
[ QUOTE ]
http://scotty.inri.ch/images/cac.jpg
[/ QUOTE ]
Someone copied my idea! and it was YOU!!!!!
http://www.poopinmymouth.com/images/poop.gif (http://www.poopinmymouth.com)
Modelled the base mesh for this guy this evening. Gonna take him into ZBrush tonight... aiming for realism.
http://ldaustinart.com/paul/high-head1.jpg
rawkstar
03-21-2006, 01:39 PM
dfacto: i meant Van Burren, the game that was in development at Black Isle and was supposed to be fallout 3, but got canceled before Bethesda acquired the rights to it. heres an early screenshot from that game ( http://www.nma-fallout.com/forum/album_page.php?pic_id=129 )
dfacto
03-21-2006, 01:52 PM
Wow, never heard of that Mr_Rockstar. I always thought it was something that had never seen the light of day, aside from that gasbot conceptart that made the rounds.
rawkstar
03-21-2006, 02:11 PM
yeah a bunch of screenshot got released they're all on that site.
Electro
03-21-2006, 03:44 PM
MoP you're a madman, keep it coming! can't wait to see how it turns out /images/graemlins/wink.gif
Renardin
03-21-2006, 04:05 PM
http://www.cncreborn.planetcnc.gamespy.com/forum/files/flamerwip_184.jpg
About to texture that weapon. I just added simple textures to separate the parts.
It's still for this mod:
http://moddb.com/images/cache/mods/63/631/gallery/water_37389.jpg Does someone know it? /images/graemlins/smile.gif
Neo_God
03-21-2006, 07:46 PM
Alright, here it is with Antialiasing, and texture filters turned on, I usually turn them off, because there are times when I like it to look gritty and raw, you know?. I tweaked him around a bit as well.
Oh yes, this model is also 2308 tris
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Boris1.jpg
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Boris2.jpg
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Boris3.jpg
http://img.photobucket.com/albums/v305/Neo_God/Zombie/Boris4.jpg
Not bad for half a night's work, I'd say:
http://ldaustinart.com/paul/3d/oldhead_01.jpg
Neo_God
03-21-2006, 11:00 PM
I'm really digging the subtle asymmetry, mop!
spacemonkey
03-21-2006, 11:47 PM
cool mop, the ears scream to me that they havent received much attention but the head is looking good! /images/graemlins/smile.gif
odium
03-22-2006, 01:19 AM
Amazing mop, simply amazing.
DarthRevanII
03-22-2006, 08:15 AM
http://i8.photobucket.com/albums/a32/SpartnII/e0c6d06a.jpg
Joao Sapiro
03-22-2006, 10:43 AM
very good looking mop , clean as usual /images/graemlins/wink.gif , did you use projection master ?
ScoobyDoofus
03-22-2006, 12:26 PM
Looks pretty great MoP!
I dont know if youre planning on revisiting this guy or doing any more work, but I'd say he could use a bit more medium frequency detail. You've got some fine wrinkles, skin bumpyness, etc. You've got the major forms...but seemingly missing the inbetween forms. The jaw looks a littl sharp for the head shape you've defined so far. I'd say go down to a low level of sub division and run an inflate tool along that jawline. The nostril interiors look a tad sharp as well...ears too!
Toomas
03-22-2006, 01:08 PM
MoP: i have to agree with Scoobs, right now it looks like you just threw a bump map on your hi res model.
And please if you revisit him do a proper ear.
Good calls Spacemonkey and Scoob, I was thinking the exact same thing myself. it seems to happen with a lot of the Zbrush stuff I do... I'll get a rough base sorted out, then immediately jump into the fine detail without spending long enough on the "in-between" stage. I'll go over him again to get more medium frequency detail in and sort out those ears.
Also might take a shot at texturing him realistically to see how believable I can get it.
OK, spent another hour or so just going over it, bringing out the forms a little more and adding some detail. He's even a bit more exaggerated than the photo refs I'm using... the real guy's face is actually pretty smooth for the most part. I've made him appear a little older and heavy-set here.
Here's the new version (compare with old one (http://ldaustinart.com/paul/3d/oldhead_01.jpg))
http://ldaustinart.com/paul/3d/old2head_01.jpg
I reckon if he was textured up properly now, he'd look pretty damn realistic.
Toomas: Can you give me some idea of what a "proper ear" looks like?
did a quick paintover MOP, hope you don't mind.
I just figured you needed to bring out the bone structure a little more.
http://img140.imageshack.us/img140/8208/paintover2ia.jpg
Good call Ruz, in fact you made me look at my refs again and I realised there's a whole host of things I've overlooked. I'll try to sort it all out tomorrow. Cheers! /images/graemlins/smile.gif
Thegodzero
03-23-2006, 12:59 AM
http://www.tgz3d.com/ZBTres.jpg
no prbs MOP. looking good overall anyway. nice surface detail
Toomas
03-23-2006, 01:11 AM
"Proper ear" looks like an ear not like something that looks somewhat like an ear.
The ear has specific anatomy just like all other part of the body. While its rather small its also rather complex so i guess most people think its not worth to invest a lot of time perfecting it. Thats why its usully the weakest part of most hi res head models.
I would reccomend getting lots of refs and invest some time to make a very good base ear that you can reuse with some tweaks on all your human heads.
http://www.ldaustinart.com/paul/3d/head_01.jpg
OK, I'm calling him done. Altered the cheekbone and cranium areas a little, did some work on the ears to make them look more natural.
Toomas
03-23-2006, 06:15 AM
The ears are much better, they have more volume and less awkwardly sharp edges.
And the pores on the tip of the nose bother me for some reason, it would look better with smooth skin there.
Valandar
03-23-2006, 07:33 AM
I actually disagree with the pores on the tip of the nose, Toomas, mainly because the tip of my own nose has quite prominant pores. /images/graemlins/smile.gif
lookin' cool MoP, although I still think the ears lack volume/fleshy feeling...hard to render tho, I know, but he would really benefit from this, the rest of the model is pretty damn cool
details on the lips are nice /images/graemlins/smile.gif
Paul, that's really damn nice. The pores look fine I think. If you're done you're done, but If you were to pick it up again I'd re-examine where the bottom of the nose in between the nostrils joins the face. In reality, that's actually a really complex connection and worth spending the time on If you can.
This is pretty comprehensive ref:
www.daz-art.com/mouthrotate.mov (http://www.daz-art.com/mouthrotate.mov)
ScoobyDoofus
03-23-2006, 03:35 PM
Daz always has the best refs...
JordanW
03-23-2006, 10:41 PM
more work on frankenguy
http://www.mutantspoon.com/temp/fank3d2.jpg
rawkstar
03-23-2006, 10:48 PM
lol NICE! hehe add more detail to the flesh it looks mostly blobby, especially the places where the inorganic stuff goes into the flesh. shaping up pretty cool!
Eh mop, that looks great. I think the brow looks too sharp, the skin looks very tight around that area. The bags under his eyes suggest his skin sags a bit. I may be too anal, but if I had to say one thing about the model that'd be it. Great work.
very awesome daz, thanks!
cheers for the crits guys, now i know what to look out for on my next head /images/graemlins/smile.gif
Here's a paintover:
http://www.polycount.com/cottages/souldesigns/head_01_mop.jpg
The eyes were the first thing that jumped out at me. The eybrow's distance relative to the eyeball is fairly fixed. So you have to have a trade off between showing more eyelids (a more youthful, femenine eye shape) versus showing more of the upper eye pouch. The more of that pouch you have the less of the upper eyelid you'll see because it droops down. Very common on older folks.
Also, keep in mind the round shape of the eyes and how the lids countour that shape. Your eyes felt really flat (could have been due to the lack of specular). But forcing the highlight towards the center of the eyelids gives it a much more round effect.
Another thing to consider is the thickness of the lids and to try and show the inside pink area. This'll really bring your eye structure to life and add that much more believability to your work.
Here's an example of what I'm talking about:
http://www.planetquake.com/polycount/cottages/souldesigns/painter_bs.jpg
Having some kind of eyelashes and having them cast shadows on the eyeball would really help, too.
The mouth area... be careful not to add a harsh line to seperate the lower lip from the face. The only thing that really distinguishes the outer corners of the lower lip from the face is the value change. The planar change that happens is more eviden in the center... where you get an upside-down U type of shadow being cast.
You got the corners of the lips pretty good.
The nose is kind of tricky... specially around the nostril area. It's kind of hard to describe in text, so try and look up reference. Try and look at what's going on in the shadow areas under the nose.
The best way to think of it is to not have the nostril cut into and stop at the upper mouth. Have it swoop on top and continut towards the center of the noise. Try and get the plane betwem the upper mouth and the very bottom of the nostril.
It also helps to just paint in the black of the nostrils... it's always kind of goofy when light reflects back up into the nostrils in 3d renders.
Hope that helps.
OK, I retract my earlier "self-propelled rotating arse in space" comment, SouL /images/graemlins/laugh.gif
Thanks for those pointers. I agree with the majority of them, however what you said about the lower lip harsh edge I'm gonna have to disagree with. Some people have them, some don't - the photo ref I'm working from shows a distinct hard edge highlight over where the value changes from chin to lower lip (take a look at this ref image (http://free-textures.got3d.com/natural/free-character-references/free-character-texture-references-man-1/images/free-character-texture-references-man-102.jpg)) - I maybe made it too pronounced, yes, but I don't think it needs to be smoothed out quite as much as you think.
Good call on the eyelids and definition/height of the eyebrow line, I compared with my refs again and realised I mustn't have been paying much attention to that area.
I think the appearance of the eye seeming flat is just like you said a specular and lighting issue, since I built the lids over the sphere of the eye and the eyelid shape on the model extends to the limits shown on the reference. Possibly I made him a little too squinting, which is hiding the spherical shape a little.
Cheers for the paintover and crits though, good help! /images/graemlins/smile.gif
Ooh good call on that ref. Mine are pretty soft. Almost femenine.
It's a good head... just missing some elements that make it more complete, I guess.
Joseph Silverman
03-24-2006, 07:54 PM
http://i1.tinypic.com/s5bkfs.jpg
Fairly pathetic attempt at working out high poly male arms.
Also, too small for the body.
rawkstar
03-24-2006, 10:12 PM
very early, just been messing with it today.
http://www.t3h-v.com/WIP/cb_wip2.jpg
swampbug
03-24-2006, 10:21 PM
After I remove the icepack, I use a deep
pore-cleanser lotion. In the shower, I use a
water-activated gel cleanser, then a honey-almond body
scrub, and on the face an exfoliating gel scrub. :P
am I right?
nice Rockstar.
rawkstar
03-24-2006, 10:24 PM
yeah there is an idea, some kind of abstraction, but there is no real me.
Lee3dee
03-24-2006, 10:40 PM
Rockstar he looks like christian bale from batman begins.
[ QUOTE ]
Rockstar he looks like christian bale from batman begins.
[/ QUOTE ]
Erm yeah, as mentioned above!
Too gaunt for batman begins though. The model is recognisable, but I don't think I'd have got it without the profile shot (which is pretty spot on). The front and 3/4 view seems off. Not quite sure how yet. Looks good though mate. Definitely recognisable.
Bryan Cavett
03-25-2006, 09:52 AM
Nice rockstar. Looks like him
Can anyone recongnize this guy? Probably not as recognizable as yours though rockstar.
http://www.bryancavett.com/misc/german01.jpg
Don't recognise the guy, but the model looks cool, Bryan. Zbrush, yeah?
Rockstar: Yours is recognisable but somehow looks like your War General too /images/graemlins/tongue.gif
Valandar
03-25-2006, 10:04 AM
Colonel Klink?
Justin Meisse
03-25-2006, 10:36 AM
[ QUOTE ]
Nice rockstar. Looks like him
Can anyone recongnize this guy? Probably not as recognizable as yours though rockstar.
[/ QUOTE ]
It looks a little like Heinrich Himmler
Bryan Cavett
03-25-2006, 11:29 AM
You are correct Justin.
Mop: Its only a little zbrush.
I had some crappy pictures to work off of... and they were from different ages. I was worried he didnt look like him.
JKMakowka
03-25-2006, 01:46 PM
The skull on his hat gave it kinda away /images/graemlins/smile.gif
Fordy
03-25-2006, 02:00 PM
For a texture comp hand painted in Photoshop and ZBrush 2, 512 x 512 Tileable horizontally only.
http://www.planetunreal.com/fordy/portfolio/artwork/oldstonewall.jpg
JKMakowka
03-25-2006, 05:56 PM
Looks cool, but what kind of material is it supposed to be?
Lizard skin?
http://img104.imageshack.us/img104/9467/xmbref4ah.jpg
Suprore ,I made you a real quick paintover.
Joseph Silverman
03-25-2006, 06:50 PM
You're not invited for tea, man. /images/graemlins/frown.gif
http://i2.tinypic.com/saw94i.gif
JordanW
03-26-2006, 01:26 AM
still crankin'
http://www.mutantspoon.com/temp/fank3d3.jpg
Fordy
03-26-2006, 02:56 AM
[ QUOTE ]
Looks cool, but what kind of material is it supposed to be?
Lizard skin?
[/ QUOTE ]
/images/graemlins/ooo.gif err, almost, supposed to be an ancient wall /images/graemlins/crazy.gif
sinistergfx
03-26-2006, 08:49 AM
fordy: Looks decent, but -really- flat. You could have some of bricks sticking out or be recessed and have some shadow casting in there. Vary the brightness and color values of the bricks, right now it just looks like one solid piece with grout carved into it.
tinman: Looking pretty hot. He's positively repulsive. I'm still undecided on his face... It just seems to lack character for me. You using that intersection technique we talked about yesterday, or did you figure something else out?
Fordy
03-26-2006, 11:59 AM
Cheers for the crits Sinister, I knew there was something missing (just wasnt sure what!):)
http://www.planetunreal.com/fordy/portfolio/artwork/oldstonewall1.jpg
Vitor
03-26-2006, 12:09 PM
Some head modeling pratise. Not finished thou:
http://img529.imageshack.us/img529/2273/headb4mt.jpg
Valandar
03-26-2006, 01:23 PM
Vitor: Looks like a young'en. But isn't the nose too high up on the face? I thought the bottom of the nose was 2/3 the distance between the line of the center of the eyes and the line of the mouth...
Suprore, thats coming along niceely man
killingpeople
03-27-2006, 12:25 AM
very nice work in this thread lately
KDR_11k
03-27-2006, 01:47 AM
[ QUOTE ]
very nice work in this thread lately
[/ QUOTE ]
Indeed. Time to drag down ze durchschnitt!
http://mitglied.lycos.de/KDR_11k/pics/pimp/01.jpg
Thegodzero
03-27-2006, 01:49 AM
http://www.tgz3d.com/ZBTres4.jpg
ironbearxl
03-27-2006, 02:31 AM
look familiar?:
http://members.cox.net/ironbearxl/actor_1.jpg
KDR_11k
03-27-2006, 03:04 AM
It looks like you're not properly mirroring it, did you put the subsurf modifier before the mirror?
ironbearxl
03-27-2006, 03:07 AM
oops, thank KDR. I put the subsurf under the mirror and that fixed it /images/graemlins/smile.gif
HonkyPunch
03-27-2006, 05:41 AM
Tinman, I love that thing.
SO repulsive, yet huggable at the same time.
(if you wanted to get crushed, o'course.
JKMakowka
03-27-2006, 06:49 AM
[ QUOTE ]
look familiar?:
http://members.cox.net/ironbearxl/actor_1.jpg
[/ QUOTE ]
Can't tell who he is, but the mesh looks really good so far!
Mind showing wires?
ironbearxl
03-27-2006, 10:03 AM
wires: http://members.cox.net/ironbearxl/actor_wire.jpg
donmario
03-27-2006, 01:28 PM
small update /images/graemlins/smile.gif, here is wip http://www.max3d.pl/forum/showthread.php?t=24320
http://img230.imageshack.us/img230/8241/f134kg.jpg
steady
03-27-2006, 03:31 PM
hey donmario that looks great! any chance we could see a wire shot, and a side view? Christopher Walken definitely needs his own video game!
Joao Sapiro
03-27-2006, 04:57 PM
Doodad ! very W.I.P...y !
http://img69.imageshack.us/img69/3396/gezu5gd.gif
he just wants a backwards floating hug
Valandar
03-27-2006, 05:13 PM
Ironbearxl: Is that Peter Weller?
shincartoon
03-27-2006, 07:30 PM
Enter the dragon /images/graemlins/smile.gif
http://img454.imageshack.us/img454/92/bruce9wj.jpg
ironbearxl
03-27-2006, 08:06 PM
Haha it's supposed to look like John Travolta, maybe he looks too aged?
Vitor
03-28-2006, 12:30 AM
Looks great johny, but i'm not ver fan of that old-japanse-alike shoe... reminds me those crazy costumes from japanese rpgs anyways /images/graemlins/laugh.gif
notman
03-28-2006, 06:43 AM
I can see Travolta now that you stated his name. I think the lack of completed eyes fooled me. It does resemble him really well though.
Valandar
03-28-2006, 09:18 AM
I SWEAR he still looks like Peter Weller... Watch the initial scenes of Robocop to see what I mean. :P
notman
03-28-2006, 10:07 AM
It's probably the chin making you thing that. They both have the same clef(sp?) in it.
hawken
03-28-2006, 10:39 AM
[ QUOTE ]
look familiar?:
http://members.cox.net/ironbearxl/actor_1.jpg
[/ QUOTE ]
robocop?
Valandar
03-28-2006, 07:01 PM
It's the eyes, too... especially with the unfinished eye making them look really pale, like Weller's.
I can see Travolta, too, but more of the 'Be Cool' era Travolta, when he was a bit heavier and had his hair slicked back.
Xenobond
03-28-2006, 08:01 PM
That chin totally screams Danial Craig.
ironbearxl
03-28-2006, 11:10 PM
The reference I used was the 'be cool' era Travolta lol.
ewooz
03-29-2006, 02:07 AM
http://home.online.no/~bjo.joh/scania2_thumb.jpg (http://home.online.no/~bjo.joh/scania2.jpg)
http://home.online.no/~bjo.joh/scania1_thumb.jpg (http://home.online.no/~bjo.joh/scania1.jpg)
Remaining still is the texturing of the wagon and a Leopard 2 tank on top of the wagon. That's all coming up.
aniceto
03-29-2006, 06:50 AM
working on a self-portrait /images/graemlins/smile.gif
http://i32.photobucket.com/albums/d3/shika01/assfacewip.jpg
ander
03-29-2006, 10:39 AM
Lo! This is my first post, with a model. :P
Aniceto, you look mean. /images/graemlins/laugh.gif
Anyway, this is my first texture you might say. I have tried texturing before and I have failed. I have a plan to finish this. Normally I can't even finish small stuff. Let's hope this gets done! /images/graemlins/laugh.gif
http://img141.imageshack.us/img141/2019/tanktank0xb.jpg
steady
03-29-2006, 02:13 PM
yay and0rrr
lookin kewl haha old school greyscale method
rawkstar
03-29-2006, 06:17 PM
so i did an old guy
http://www.t3h-v.com/folio/oldman1.jpg
[ QUOTE ]
so i did an old guy
[/ QUOTE ]
I bet you both loved it.
Seriously though that's pretty nice. I feel that the crease at the top of the upper lip is too hard and sharp though, older people really have softer, more "bloated" features like that, nothing really stays sharp but the wrinkles /images/graemlins/smile.gif
also maybe the neck could have more droopy hanging skin, that always looks cool.
in general it looks nice though /images/graemlins/wink.gif
Mop: that upper lip crease is called a filltrum(philtrum also a possible spelling).
Anciento:
looks like this model. Use it as a reference.
http://www.guntharf.easynet.be/brol/head_gourou_final_render.jpg
No, I wasn't talking about the philtrum, I was talking about the actual line over the whole of the top of the upper lip, running from corner to corner.
Zcubed
03-29-2006, 07:03 PM
I hath revived the amphibious knight!
http://img86.imageshack.us/img86/1161/nostalgia9dv.jpg
Cool stuff, Rockstar.
nealb4me
03-29-2006, 08:33 PM
Nice Scania ewooz. I think the front fenders are too deep on top though and the headlights are a little too far back.
pic (http://www.truck-traders.net/foto's/trucks/scania/Scania%20113-360%2090%20avg.JPG)
Whats it for anyways?
ironbearxl
03-30-2006, 01:03 AM
cool zcubed are you gonna put him into zbrush?
more travolta, before zbrush pass:
http://members.cox.net/ironbearxl/actor_2.jpg
arshlevon
03-30-2006, 01:43 AM
cool rockstar, but yeah he dosent look very old, he looks like
a young guy with wrinkles. old people generally have little to no lips, almost like a puckered sphincter below there nose, and everying should be a little saggy like the skin is drooping off the bones. great job on the execution none the less, your stuff keeps getting cleaner and cleaner.
ewooz
03-30-2006, 02:08 AM
Thanks for pointing that out nealb4me. I think the headlights look ok, check this image (http://home.online.no/~bjo.joh/scania_tank.jpg) out. And as you can see I still have to fix an higher edge where the windscreen starts, as you can see from the image.
It is for a truck simulator. You're actually sitting in a real truck with large screens both in front and for the back view.
a normal mapped head
http://img.photobucket.com/albums/v332/Jacoh/Head_1.jpg
Playing with the deco brush:
http://img.photobucket.com/albums/v332/Jacoh/Deco-Brush1.jpg
Renaud Galand
03-30-2006, 12:35 PM
CMB : I don't know if my model is a good base for his very low poly head (very different shapes etc), but of course, feel free to use it aniceto !
Rockstar : Very nice mesh indeed ! I'm not very found of the upper lip's Wrinkles. It looks like they are'nt follwing any face muscles of something, maybe it's just me.
rockstar thats really looking great so far. I disagree on the lips, seems that more of a stylistic thing.
love the surface detail
Yeah, that's one of the best uses of ZB for hair that I've seen! Nice work Jaco /images/graemlins/smile.gif
Justin Meisse
03-30-2006, 08:11 PM
How to look productive when you're actually not trick #1:
pimp something old that you haven't pimped
http://www.artbyjustin.com/models/noshead.gif
Striff
03-31-2006, 11:49 PM
Been taking this one slow....been learning a ton about Maya and Photoshop..hope to get it finished this week or next.
http://www.guildmidnight.com/renders/d-day/01.jpg
EarthQuake
04-01-2006, 02:53 AM
bit more zbrushing in the little free time i have these days....
http://www.planetquake.com/polycount/cottages/crash/earthquake/newdevon04.jpg
ander
04-01-2006, 03:35 AM
http://img160.imageshack.us/img160/8881/tanktank26cq.jpg
Had some more free time. /images/graemlins/smile.gif
The barrel will get changed, its very sucky right now.
KDR_11k
04-01-2006, 04:14 AM
EQ: The face is too far forward.
dfacto
04-01-2006, 06:11 AM
EQ, pretty model, freaky anatomy.
Her face looks like it's trying to escape her head.
Thanks guys!I wouldn't mind doing a little tutorial if anyone is interested...
LordScottish
04-01-2006, 10:46 AM
I am interested Jaco /images/graemlins/smile.gif
rooster
04-01-2006, 10:50 AM
yeah ditto
Hehe, Dfacto and KDR_11k are right, her face is pretty far forward... cranium is too big.
Also her ears are kinda large and mannish, they should be smaller and more delicate... just a bit lumpy at the moment.
Keep it up.
Jaco: Please do! /images/graemlins/smile.gif
neolith
04-01-2006, 11:58 AM
I haven't posted in ages. Maybe because I haven't really modeled in ages.
Since I need some highpoly practice, I'm going to make me a little Warcraft nightelf:
http://img305.imageshack.us/img305/172/testrender013ku.jpg
Still very wip.
I'll get started right away then /images/graemlins/smile.gif
http://img.photobucket.com/albums/v332/Jacoh/Head_2.jpg
Toomas
04-01-2006, 01:17 PM
Jaco really great work, only that there is this rather sharp line, running parallel with the hair line in front of the head, that does not look realistic atall.
Vitor
04-01-2006, 02:32 PM
Great stuff being pimped latelly /images/graemlins/wink.gif Keep it up
Did some more work on this. I might try out some texturing with this one. Never really done textureing on highpoly models.
http://img311.imageshack.us/img311/8023/head2224nm.jpg
rooster
04-01-2006, 03:50 PM
just an idea
http://www.rooster13.plus.com/dude.jpg
EarthQuake
04-01-2006, 04:17 PM
dfacto: plz dont fear alien girl.
jaco: WHERE THE FUCK DID YOU COME FROM?
Jaco : great stuff, although the top front of the hair is not as natural as the sides (which really look cool), and the ears don't seem to be anatomically correct ( like too deep or something)
great stuff tho, looking forward for the tut /images/graemlins/smile.gif
Marine
04-01-2006, 06:16 PM
[ QUOTE ]
jaco: WHERE THE FUCK DID YOU COME FROM?
[/ QUOTE ]
we're not having the birds and the bees talk until you're older, eq.
your stuff's great, jaco, would like to see the tut too, and a finished piece as well /images/graemlins/smile.gif
Joao Sapiro
04-01-2006, 07:23 PM
jaco : great stuff going on there !
Vitor : that face looks Waay better now !
rooster
04-01-2006, 07:24 PM
practice:
http://www.rooster13.plus.com/steammodel.jpg
rooster
04-02-2006, 03:40 PM
erk the vert lighting gives him camel toe /images/graemlins/ooo.gif. must do something about that..
http://www.rooster13.plus.com/dude3.jpg
CheapAlert
04-02-2006, 05:11 PM
http://www.planetgargoyle.com/models/looowpistol.jpg
bored, im really making the "tiniest tc ever" for quake shooting for like half the specs quake itself has, for the sake of portability in autodownloads (since obtaining mods is the cause of quake disinterest imo)
http://www.ldaustinart.com/paul/3d/head2_01.jpg
Joao Sapiro
04-02-2006, 06:09 PM
/kills mop and steals talent
Zcubed
04-02-2006, 06:18 PM
That's pretty sweet, Mop. Did you tweak your last head, or were you crazy enough to build a new one from scratch? /images/graemlins/crazy.gif
Johny, are you still planning to release that video on face painting? I'd really like to see it. /images/graemlins/grin.gif
Oh, I built a new one from scratch. This one is still largely WIP. Some of the edge loops I'm not too happy with (got some issues in ZBrush), but it's going ok. I'll see what I can do about hair... I tried Jaco's method earlier tonight but wasn't having much luck, I think I just need to practise.
Hollowmind
04-02-2006, 07:53 PM
Nice MoP, looks like the guy from Law & Order: SVU. The one that's the head of the department.
Thegodzero
04-02-2006, 08:12 PM
http://www.tgz3d.com/GlaceDS.jpg had some fun with making glace in 3d to pass some time.
ironbearxl
04-02-2006, 08:28 PM
cool TGZ, is a sequel on the way?
jimiyo
04-02-2006, 10:03 PM
i dont post much. cause i dont do much. but heres something new...
http://www.jimiyo.com/2006/lion3de.jpg
Striff
04-02-2006, 10:47 PM
http://www.guildmidnight.com/renders/d-day/02.jpg
Got a little bit more done..doing it for my high school senior project.
I don't know if I'm really happy with the grass and the dirt texture, I'm trying to think of ways to break it up, but Maya isn't really made for this sort of stuff it seems!
Thegodzero
04-02-2006, 11:03 PM
/images/graemlins/grin.gif :looks around: maybe.... /images/graemlins/wink.gif
HandSandwich
04-02-2006, 11:09 PM
Pirate ship treehouse. Beginning of a new portfolio piece.
http://i24.photobucket.com/albums/c44/deadxiii/03.jpg
http://i24.photobucket.com/albums/c44/deadxiii/03Wire.jpg
hawken
04-03-2006, 03:09 AM
gor blimey guv, london init!
http://www.dadako.com/forums/all-revised.png
Toomas
04-03-2006, 06:00 AM
hawken you are sick.
Sa74n
04-03-2006, 08:34 AM
damn that rocks.. gotta luv pixel art.
Ninjas
04-03-2006, 08:41 AM
Hey Hawken, are you making a game with all that sweet art?
o0mg make a pixel b1ll dude! DO IT
really neat hawken /images/graemlins/smile.gif
holy attention to detail batman, that looks very immaculate hawken
LordScottish
04-03-2006, 09:52 AM
I'm looking forward to this AHotHandSandwich! Looks very promising so far.
Your pixelstuff is so neat hawken
I want that black car in the second-to-last pic. Now.
One question, does london's population consist of moustached, red specs wearing men? /images/graemlins/smile.gif
WIP, I know. I want the bicycle too.
diZzyWalnut
04-03-2006, 02:15 PM
since 2 months I didn't touch my PC cause I've moved in new flat ( bigger one - one room just for me and my PC /images/graemlins/laugh.gif).
So what am I working on at last time ?
3-4 week-ends I'm working on my kitchen and now I see what's the real 3D is ! /images/graemlins/mad.gif
http://www.miseryproduction.com/divers/real3d.jpg
...and anyway I've found a little bit time to take off a dust from my PC - Vincent Vega in W.I.P.
http://www.miseryproduction.com/divers/vincentvega_1.jpg
Joao Sapiro
04-03-2006, 02:33 PM
hawken you fucking rule pixel art ! so clean and beautifull ! have a beer /images/graemlins/wink.gif
aesir
04-03-2006, 07:07 PM
dizzy: that is sooo john travolta
Steakhouse
04-03-2006, 07:39 PM
Travolta? I was going to say Romero.
noritsune
04-03-2006, 08:07 PM
hey everyone -
first time posting on the polycount boards, but have been watching the fracas over the shoulder of my coworker for a few months now. Thought it would be fun to post a (very) wip pic of a setting I'm working on in the evenings:
http://www.scottduquette.com/rococo_room_01_004_th.jpg (http://www.scottduquette.com/rococo_room_01_004.jpg)
it's just starting to get off the ground, so it'd be great to hear any suggestions. just a handful of triangles, and a bunch of textures. rendered in mental ray... dont suppose anyone out there knows tricks to cut back on the mip-mapping? I'm just learning the mr ropes.
oliver
04-04-2006, 02:55 AM
[ QUOTE ]
since 2 months I didn't touch my PC cause I've moved in new flat ( bigger one - one room just for me and my PC /images/graemlins/laugh.gif).
So what am I working on at last time ?
3-4 week-ends I'm working on my kitchen and now I see what's the real 3D is ! /images/graemlins/mad.gif
[/ QUOTE ]
Your kitchen looks great, welcome to Castanet...
Anyway the head looks good /images/graemlins/wink.gif
diZzyWalnut
04-04-2006, 03:11 PM
[ QUOTE ]
dizzy: that is sooo john travolta
[/ QUOTE ]
I try the best (still learning),...thanks.
[ QUOTE ]
Travolta? I was going to say Romero.
[/ QUOTE ]
That's completly wrong my boy.
If You look closer - You should be to discover that's Nicole Kidman travesti as Vincent Vega (http://www.miseryproduction.com/divers/vincentvega_1.jpg) /images/graemlins/tongue.gif
HandSandwich
04-04-2006, 04:35 PM
Little update.
http://i24.photobucket.com/albums/c44/deadxiii/04.jpg
Also, I just redid my site, so if anyone wants to drop past and tell me what they think, it'd be great.
Ninjas
04-04-2006, 04:47 PM
Noritsune.
In MR under render settings, the quality of your render is on the left hand and says something like "samples" at the top, with two drop down boxes (I usually set these at 4/16 for a good still render). Now the one on the right side says "filter". Change it to "box", "zero". The removes texture blurriness completely.
noritsune
04-04-2006, 04:50 PM
thanks man. will be starting a new thread for that baroque scene once it's further along - check for results there. =)
XepptizZ
04-04-2006, 05:28 PM
lowPoly FTW
http://img294.imageshack.us/img294/4144/wip27ss.jpg
Sectaurs
04-04-2006, 07:18 PM
my viking for the latest CGchat comp.
I'm trying to go in a new direction... never really done the 'cartoony' stylization
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/Viking_02.jpg
Brilliant! There's a baby in there, right?
Ninjas
04-05-2006, 07:42 AM
That is cool Sectaurs. I think you have really pushed the cartooniness to the extreme and I like it!
[edit]
My wife says it looks cute too.
KDR_11k
04-05-2006, 08:07 AM
http://mitglied.lycos.de/KDR_11k/pics/pimp/render06.jpg
Getting there.
Sectaurs: The eyes look a bit creepy. Either remove the highlights or draw the eyes, a big black shiny thing usually looks very alien-like.
Sectaurs: Nice work, man! I dig how you've managed that one, the giant helmet and beard works really well. I agree with KDR though, those eyes are looking a tad creepy-alien at the moment /images/graemlins/smile.gif
KDR: Can't you post a shot showing the normal map at work? My eyes can't interpret red and green tangents, you see...
She's looking good though, seems to maybe be leaning forward a bit too much? Also I'd put an extra edge in around the knee area, where it goes up to the thigh is very obviously lowpoly and too sharp. Also the shape of the feet could be more accurate.
I like how the head, hair and hat is looking though - good work!
KDR_11k
04-05-2006, 09:51 AM
I'll see if that xNormals thing can render them because Blender can't. At least not properly. But first I have to satisfy the program's dependencies, IE 5.1 and .net 2.0. Man, I feel like I'm using Linux (except Linux can install dependencies automatically).
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