View Full Version : So what are you working on?
retleks
12-01-2006, 07:32 PM
http://beneoff.com/images/animal/ap02.jpg
MackXX
12-01-2006, 08:05 PM
^ holy wow
EarthQuake
12-01-2006, 08:41 PM
i think he needs a few more arms.
ElysiumGX
12-01-2006, 09:43 PM
holy crap! that is awesome work! High five!...er, twenty!
IronHawk
12-01-2006, 11:26 PM
http://home.mn.rr.com/ihworkshop/final%203.jpg
I did this for a contest over at Vizdepot but am going to convert a portion of the scene into a game model. I will be spending way more time on the textures but was unable to get that far before the deadline.
Turoid
12-02-2006, 01:51 AM
retleks, how long did you work on that? OMG
Hoyt3D
12-02-2006, 01:54 AM
Rota626: Looks good, but the fur on his legs look like bark too me....
retleks: Ahhhh!!! WTF is that thing?? Gonna have nightmares tonight. =(
Sweet sculpting tho. Love the legs and the detail on the hoves/feet.
blacksmithx
12-02-2006, 03:28 AM
retleks: holy crap!
fatlady: you gotta make it seagal now, you gotta! FYI, I saw Seagal in concert (yeah you heard me) back in June. And he wasn't bad!!! I swear!
rooster
12-02-2006, 07:50 AM
nice ironhawk, however I find myself looking a lot more at the cliff than the lighthouse /images/graemlins/smile.gif. perhaps the composition doesn't bring attention to it strongly, but then its a very nice cliff
Mr Ray
12-02-2006, 08:07 AM
mvelasquez, nice Dante model, forearms need some texture love tho =D
http://img.photobucket.com/albums/v297/Mr.Ray/face-1.jpg
ironbearxl
12-02-2006, 12:40 PM
Mr. Ray, her jawline looks like it could be scaled back a little.
Skinning this guy:
http://i84.photobucket.com/albums/k30/ironbearxl/jet_skin.jpg
Justin Meisse
12-02-2006, 01:10 PM
yay, I made a specular map, I'm catching up with tech!
http://www.artbyjustin.com/wip/warhammer/dwarfspecular.jpg
Ganemi
12-02-2006, 04:53 PM
What do you guys use to texture stuff? Corel Painter?
Kinda went the opposite on my plan for realism...but I sat up for 5 hours wonding how the hell I could make a damn pokemon look real..oh well, heres what I got so far.
http://img83.imageshack.us/img83/9360/sp3220061202184941og2.png
animeboyz
12-02-2006, 06:22 PM
I'm diggin' those eyes Enix, very glassy :-)
http://jakeart.com/compare.jpg
Bleah ... reduce... collapse edge .. merge vertice... FINALLY! 500!
Marisa
12-02-2006, 07:14 PM
OMG Enix, that rocks! I can see that being a good challenge.
Joao Sapiro
12-02-2006, 09:10 PM
hey enix i did a dodge and burn paintover if you dont mind of somethig that might give you some direction ? ( if you want i can remove it /images/graemlins/smile.gif ) add some colour variance, some slight reds\purples\blueishes , etc...bla..
http://img135.imageshack.us/img135/2980/paintoverov0.jpg
Oh not at all, very helpful. Every wrinkle I made on the face made it look like a shrivled fetus. So yea, any help is greatly appreciated /images/graemlins/tongue.gif.
http://img213.imageshack.us/img213/1481/sp3220061202233748fz0.png
Thats where I am as of now, but with that paintover, I definatly want to go back and wrinkle it up a bit.
hobodactyl
12-03-2006, 01:32 AM
Enix, looking good /images/graemlins/smile.gif I was never a big fan of Pokemon, but you're executing that very well. It will be cool to see it once you've dodged 'n burned /images/graemlins/wink.gif
Marshal Banana
12-03-2006, 12:47 PM
evil sword. I've posted it on two different forums asking for names, but no one is serious.
http://i93.photobucket.com/albums/l43/Marshal_banana/sword_energyx-1.jpg
I mean, why would I call it "Orgasmo"?
okkun
12-03-2006, 12:57 PM
more 2d sillyness. Perspective is jacked but hey I didn't know what it was I was painting until halfway through.
http://www.okkun.net/probesmall.jpg
LordScottish
12-03-2006, 02:02 PM
@Marshal Banana:
I like the pommel design a lot and I thing the overall proportions are quite good. But I would rethink the spikes in the ricasso area. Any sharp angle is a possible break point on a sword, which is why the transition from blade to tang is rounded on any usable sword. That's why spikes like this are not seen on realistic sword.
@okkun : That's very nice /images/graemlins/smile.gif
Marshal Banana
12-03-2006, 02:22 PM
[ QUOTE ]
@Marshal Banana:
I like the pommel design a lot and I thing the overall proportions are quite good. But I would rethink the spikes in the ricasso area. Any sharp angle is a possible break point on a sword, which is why the transition from blade to tang is rounded on any usable sword. That's why spikes like this are not seen on realistic sword.
[/ QUOTE ]
How's this?
http://i93.photobucket.com/albums/l43/Marshal_banana/newhilt.jpg
and a demon thing
http://i93.photobucket.com/albums/l43/Marshal_banana/demon3.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/demon.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/demon2.jpg
fmnoor
12-03-2006, 02:41 PM
You should try softening the edges on the sword blade bevel. It looks kinda weird with those hard edges right now
Marshal Banana
12-03-2006, 02:43 PM
Eh?
EricElwell
12-03-2006, 02:44 PM
okkun, I still think it's sweet. A little murky in some areas but not enough to really be a prob, very cool
Marshal Banana
12-03-2006, 03:21 PM
more work on its head
http://i93.photobucket.com/albums/l43/Marshal_banana/demonheadnew.jpg
fmnoor
12-03-2006, 03:22 PM
I mean these edges : http://img69.imageshack.us/my.php?image=newhiltsn0.jpg
But that would be a personal choice /images/graemlins/smile.gif
Vitor
12-03-2006, 05:26 PM
Very few time free. Just enought for some quick doodles.
http://img227.imageshack.us/img227/2738/head123dc5.jpg
http://img149.imageshack.us/img149/8494/ac02vu6.jpg
... need to change subject...
guillom
12-03-2006, 05:33 PM
i don't post so much here so , here it is , a new piece of work /images/graemlins/smirk.gif
http://idata.over-blog.com/0/12/47/13/wip/p06.jpg
Pedro Amorim
12-03-2006, 06:39 PM
PENELOPE!!!!!!!!!!!!!!!!
perna
12-03-2006, 06:55 PM
okkun, I like it
larolaro
12-03-2006, 10:04 PM
Fuck i hate my brain, it just doesnt agree with the technicalness of 3D.
But i can paint well....honest..
Heres a model i'm working on atm, ignore the blatent lameness.
If you can help me it would be appreciated!
http://img147.imageshack.us/img147/3461/lamewa7.gif
foreverendering
12-03-2006, 11:08 PM
w00tage for UVs
http://www.jeremygritton.com/wip/tekUV.jpg
Textures / reworked sculpt on the way when I can get to them!
larolaro
12-03-2006, 11:17 PM
15min speedypaint,
http://img213.imageshack.us/img213/4808/picpv0.jpg
Emil Mujanovic
12-03-2006, 11:18 PM
Dang you have an awesome style RobG.
-caseyjones
foreverendering
12-03-2006, 11:25 PM
RobG;
Your model is off to a good start - I think you need concentrate on her a bit more from the side to get the curvature of the spine. Also, her chin might be coming forward to much so I would check the profile of her face.
It's hard to tell for sure without a side shot
larolaro
12-03-2006, 11:26 PM
Why thanks!
Although i don't really see it.
larolaro
12-03-2006, 11:27 PM
Foreverendering - Thanks, i'll look into that, im really finding this stuff hard yipes.
foreverendering
12-03-2006, 11:31 PM
Whats funny is that for me, I find drawing 10x harder than modeling /images/graemlins/smile.gif
Obviously you can draw and have a good eye, so I would just recommend evaluating your model from every angle. If something isn't looking right, then viewing that area from above, below, to the side etc might reveal to you the problem.
ScoobyDoofus
12-04-2006, 12:53 AM
http://www.ryan-jackson.net/images/head_mudboxed.jpg
Some progress on my Post-Apoc character...
Marisa
12-04-2006, 03:32 AM
This is a DS scene I just finished up. This scene has the same specs as the DS beach contest that we previously had.
http://marisa3d.com/ForumPics/aquarium.jpg
http://marisa3d.com/ForumPics/aquariumWire.jpg
CheeseOnToast
12-04-2006, 03:56 AM
ForeverRendering, you'll need to change your name to "Forever UV mapping". That's some very clean UVs man. Did you use a pelt mapper for this?
http://img.photobucket.com/albums/v332/Jacoh/FemaleHeadQuick.jpg
I plan on using this for a normal map, but I'm resisting taking the normal Zbrush/mudbox route.
Turoid
12-04-2006, 02:50 PM
Nice lines jaco, I like his eyes.
Hoyt3D
12-04-2006, 03:57 PM
ScoobyDoofus: Wow! That's just too sweet!
PeteJ
12-04-2006, 04:14 PM
i like the scene marissa, my only point to make is your 2 male siamese fighting fish would teat each other apart /images/graemlins/smile.gif
and nice head Jaco
aesir
12-04-2006, 06:27 PM
little 2000 poly normal mapped doodle.
http://img.photobucket.com/albums/v223/aeson/stickmanthing.jpg
that's awesome jaco, begging to be expanded into a full character
Joshua Stubbles
12-04-2006, 07:12 PM
Damn scoob - that's looking tight, man.
Marisa
12-04-2006, 07:19 PM
PeteJ: darn, I was hoping nobody would notice that the mesh was originally a betta, I guess I should go in and have them fighting or just make them goldfish. My foul plan failed lol
Pseudo
12-04-2006, 09:50 PM
Saw the NS job posting and thought I'd make a skater, though he's slowly turning into a snowboarder. It's winter, I can't help it.
http://www.joshmast.com/random/snow2.jpg
animeboyz
12-04-2006, 10:27 PM
Model and texture for a low poly art test.
http://www.jakeart.com/nadal/smallTexture.jpg
Finished Texture
http://www.jakeart.com/nadal/timetorig.jpg
Now I have to rig and animate the sucker.
foreverending >_< I wish I could unwrap UVs that well.... Even on a 500 poly model I still manage to fudge SOMEthing up >_< like this guys shoes :-\
coldwolf
12-04-2006, 11:11 PM
Texturing my jet! I used modo's paint tools for this camo job. i'm painting the normal map and everything else in PS though.
http://img.photobucket.com/albums/v364/coldwolf/mig29_paint.jpg
Emil Mujanovic
12-05-2006, 12:02 AM
Loving the lo-poly action animeboyz, good luck with the art test.
-caseyjones
Neo_God
12-05-2006, 02:28 AM
Same old Same old from me I suppose. Exagerated Gorey desaturated bodies.
Just some map props. Nothing special. I spent a day on each of them. The base body is about 1500.
Of a body eaten by zombies
http://flesh-machine.com/Dwork/NMRIH/corpse/Disemboweled.jpg
http://flesh-machine.com/Dwork/NMRIH/corpse/Disemboweled2.jpg
A guy who took his own life with a shotgun after being bit (A nod to System Shock 2 in a way)
http://flesh-machine.com/Dwork/NMRIH/corpse/Shotgun1.jpg
http://flesh-machine.com/Dwork/NMRIH/corpse/Shotgun2.jpg
Slaught
12-05-2006, 02:31 AM
Haha awesome! /images/graemlins/laugh.gif
xysdf
12-05-2006, 04:28 AM
Pseudo: yea, he is definately somewhere between a skater and a boarder; guess some describing words will be a skater who just arrived at his winter spot who is thinking about his next day powder action with some expected snowfalls at about right time of the day. +great texture work
osman
12-05-2006, 12:15 PM
http://www.imgplaza.com/uploads/d57300a79d.png
http://img.photobucket.com/albums/v332/Jacoh/FemaleBikerS.jpg
Thanks Ferg! And ofcourse, it will soon become... A Biker Girl!
zOffTy
12-05-2006, 03:59 PM
Sillage// Nävis
just mod
Ref (http://zofftygalerie3d.free.fr/wip/ref_navis.jpg)
http://zofftygalerie3d.free.fr/wip/rendu_04.jpg
ironbearxl
12-05-2006, 04:01 PM
skins:
http://i84.photobucket.com/albums/k30/ironbearxl/skins_1.jpg
More done on mewtwo.
http://img373.imageshack.us/img373/825/sp3220061205200243fz5.png
Thanks again for the drawover Johny /images/graemlins/laugh.gif.
Marshal Banana
12-05-2006, 06:19 PM
added a spiral decoration to the handle
http://i93.photobucket.com/albums/l43/Marshal_banana/Swordjfjhfh.jpg
greenj2
12-05-2006, 09:28 PM
Those zombies are looking mighty fine Neo_God. I like the idea of the guy who split his skull with a shotgun blast prior to zombification.
tacit math
12-05-2006, 09:38 PM
he needs pants
:
http://orderindebris.exorsus.net/images/goatBoy_WIP_3.gif
ironbearxl
12-05-2006, 11:02 PM
aww, very cute tacit math. /images/graemlins/smile.gif
http://img.photobucket.com/albums/v332/Jacoh/BikerGirl.jpg
Biker girl.
MightyPea
12-06-2006, 02:55 AM
Hey Ironbearxl, is that first picture Mole?
DerDude
12-06-2006, 06:14 AM
Just private stuff here, just for learning better mapping/texturing /images/graemlins/smile.gif
http://img507.imageshack.us/img507/7246/01kb0.th.jpg (http://img507.imageshack.us/my.php?image=01kb0.jpg)
http://img507.imageshack.us/img507/6766/02zo8.th.jpg (http://img507.imageshack.us/my.php?image=02zo8.jpg)
http://img214.imageshack.us/img214/7489/03ck4.th.jpg (http://img214.imageshack.us/my.php?image=03ck4.jpg)
http://img507.imageshack.us/img507/3497/04ot7.th.jpg (http://img507.imageshack.us/my.php?image=04ot7.jpg)
http://img92.imageshack.us/img92/1258/05vy0.th.jpg (http://img92.imageshack.us/my.php?image=05vy0.jpg)
http://img514.imageshack.us/img514/650/06mw0.th.jpg (http://img514.imageshack.us/my.php?image=06mw0.jpg)
osman
12-06-2006, 07:19 AM
small update, all texture created from scratch
http://www.imgplaza.com/uploads/a2e2a45f73.png
Cthogua
12-06-2006, 09:51 AM
Quick painting from yesterday...One of my uncles has Pancreatic cancer that has spread to a couple of places and things currently arn't looking to good for him. This piece was kind of inspired by his situation, and my thoughts about the frailty of our bodies versus the power of our minds.
http://www.darkergreen.com/forum/TheNew.jpg
noritsune
12-06-2006, 10:04 AM
it's a beautiful painting, cthogua
HandSandwich
12-06-2006, 11:17 AM
Looks cool, Oz. You should start a thread for it so we could get some better grabs/renders to check out. Awesome painting, Cthogua.
ironbearxl
12-06-2006, 11:25 AM
Mighty Pea, lol, I don't know who the mole is, but the mesh is from the cgchat aerial cup comp.
moose
12-06-2006, 12:18 PM
pimping in a pimping thread in pimping and previews! ...
EQ says: TIME PARADOX
osman
12-06-2006, 02:15 PM
Ok, if i keep updating this ill create a thread for it. I started modelling again after a couple of months, so i decided to do a small room just to get into it again.
Anyways, last image before i start another environment.
http://www.imgplaza.com/uploads/e064633ef6.png
larolaro
12-06-2006, 03:17 PM
Just some texture-test crap.
http://img529.imageshack.us/img529/5215/junk2wb9.jpg
Nearing completion on this, just want to decide on a level of contrast...
http://img475.imageshack.us/img475/7493/mwtorender2ex0.jpg
nice enix. i think he needs softer shadows and more detail, but that's just my taste.
Jarrod1937
12-06-2006, 07:25 PM
[ QUOTE ]
nice enix. i think he needs softer shadows and more detail, but that's just my taste.
[/ QUOTE ]
i think it depends if he is going for a more cartoony look like mewtwo(sp?) was originally created in.
although my personal taste would also be more detail and more realistic shading.
HonkyPunch
12-06-2006, 09:29 PM
Holy shit, RobG, awesome fucking texturing. That's awesome.
Seriously.
larolaro
12-06-2006, 09:45 PM
Thanks man.
Just goofing around with texturing her lower half,
http://img169.imageshack.us/img169/5339/junk3tl9.jpg
Yea, I was originally going to go realistic, but I was clueless on how I would pull that off, so I stuck with the original cartoon design but added some semi realistic features. Anyway, I rigged it up, and got it ingame my favorite half-life mod, ESF. Heres a screen:
http://img165.imageshack.us/img165/8031/mewtwoingamebs8.jpg
ironbearxl
12-06-2006, 11:23 PM
That's sexy RobG, I think her panties need a little bow ribbon in the middle.
uk_resistant
12-07-2006, 03:38 AM
hey enix, could we see a wireframe and texture map please?
looks pretty good.
firestarter
12-07-2006, 04:28 AM
Really loving the raw painter textures RobG.
tacit math
12-07-2006, 05:05 AM
i'm more of a white cotton kind of guy myself. but yeah. diggin' the technique you're pushing RobG
.
MightyPea
12-07-2006, 08:09 AM
Glad to see you posting here as well, RobG, and even better to see your paintery style translate so well to 3d.
DerDude
12-07-2006, 11:13 AM
still workin´ on textures
http://img71.imageshack.us/img71/9413/07cc9.th.jpg (http://img71.imageshack.us/my.php?image=07cc9.jpg)
Biker Girl!
http://img.photobucket.com/albums/v332/Jacoh/Biker2.jpg
Various zbrush parts:
http://img.photobucket.com/albums/v332/Jacoh/AssBiker.jpg
Renaud Galand
12-07-2006, 03:05 PM
some fun during lunch time
http://www.guntharf.easynet.be/brol/monster.jpg
conte
12-07-2006, 04:06 PM
Renauld, that's very goood creature=)
zOffTy
12-07-2006, 04:30 PM
nice monster..
not easy for me /images/graemlins/frown.gif
http://zofftygalerie3d.free.fr/wip/zbrush_snap2.gif
rooster
12-07-2006, 05:03 PM
very cool renaud and robG
spitty
12-07-2006, 11:23 PM
here's a pic i'm drawing of visor. i'm going to try to model and texture him soon.
http://home.earthlink.net/~mrspit/images/2d/visor.jpg
D4V1DC
12-08-2006, 12:28 AM
Yea man that's good stuff spitty hope to see that sucker soon. Normal mapping him?
Ren G, cool head.
Jaco Progress is looking promising.
And RG, that's a neat unusual style of texturing I like how it works.
Vailias
12-08-2006, 03:35 AM
continuing a cgchat entry from the previous comp.
http://i36.photobucket.com/albums/e28/vailias/CG_Chat_comp35/Wrath_12-07-06.jpg
foreverendering
12-08-2006, 07:15 AM
Well even though I had just finished UVing the whole thing I decided to rework the model, here's where I am right now with a lot more updates coming (its still rough in a lot of areas)
http://www.jeremygritton.com/wip/test8.jpg
What's work without rework anyway, right?
Turoid
12-08-2006, 11:11 AM
Some eyeman!
http://img.photobucket.com/albums/v679/jopiedopie/eyeman2.jpg
Awesome Visor, spitty! Can't wait to see the model /images/graemlins/smile.gif
Nice work Foreverendering, cool style to the render too.
Inspired recently, I went back to work on these some more tonight. It was stuff I started eons ago before leaving you know who:
http://www.daz-art.com/craig.jpg
http://www.daz-art.com/judy.jpg
Just about ready for mudbox I think
Joao Sapiro
12-09-2006, 03:39 AM
niiiiiiice daz ! ibelieve her skin is wip no ? if not some more skintones would be better /images/graemlins/smile.gif also in the ears , looks gorgeous thou !
Great likenesses, Daz! Mesh on the Dame looks good too /images/graemlins/smile.gif
DemonPrincess
12-09-2006, 06:55 AM
I'm only skinning the Quake 3 models that I totally hate! With themes I totally hate! WTF lol. /images/graemlins/crazy.gif
It's starting to grow on me, though. It's almost kinda... cute? http://boards.polycount.net/images/icons/femme.gif
http://img.photobucket.com/albums/v19/wayuki/mormel_flat_wip01.jpg
http://img.photobucket.com/albums/v19/wayuki/mormel_wip01.jpg
----------
EDIT:
Here's some feedback on RobG's model:
Nice style, but I think her expression is pretty wide-eyed and freaky. I think it will look better if you make her pupils a bit larger and if you lower her upper eyelids so that they touch the top of the pupils. As for the mesh, I think you should bring out her forehead and eyebrow ridge slightly, make the eyesockets deeper and push back the jaw and mouth area a bit.
Paintover:
http://img.photobucket.com/albums/v19/wayuki/robg_example.jpg
steady
12-09-2006, 01:28 PM
spitty that visor is so hot right now /images/graemlins/blush.gifrgasm:
diZzyWalnut
12-09-2006, 03:47 PM
Hot stuff Daz !
arshlevon
12-09-2006, 04:01 PM
Daz, freaking awesome per usual..
time to make a new ear though! i have been looking at your stuff and it seems you made an ear a long time ago and you use the same one on all your models.(i could be wrong) i know they are a pain in ass to model, and its just a stupid ear, but it seems a little flat and not quite up to par with the rest of you modeling.. so when your not banging heather, or being such a cool guy model a new one..
Neo_God
12-09-2006, 10:44 PM
Some contract work.
It's Clint Eastwood, more specifically, his character from the Dollars trilogy. At least I think that's what they're called, I'm not a western buff.
http://img.photobucket.com/albums/v305/Neo_God/mwnn.jpg
Asmuel
12-09-2006, 10:55 PM
[ QUOTE ]
Daz, freaking awesome per usual..
time to make a new ear though! i have been looking at your stuff and it seems you made an ear a long time ago and you use the same one on all your models.(i could be wrong) i know they are a pain in ass to model, and its just a stupid ear, but it seems a little flat and not quite up to par with the rest of you modeling.. so when your not banging heather, or being such a cool guy model a new one..
[/ QUOTE ]
Hah I didnt notice that, I do the exact same thing, theyre fairly complex to model and nobody even notices the ears /images/graemlins/laugh.gif
Daz is my hero great likeness /images/graemlins/blush.gif
LordScottish
12-10-2006, 02:52 AM
Wow daz, great likeness. Looks really cool /images/graemlins/smile.gif
arshlevon
12-10-2006, 04:14 AM
[ QUOTE ]
and nobody even notices the ears /images/graemlins/laugh.gif
[/ QUOTE ]
ha! I do! your probably right.. but i swear for some reason its one of the first thing i look at..its probably some repressed childhood memory or something..
aniceto
12-10-2006, 04:48 AM
that's cute Renaud, I want one
ander
12-10-2006, 05:45 AM
From concept to model to basecolors - ~3 hours.
Click it! (http://www.hot.ee/avilaander/lightcargotransportshipwhole.jpg)
Anyway, the plan is to make a lowpoly scene of a spaceport. Ah, you know - ships, cranes, boxes and more boxes!
Nevermind the grey box, it's just a placeholder. I left out the engines at the sides, didn't fit.
Anyway, I have a problem with the texture, when I try to move the model or rotate it, the texture goes nuts and starts to jump around the model. Any ideas?
Click the "Perspective" in the viewport and select texture distortion. done
For some reason your model and concept looks so great but it's so simple... I love it
[ QUOTE ]
[ QUOTE ]
and nobody even notices the ears /images/graemlins/laugh.gif
[/ QUOTE ]
ha! I do! your probably right.. but i swear for some reason its one of the first thing i look at..its probably some repressed childhood memory or something..
[/ QUOTE ]
have you investigated the possibility of having an ear fetish ? /images/graemlins/laugh.gif
Miguelito
12-10-2006, 02:42 PM
The rebirth of the Release the heads thread!!
http://www.danielnoll3d.com/images/WIP/spacechick_10_12.jpg
thefatladysings
12-10-2006, 03:04 PM
http://i2.photobucket.com/albums/y38/skwuig/th_human_low.jpg (http://s2.photobucket.com/albums/y38/skwuig/?action=view&current=human_low.flv)
a basic human form I made during this weekend (I'm a slow modeller /images/graemlins/frown.gif )
here are the wires:
http://i2.photobucket.com/albums/y38/skwuig/basic_human.jpg
diZzyWalnut
12-10-2006, 05:28 PM
[ QUOTE ]
......a basic human form I made during this weekend (I'm a slow modeller /images/graemlins/frown.gif )....
[/ QUOTE ]
/images/graemlins/laugh.gif You are NOT only one ; me too . /images/graemlins/laugh.gif
obson
12-10-2006, 05:54 PM
http://obson.org/forums/behem.jpg
obson: what's another word for "freakin' wicked"?
Option
12-10-2006, 09:04 PM
Very nice Obson, kind of reminds me of an Iron Maiden from the Quake series.
Pseudo
12-10-2006, 11:00 PM
Since I haven't been riding yet this season, I spent more time on this guy.
http://www.joshmast.com/random/snow4.jpg
And yes, I know he doesn't have any hands.
shotgun
12-10-2006, 11:50 PM
obson thats serious sanfu
i just had to indulge, hope thats cool
http://webspace.ringling.edu/~eshoham/sgbehem.jpg
zenarion
12-11-2006, 12:54 AM
So ive decided to make a map I always wanted to play, for CSS:
de_metalgear. Terrorists have to blow up either a walking tank with nuclear capabilities, or a mainframe computer that is in the same facility. Tribute to Konami. Here's my own design, Metal Gear LEX:
http://img.photobucket.com/albums/v216/zenarion/Concept%20Art/metalgear.jpg
metal gear CS map... sounds pretty damn fun to me.
aniceto
12-11-2006, 02:37 AM
obson, that character kicks ASS!
just so you know...
bartollo
12-11-2006, 05:30 AM
[ QUOTE ]
metal gear CS map... sounds pretty damn fun to me.
[/ QUOTE ]
Yeah, agree, superb idea!! /images/graemlins/crazy.gif
obson
12-11-2006, 06:53 AM
thanks guys!
shotgun: awesome!
Makkon
12-11-2006, 09:07 AM
Now that souds like a freaking sweet idea. I'd play it!
Here's a little preliminatry concept before I indulge my childlike obsessions. I will NEVER grow up. Just some toph lovin, and following ghostrider's lead. /images/graemlins/laugh.gif
http://img.photobucket.com/albums/v671/Makkon/Toph.jpg
ander
12-11-2006, 11:07 AM
http://www.hot.ee/avilaander/hei.jpg
I have like NO idea what to do with the texture. Oh noes!
xysdf
12-11-2006, 11:14 AM
Pseudo: boarder looks great, board looks kinda... hmm maybe selfmade fingerboard. dont forget to check some boardshapes out. Broadest points are where the Tail and the Nose begin to bend. Thickness should be right in the middle, but the ends are thinner. Lenght should be from ground (with boots on) to somewhere around the chin ....and boarders will forgive you /images/graemlins/wink.gif
http://polyphobia.de/nonpublic/muddles/pirate05.jpg
well yeah i've got too much time... digital bust, based on a sculpture done by Andy Bergholtz
HandSandwich
12-11-2006, 12:30 PM
Awesome work, SEKNeox. How long does something like that take you?
hmm i dunno, i didn't count the hours but it wasn't much more then 8-10 hours
rooster
12-11-2006, 03:27 PM
sweet! loads of character, nice one
Joshua Stubbles
12-11-2006, 03:31 PM
Enix, that's funny man. I worked on ESF for quite some time when they first started. Back in the day I built most of their characters, and the interface, which they still use (yes, it's shitty).
Daz, awesome work man. Great likeness.
Jarrod1937
12-11-2006, 09:44 PM
a statue prop for my game (logic-illusion.com).
http://i28.photobucket.com/albums/c208/jarrod1937/statue2.jpg
Goober
12-11-2006, 10:21 PM
SEKNeox, would it be right to assume that is a Zbrush model? Holy crud that's nice man. Awesome work. Do you plan on giving it colors/texture or leaving it as a statuesque bust?
cholden
12-11-2006, 10:58 PM
env wip (swat4)
http://chrisholden.net/dm_02_02.jpg
noritsune
12-11-2006, 11:04 PM
looks cool there chris, fun lighting setup too. everything has a bit of a heavy-handed black outlined look though - is that intentional? I could easily see that fitting with the style of the game, if that's the case. hard to tell if there's a lot of black linework in the diffuse textures, or if it's coming from the normals.
cholden: mmm, very... gooey.
foreverendering
12-12-2006, 01:18 AM
just an update
http://www.jeremygritton.com/images/dec12.jpg
SEKNeox,
Amazing work! I love it
[ QUOTE ]
would it be right to assume that is a Zbrush model?
[/ QUOTE ]
no it's a mudbox model, but yeah it is mostly sculpted not modelled
[ QUOTE ]
Do you plan on giving it colors/texture or leaving it as a statuesque bust?
[/ QUOTE ]
i didn't plan anything so i leave him as he is /images/graemlins/smile.gif
@foreverrendering: nice work, but maybe a bit blurry? dunno i just prefer sharp edges ^^
thanks guys /images/graemlins/smile.gif
Rota626
12-12-2006, 04:14 AM
Wip time:
http://img01.picoodle.com/img/img01/6/12/12/f_priesti_daa6m_cd105b24.jpg
SEKNeox U rule, great stlyle!
"@foreverrendering: nice work, but maybe a bit blurry? dunno i just prefer sharp edges"
I second that, otherwise Great work.
Regards : Rota
cholden: is that environment melting? :0
cholden
12-12-2006, 07:41 AM
Thanks guy, I’m experimented with stylish techno-organic bits. Didn’t think much about it melting or moving when I made it, but I’ll take it as a healthy accident.
noritsune, sorry, my materials aren’t rendering right in SEd, and I totally forgot my fix after I went to bed. /images/graemlins/frown.gif
foreverendering, I’m forever loving it!
Jarrod1937
12-12-2006, 09:23 AM
yeah cholden, i also get the impression its melting, although i think it looks cool with the melting effect
foreverendering
12-12-2006, 09:53 AM
SEKNeox,
I'll keep working to tighten up those graphics /images/graemlins/smile.gif And hopefully, beat the boss of level three
Once I get the model nailed down I'll rework my UV's and begin texturing. For now, here's a playblast if anyone wants to check it out (takes to long to render until its final)
http://www.jeremygritton.com/images/workInProgress.avi
ander
12-12-2006, 11:26 AM
Hippies in the future!
http://www.hot.ee/avilaander/ohgodhippytransport.jpg
Remade my little texture. This is the second texture I have done in my life.
DemonPrincess
12-12-2006, 01:00 PM
Some more work done... This thing's back is painfully low-rez compared to the face, gah. http://boards.polycount.net/images/icons/poly137.gif
http://img.photobucket.com/albums/v19/wayuki/mormel_flat_wip02.jpg
http://img.photobucket.com/albums/v19/wayuki/mormel_wip02.jpg
nkoste
12-12-2006, 01:13 PM
Sweet DemonPrincess! This makes me want to dig out q3 models too /images/graemlins/smile.gif
DemonPrincess
12-12-2006, 01:20 PM
Thanks, nkoste! I'm really on an oldschool kick lately, hehe. I hope to skin all of the original Q3 models eventually. /images/graemlins/smile.gif
Justin Meisse
12-13-2006, 01:05 AM
Working on an art test, spent too much time fiddling with normal maps and specular maps today, I need to just work on the diffuse and worry about that stuff later. I had to call it a night when I started putting the spec from the bricks into the normal of the door, blargh!
http://www.artbyjustin.com/wip/day2.jpg
Turoid
12-13-2006, 05:30 AM
baby!
http://img.photobucket.com/albums/v679/jopiedopie/wip11.jpg
DemonPrincess
12-13-2006, 08:18 AM
@ Turoid: I think the nose (especially the bridge of the nose) is way too strong for a baby. In fact, the bridge of the nose is practically non-existant in babies and the nose should be tiny and upturned. I also think the eyesockets are too deep and the eyes too big. In general, I think the proportions you have are too adult-looking. I think the face should be smoother, rounder and puffier.
Maybe these will help with nailing baby proportions:
http://www.fineart.sk/index.php?s=80&cat=14
thefatladysings
12-13-2006, 03:10 PM
another model I'm working on
http://i2.photobucket.com/albums/y38/skwuig/zombie_bust.jpg
Emil Mujanovic
12-13-2006, 09:30 PM
That's looking very much like this:
http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=112035&page=0&fp art=3
It's a nice start to the sculpt, keep it up!
-caseyjones
ironbearxl
12-13-2006, 09:56 PM
http://i84.photobucket.com/albums/k30/ironbearxl/sag_skin_1.jpg
I optimized this guy and dropped him down to 5k polys. Now just finishing the skin.
poopinmymouth
12-13-2006, 11:54 PM
Dang so much nice new stuff in here!
SekNeox, that head is looking so ace. I wish you'd come up with the concept too, but it's cool anyway. I like how you did the hair, especially since it's watertight on the face mesh.
Daz, great job on Q and Bondo. I think Q's wrinkles could stand to have a bit more volume, especially the ones around her neck. They appear like tightness wrinkles right now, rather than looseness wrinkles from age.
Spitty, that Visor model is downright sexy! I love how you rendered it, very soft, almost like a childrens illustration.
Jaco, nice work on her face and jacket. I think the wrinkles could stand to be assymetrical, but it's looking good regardless.
http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)
Turoid
12-14-2006, 02:51 AM
fixed some proportions, better now demonprincess?
http://img.photobucket.com/albums/v679/jopiedopie/wip12.jpg
thefatladysings
12-14-2006, 03:22 AM
[ QUOTE ]
That's looking very much like this:
http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=112035&page=0&fp art=3
[/ QUOTE ]I know, I absolutely love that model so I got quite a bit of inspiration from it /images/graemlins/smile.gif
DemonPrincess
12-14-2006, 06:10 AM
@ Turoid: Yes, it's looking much more childlike now. I do think it's looking more like a 5-year old than a baby at this point, though.
Jarrod1937
12-14-2006, 08:29 AM
i agree with demon, the facial bone structure looks too fleshed out for a baby:
http://kleinmatic.typepad.com/photos/lula_0904/baby_bird.jpg
btw, thats a cute baby /images/graemlins/grin.gif
Matys
12-14-2006, 10:39 AM
hi everyone
this is my first post on polycount... when i first visited it i was overwhelmed by so many great works and artists here. im just beginning to learn coplexity of game art so i'm really hoping for any crits and comments on my work. i did it in my free time for a mini chalange at one of polish cg forums. rendered with scaneline. hope you like it. polycount is 5000 tris, colour map 1024/1024
and sorry for my crapy english :/
http://img126.imageshack.us/img126/8939/finalby1.jpg
Thanks poopinmymouth! Agreed on the symmetrical wrinkles, fixed.
http://img.photobucket.com/albums/v332/Jacoh/Bike2a.jpg
http://img.photobucket.com/albums/v332/Jacoh/BikerFinAL.jpg
8000 polies, is this acceptable for the average polycount for a main character in the average 360/PS3/PC title? Next up I have to clean the normal maps up bit, and I'll start a thread when I start texturing her. I'll post a wireframe then aswell.
noritsune
12-14-2006, 10:51 AM
Jaco, looks really super. is she going to have more extravagant hair than what you've modelled so far via alpha planes?
Thanks noritsune, I plan on using some alphas to add some stray hair and what not, but now that you mention it I might do something a bit more exciting with it.
thnom
12-14-2006, 11:18 AM
I'd give her a pony tail at least, Jaco. Otherwise AWESOME work
Thanks thnom, I've already given her a scorpion hair clip thing:
http://img.photobucket.com/albums/v332/Jacoh/ScorpHairTHing.jpg
I plan on doing more though.
Zcubed
12-14-2006, 01:29 PM
Great work, Jaco! It took me a few seconds to realize that I wasn't looking at the high-poly model.
Can't wait for the textures. /images/graemlins/grin.gif
EricElwell
12-14-2006, 04:26 PM
old skool diffuse texturing, taking screengrabs and writing a tut as I go..
http://www.thetextureguy.com/screenies/pogoLBO.jpg
I get the feeling that the tutorial will end up with a very angsty vibe, though. :-\
hobodactyl
12-14-2006, 06:57 PM
This is some dude I am working on:
http://uweb.txstate.edu/~is1010/dude.jpg
Makkon
12-14-2006, 08:25 PM
Pretty sick stuff thar, guys. Eric, I'm loving that robo, fantastic texture.
just some tree lovin. I've got some much better ones at home, this one was just at a friend's house. 20 minutes. 458 tris.
http://img.photobucket.com/albums/v671/Makkon/tree001.jpg
blacksmithx
12-14-2006, 09:23 PM
very nice tree.
Vailias
12-15-2006, 01:57 AM
I think I'm calling this done.
I now like maya's built in 3d paint tool. It works nicely for seam repair.
http://i36.photobucket.com/albums/e28/vailias/CG_Chat_comp35/Wrath_12-15-06.jpg
Joao Sapiro
12-15-2006, 03:37 AM
the skin texture seems very washed out , no skintones, etc, just seems that you were playing around with the dodge tool , same goes with trousers, has that bloby look of lightning /images/graemlins/frown.gif
Miguelito
12-15-2006, 12:30 PM
Almost done!
http://www.danielnoll3d.com/images/WIP/spacechick_15_12.jpg
ultra
12-15-2006, 12:56 PM
nice Miguelito, very cool!
Miguelito
12-15-2006, 01:12 PM
thx /images/graemlins/smile.gif
hobodactyl how many sit ups do I have to do to get a body like this /images/graemlins/wink.gif
Makkon
12-16-2006, 01:35 AM
Hot texture, Miguelito, I'm impressed with your skin tones.
Feel like I should learn proper highpoly techniques now... messing around with some quick stuff last night:
http://greveson.co.uk/wheel1.jpg
rooster
12-16-2006, 06:02 AM
hey, turned out nice man!
MightyPea
12-16-2006, 07:56 AM
http://pea.sparrowfall.com/zorm_head.png
i'm making a body for this guy, but i see now i uploaded the wrong screenshot for that. Have a look anyway, it's DeviantArt-ready:
http://pea.sparrowfall.com/zorm_fucked.png
In case anyone didnt know, I used to write graffiti when I was younger. I was never very good. I've picked it up again doing pieces on the legal walls in town.
My can control is crap still, but I'm getting better.
http://img112.imageshack.us/img112/872/picklemon2rn8.jpg
pickle monster.
http://img142.imageshack.us/img142/1401/robot1ra1.jpg
cute robot.
wait.. what else would pickles be used for? I thought they existed only to be personified and painted 5 feet tall.
Psyk0
12-16-2006, 11:10 AM
Picklez monsta! yeah!
Marshal Banana
12-16-2006, 12:20 PM
Here's I dai-katana i'm making
http://i93.photobucket.com/albums/l43/Marshal_banana/Dai-Katana02.jpghttp://i93.photobucket.com/albums/l43/Marshal_banana/Dai-Katana01.jpg
CheapAlert
12-16-2006, 02:43 PM
did you really have to put a FULL STOP between those two images?
anyway rocket
http://mancubus.net/~cheapy/oq/rocket.png
Marshal Banana
12-16-2006, 03:06 PM
[ QUOTE ]
did you really have to put a FULL STOP between those two images
[/ QUOTE ]
Who?
Option
12-16-2006, 03:42 PM
You could have put them side by side is what he's saying.
Nice MoP, and I love the street paint slum.
Marshal Banana
12-16-2006, 08:10 PM
Hellspikehttp://i93.photobucket.com/albums/l43/Marshal_banana/Hellspike.jpgThanatoshttp://i93.photobucket.com/albums/l43/Marshal_banana/thanatos.jpg Any ideas on how to texture them?
EricElwell
12-16-2006, 09:38 PM
sweet pickle.
JordanW
12-16-2006, 09:43 PM
Hey Mop that looks cool, one thing that stood out to me though is your bolts don't look very tight. They're kinda smooth and rounded off and it doesnt look like any sort of wrench could grab them to turn them. I thinkn the other elements look very nice though, how did you put the text on the surface?
Slipstream
12-16-2006, 09:44 PM
Guy I'm working on for practice. 4999 polygons
http://img.photobucket.com/albums/v416/temetry/d_sam.jpg
http://img.photobucket.com/albums/v416/temetry/d_sam_smooth.jpg
gavku
12-17-2006, 12:43 AM
http://img98.imageshack.us/img98/2485/piece02ui7.jpg (http://imageshack.us)
Turoid
12-17-2006, 02:20 AM
Thats a cool one slipstream
thefatladysings
12-17-2006, 04:55 AM
http://i2.photobucket.com/albums/y38/skwuig/dweil_render.jpg
5 minute modelling madness /images/graemlins/tongue.gif
tinman: here's the ref pic (http://data.primeportal.net/apc/andre_patschke/saladin/saladin_06_of_15.JPG), if you're referring to the bolts around the main hub I think I got them fairly accurate. I guess I could tighten up the edges a little.
The text was done by just using a text spline set to renderable, a Bend modifier to match the curvature of the tyre, and then a Path Deform (WSM) linking to a circular spline.
shape
12-17-2006, 07:17 AM
needs italian felt hat + ear + fixes
http://www.artbyshape.com/polycount/shape_mobster_wip1.jpg
i got mudbox! here are some inevitable brown heads - a dead alien from a cube and a dog from an older model meshsmoothed a couple of times
http://www.adventuresincommuting.com/muddy.jpg
Oleg Linkov
12-17-2006, 07:30 AM
[ QUOTE ]
Oleg Linkov: I really like the direction you're going in. Your execution is pretty nice, but as you said, it's obvious you didn't really have a design in mind. A few things that catch my eye :
1) The little whispy green rings are really cool, but they dont seem to be coming from anywhere. If there was some kind of emitting object on the little towers, it would make more sense. Like for example, if you just had one ring going around the very points of each column, it would make sense because there seems to be some kind of starting point. Even though it's fantasy and real physics mean nothing, it still needs to look like it makes sense in it's own context.
2: The part in the middle, the big tower, looks like it's going to fall over. Maybe widen out the base to a near-pyramid shape to make it look like it's really standing on something.
On top of that, I think your textures so far aren't really warranting two 512x512 maps. By looking at them, I would have guessed maybe 256.
Sorry for the long-winded crit. Keep going dude, I want to see where it goes. Good stuff.
[/ QUOTE ]
Thanks Slum. Took me a while to finish it, been busy with some other things. I thought about some sort of emitters myself, but i guess was a bit lazy to make them :P Anyway, there is final version. Textures now 256*256. Thanks for suggestions, it was helpful.
http://img138.imageshack.us/img138/3606/sentineltowerxd9.th.jpg (http://img138.imageshack.us/my.php?image=sentineltowerxd9.jpg)
awesome zbrushing/mudboxing, shape and kite!
shape
12-17-2006, 09:06 AM
ta mop that's actually mudbox too, I wanted to see how max handled the model (badly!). Fun how the high frequency details get all lost and look completely different to mudbox when lit.
firestarter
12-17-2006, 09:56 AM
Ahah, I really like that dog, nice kite /images/graemlins/smile.gif
Slipstream
12-17-2006, 10:07 AM
The stubble on that face is awesome. It does throws me a little that you have that much detail there though, but the wrinkles around the eye are kinda of mushy
thefatladysings
12-17-2006, 10:13 AM
another headbust
http://i2.photobucket.com/albums/y38/skwuig/headbust_wip2.jpg
ironbearxl
12-17-2006, 12:16 PM
wow, lots of good sculpting going on! The fatladysings, his bottom lip looks sort of pulled down, the bottom of his nostrils need defining, and his eyelids are puffy, but the style of it is looking good.
progress on sagat:
http://i84.photobucket.com/albums/k30/ironbearxl/sagat_skin_2.jpg
thefatladysings
12-17-2006, 12:20 PM
thanks /images/graemlins/smile.gif
I'm trying to do a head sculpt every two or three days to really get a feeling for the anatomy of the face /images/graemlins/smile.gif
anyone remembers this one?
http://polyphobia.de/nonpublic/NS/models/18_boy.jpg
we started modelling the first ship for the mod, based on these concepts:
http://www.stephanart.com/Minenleger.jpg
http://www.stephanart.com/minelayerback.jpg
http://www.stephanart.com/minelayerback3.jpg
and here the first models for the normalmaps:
http://nonpublic.gamereplays.de/wip/kioku/ship01.jpg
by kioku
http://nonpublic.gamereplays.de/wip/neox/schiff01/gun01.jpg
by me, smaller details like rivest (right word?) will be done in Photoshop
and here a first normalmap- and shadertest done by me with j.i. styles skinshader
http://nonpublic.gamereplays.de/wip/neox/schiff01/03.jpg
EarthQuake
12-17-2006, 01:27 PM
rivets are much better to do in highpoly, its easy as hell, all you have to do is place some isntances. And if you have uv stretching it will come out right, not the case with doing it in PS
well all the faces of the gun which will have rivets will work planar mapped, so i don't see a problem with texturestretching /images/graemlins/smile.gif, but if it doesn't work i still can go with instanced rivets, thanks /images/graemlins/smile.gif
shape
12-17-2006, 03:53 PM
really nice balloon so far.. as for the other model there are some nice details but keep in mind right angles won't work very well with a projection modifier. You might get some results due to cage distortion but there'll be a lot of misses. Tapering those small details in a little should help.
i'm not working with that stupid cage of max :P
never really got warm with it
if there are some areas that doesn work that good i can just detach these parts and bake them seperately and just photoshop it all together /images/graemlins/smile.gif
Refitted my old pilot geezer with a shiny new pressure suit for mudbox
http://www.adventuresincommuting.com/pilot.jpg
EricElwell
12-18-2006, 12:52 AM
dig it
Joshua Stubbles
12-18-2006, 09:01 AM
SEKNeox, that baloon is freakin' awesome /images/graemlins/smile.gif Can't wait to see it done.
Sir Gimp
12-18-2006, 09:33 AM
[ QUOTE ]
Refitted my old pilot geezer with a shiny new pressure suit for mudbox
[/ QUOTE ]
Cool the old geezer is back in action...
But I'd rather see the old arcanaloth turn into a dog of war /images/graemlins/grin.gif
sogun
12-18-2006, 11:55 AM
KDR_11k, dejawolf: Thank you guys for your help!
Updated topology in Mudbox and sculpted the subdermal armor. Specular mapped the body(1162), tank(638) and weapons(296x2) = 2392 poly. Spec, Normal and diffuse maps are 1024x1024. Modified lighting. Rendered everything again.
Model rotation
hi-res: http://hardwired.hu/upload/3DF2/TC2/TankCyborgHi.mpg
low-res: http://hardwired.hu/upload/3DF2/TC2/TankCyborgLow.mpg
http://hardwired.hu/upload/3DF2/TC2/cyback540.JPG
Topology update: 200K poly original body to 1.3M for detail
Rotation: http://hardwired.hu/upload/3DF2/TC2/HipolyCyborg.mpg
http://hardwired.hu/upload/3DF2/TC2/CyHi1.JPG
http://hardwired.hu/upload/3DF2/TC2/CyHi2.JPG
Subdermal plates paint + dark "bodice" for skinshader and normal map:
http://hardwired.hu/upload/3DF2/TC2/cyskin.JPG
Renders with new lighting:
http://hardwired.hu/upload/3DF2/TC2/cyfront_5.JPG
http://hardwired.hu/upload/3DF2/TC2/cyfront1.JPG
http://hardwired.hu/upload/3DF2/TC2/cyfront2.JPG
http://hardwired.hu/upload/3DF2/TC2/cyfront3.JPG
http://hardwired.hu/upload/3DF2/TC2/cyfront4.JPG
http://hardwired.hu/upload/3DF2/TC2/cyside.JPG
http://hardwired.hu/upload/3DF2/TC2/cyback.JPG
Spec maps for weapon, tank, body
http://hardwired.hu/upload/3DF2/TC2/speculars.JPG
http://hardwired.hu/upload/3DF2/TC2/weaspec.JPG
http://hardwired.hu/upload/3DF2/TC2/tankspec.JPG
http://hardwired.hu/upload/3DF2/TC2/cyspec.JPG
Proceeding with weaving in cybernetics and ripping up the flesh as suggested by KDR_11k, dejawolf.
zenarion
12-18-2006, 12:25 PM
A statue prop model, for a HL2 mod:
http://img.photobucket.com/albums/v216/zenarion/3d%20Models/2swords_render.jpg
Messing with different poses for now.
ironbearxl
12-18-2006, 12:56 PM
zenarion is the light coming from inside the mesh?
rawkstar
12-18-2006, 01:09 PM
sogun: cool model except for the head definitely do some practice head models in mud.
ultra
12-18-2006, 04:01 PM
ironbearxl : the texture goes very well, i like the way the muscles are turning out. But i think u could use some reds, i know its a WIP and sagat has a dark "yellow" skin tone, but i really think u can add some other colors.
SEKNeox: Crazy work, very very cool! One thing, i think the folds on the material in the top of the balloon dont work very well. I beleive the pressure of the ballon dont let to do so many folds.
low odor
12-18-2006, 05:53 PM
Some more streetfighter stuff....just fuckering around with the normals and some diffuse..all very wip
http://img.photobucket.com/albums/v186/andrewhunt/Zangief.jpg
Yeah is My Zangief redesign..some quick spec and lighting on the head
http://img.photobucket.com/albums/v186/andrewhunt/Zangief2.jpg
Marshal Banana
12-18-2006, 06:04 PM
Is that Zangeif?
ironbearxl
12-18-2006, 06:23 PM
Thanks ultra, I'll try out your suggestion. /images/graemlins/smile.gif
Slipstream
12-18-2006, 09:11 PM
max will cry /images/graemlins/frown.gif
http://img.photobucket.com/albums/v416/temetry/head_hi-1.jpg
messing around...
http://img.photobucket.com/albums/v242/pior_ubb/swooshwip_001.jpg
killingpeople
12-19-2006, 03:44 AM
someone's been studying prom's works, eh pior? am i close?
Haha actually not, it's mostly a consequence of Scott Robertson's videos :P And multires modifier!
shape
12-19-2006, 04:44 AM
cool vehicle pior, can't say I've ever been inspired by multires haha.
Almost done on this guy, I'm just gonna leave it at the high res.
http://www.artbyshape.com/polycount/shape_mobster_wip4.jpg
haha he's cool, but maybe that hat is a bit too big? dunno maybe its the form? something seems odd too me, can't say what it is.
here is a very early shot of the lowresmodel with normalmaps and texture, really early ^^
http://nonpublic.gamereplays.de/wip/neox/schiff01/gun02.jpg
aniceto
12-19-2006, 06:29 AM
straight out of f-zero, pior!
LordScottish
12-19-2006, 08:51 AM
The design is really cool neox! I'd be careful with the bright edges though, lots of people use it for metal effects, but it usualy looks very artificial if used all over the model. If the bright edge is supposed to be a highlight, then only use it on the edges facing upwards (I used it this way here: http://scotty.inri.ch/images/portfolio/bh3.jpg )
If it's supposed to be a more exposed area where the silver metal occurs under the scratched away layer, then you need a better readable and less blurry texture to make this clear. I hope it's understandable what I'm talking about /images/graemlins/smile.gif
yes i understand what you mean, and you're right but right now the texture is only a mix of some tilable metals with the normalmap overlayed and only a few edges extra highlighted, only the ones that show upwards have some extra highlights. The rest of the lighting is coming from the normalmaps and the 3 pointlights in the scene /images/graemlins/smile.gif
D4V1DC
12-19-2006, 09:24 AM
Hey
Nice design you got going on there pior, has an F-zero feel to it. More more!!!
JKMakowka
12-19-2006, 10:06 AM
Actually I would love to see a complete game done in that paintery/sketchy style of 3D Modeling /images/graemlins/smile.gif Someone should convince his boss now!!! /images/graemlins/laugh.gif
Edit: Pardon my ignorance but could you give me a link to those Scott Robertson's videos you are talking about? Or a quick tutorial/overview of your own how you made that model? Thx!
MRFlynn
12-19-2006, 01:22 PM
http://www.kflynn.co.uk/images/Mechanim3.jpg (http://www.kflynn.co.uk/images/Mechanim3.mov)
Trying to have 5 units made for an rts but spending most time on animations for obvious reasons /images/graemlins/laugh.gif but im gonna have to give mudbox an zbrush a go soon /images/graemlins/laugh.gif Do they work well with wacom tablet?
Working in XSI so far no units done fully but hopin for 1500 tri units with n-maps an textures to have animated sets ready, sigh.
thefatladysings
12-19-2006, 01:30 PM
[ QUOTE ]
Do they work well with wacom tablet?
[/ QUOTE ]mudbox or Zbrush + wacom = <3 /images/graemlins/blush.gif
EricElwell
12-19-2006, 01:42 PM
hah! flynn that's cool, that has a lot of character already for an RTS peice, keep hack'n away at it!
shape
12-19-2006, 02:42 PM
SEKNeox thanks yeah I think it was the brim, I switched the image in the last post with some changes.
finally i can start texturing and rigging
http://nonpublic.gamereplays.de/wip/neox/schiff01/gun03.jpg
@pior: fun car!
@flynn: show us some textures on this one /images/graemlins/laugh.gif
Joshua Stubbles
12-20-2006, 10:24 AM
Cool stuff, SEKNeox. My only beef with it, is that the normal map appears to be a waste. There's really no detail in the map, so it looks like there's no normal map at all. The only thing benefitting from it is the bolts, it seems.
Still nice /images/graemlins/smile.gif
you'll definitely see the difference when i turn the normalmap off /images/graemlins/wink.gif
and i planned to add more rivets and weldseams in photoshop, i see no sense in modelling such things /images/graemlins/wink.gif
Hey JKM here they are http://www.thegnomonworkshop.com/dvds/sro01.html
I'd highly recommend watching them, and actually following them on paper doing similar sketches than Robertson's on the fly. The man is very clear and calm which makes his videos far better than Feng Zhu's training material for instance. Then you can train doing dozens of sketches in a row till you finally have something you like...
Btw, the guy is pretty much set in stone when it comes to industrial concept art - 'swooshy' lines everywhere. But still, a very nice educative exercice.
As for the model I was just messing with a sphere in a mudbox, could be done in Z2, mudbox or Silo as far as i can tell. I do plan to use that very coarse mesh as a base to lay down proper splines very soon.
Hope it helps!
Joao Sapiro
12-20-2006, 06:34 PM
ok, had some rare free time for personal work , so i decided the hands on my models are shit and tried to make a better one . i made it in a way that i just remove some edges and is fine for subdivision in mudbox.
more stuff from me soon /images/graemlins/frown.gif
http://img2.freeimagehosting.net/uploads/th.9ebee0b5e9.gif (http://img2.freeimagehosting.net/image.php?9ebee0b5e9.gif)
Joao Sapiro
12-20-2006, 06:50 PM
oh and yeah also forgot this that i modeled AGES ago. Just added my new hands...
http://img2.freeimagehosting.net/uploads/41ce4ee9c9.jpg
Hey man, good likeness, i do think the boots are a little large, unless you are going for more exaggerated stylized proportions
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