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View Full Version : So what are you working on?


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adam
01-30-2007, 10:54 PM
7000th reply!

Woo, feckin' AWESOME!

ironbearxl
01-30-2007, 11:45 PM
unfluffybunny - It looks like you used a whole lot of dodge and burn there. Without an imaginary light source, it generally looks flat.

These links should help you:
http://www.bobotheseal.com/Skinning_mini-tutorial_01.htm
http://www.horribledeath.com/hellboy_tut.htm
http://www.poopinmymouth.com/tutorial/tex_theory.htm
http://www.poopinmymouth.com/process/false_geometry/false_geometry.htm

Valandar
01-30-2007, 11:54 PM
Syn, have you tried making an AO map for that SDK? It can help a bit for defining areas, too.

Oops, not Syn, I meant Unfluffy bunny. Silly me, using your old nick from other forums... >:)

spinal
01-31-2007, 01:13 AM
naa, id rather do a few more tweaks before posting... /images/graemlins/frown.gif

mvelasquez
01-31-2007, 02:30 AM
20min sculpt in silo before bed.

http://www.mvelasquez.com/images/sculpt0002.jpg

zzz.

larolaro
01-31-2007, 05:07 AM
First lil try at mudbox, about 40min.

http://img263.imageshack.us/img263/4083/26ou4.jpg

unfluffybunny
01-31-2007, 06:57 AM
thanks for the advice steady and ironbearxl, guess I over-stylised @_@, trying to neaten as I go over this second pass, still alot to tidy up but the third pass wont be far off /images/graemlins/smile.gif
http://pro52.msshost.com/~unfluffy/images/ironmanstrip.jpg

oooh and Val, what kinda fool do you take me for? :P

Johny
01-31-2007, 07:46 AM
thats very dodgy n burny man /images/graemlins/frown.gif

Tumerboy
01-31-2007, 09:08 AM
seriously, I think all you'd have to do, is take whatever layer has all the dodgy burny stuff, and set it to be like 35-50%. It would probably look pretty good then. Then go back and make a new dodge/burn layer and only put the strong highlights & shadows in the extreme edges.

Makkon
01-31-2007, 10:28 AM
RobG, how do you mange to make a decent eye in mudbox? Every attempt of mine always ends up ugly and messy. Hot stuff, I love the nose.

unfluffybunny, It would also look better if you didn't shade with black and didn't highlight with white. Currently the shadows make him look like he's standing under a tree.

Xaltar
01-31-2007, 10:37 AM
Damn, over 7000 replies here /images/graemlins/blush.gif

A remodel of a character from vampire the masquerade Redemption, just the face so far. Texture is a huge WIP.

http://img62.imageshack.us/img62/5819/chrishedtl2.jpg

http://img402.imageshack.us/img402/8966/chrished2pf4.jpg

Giving hand painted textures a try, this is only the base layer atm using the origional character texture as reference so I keep the char looking like the origional as much as possible. Crits welcome as always. Oh and its a Diffuse only deal, the game engine is old lol

cyi
01-31-2007, 12:40 PM
RobG: That looks really great man, love the style. Here is my first attempt at a head in mudbox also...still trying to get used to the tools so I spent about 2 hours on this so far. I'm gonna go back in and add some more detail, especially to the ears which are just roughed out at the moment. Any advice as to the ear size and placement? Hopefully the next one will go more quickly.

http://mburbank.com/head01.jpg

katzeimsack
01-31-2007, 12:56 PM
[ QUOTE ]
RobG, how do you mange to make a decent eye in mudbox? Every attempt of mine always ends up ugly and messy. Hot stuff, I love the nose.

unfluffybunny, It would also look better if you didn't shade with black and didn't highlight with white. Currently the shadows make him look like he's standing under a tree.

[/ QUOTE ]
thats why I use mudbox. In zbrush you have to skulp the eyes, in mudbox you just import two spheres /images/graemlins/laugh.gif

Makkon
01-31-2007, 01:43 PM
But on rob's head you can see that he sculpted it. I want to do that, it would be so much less hassle.

$!nz
01-31-2007, 04:23 PM
less than an hour with arsh's baseman mesh, forget zbrush it came out alright but I cant work in it as fast as i can mudbox. My print screen button works only sometimes which is just great... Or i could have shown both. Oh well!

Mudding:
http://img481.imageshack.us/img481/4963/mudingbp4.jpg

rooster
01-31-2007, 05:01 PM
not sure what I was aiming for here.. just playing before things get serious I guess..
http://redprodukt.com/wp-content/uploads/2007/01/manp5.jpg

ironbearxl
01-31-2007, 05:07 PM
Swamp thing!

RazorBladder
01-31-2007, 05:14 PM
I have a feeling it may be gangrenous.

Marshal Banana
01-31-2007, 06:28 PM
texturing my Nightmare
http://i93.photobucket.com/albums/l43/Marshal_banana/n_progress13.jpg
closeup of helmet design
http://i93.photobucket.com/albums/l43/Marshal_banana/n_progress12.jpg

cyi
01-31-2007, 10:12 PM
Update to the face...about through with this one.
http://mburbank.com/head02.jpg

Empty
01-31-2007, 10:45 PM
Messing around with arsh's base. My friend and I tagged teamed it in about 30 minutes. No idea what it is... anorexic cow deamom with some fore arm popeye tumors... just a guess.

Spoon_of_death
02-01-2007, 06:00 AM
Inspired by tennis! Doesnt look as cool as his stuff tho /images/graemlins/grin.gif
http://www.tookie.nl/bobby/island2.gif
http://www.tookie.nl/bobby/island1.gif
64 Triangles + 64x64 texture

Tumerboy
02-01-2007, 06:38 AM
looks good spoon!

Por@szek
02-01-2007, 09:36 AM
Cool, i love this low stuff and this one is awesome.

rooster
02-01-2007, 02:40 PM
someone.. help! theres been an explosion in the pink and gold blobby crap factory!
http://redprodukt.com/wp-content/uploads/2007/02/manp6.jpg

Kovac
02-01-2007, 03:02 PM
[ QUOTE ]
someone.. help! theres been an explosion in the pink and gold blobby crap factory!

[/ QUOTE ]

OH GOD STEVE...WHAT HAVE THEY DONE TO YOU STEVE?!?!


WHYYYYYYYYYYYYY!!!!!!!!!

Por@szek
02-01-2007, 05:18 PM
Haha, at least u have balls in one color :P

jonnyhr
02-01-2007, 05:58 PM
Been a while since I've posted any work in this thread. And seeing its still going strong, I might as well post my latest little project. I'm trying to learn using 3DsMax properly, but then again I went out and bought polyBoost for this one, which probably helped me out a lot time-wise. Still have a few things to do like gloves, lases for the boots and dressing him from his waist to his knees.. as well as doing something more with his knees that is.

http://reemod.stygius.com/dontDelete/assasinRenderFront.jpg
http://reemod.stygius.com/dontDelete/assasinRenderBack.jpg

Por@szek
02-01-2007, 07:41 PM
Cool light, U will share the recipe?
Lol model either, or maybe should be , cool char ('cos it is cool, realy) and nice light, u will show the setup stuff.?
Rotfl. Just show it XD.

Marshal Banana
02-01-2007, 08:48 PM
Soul Edge Complete that I'm making
http://i93.photobucket.com/albums/l43/Marshal_banana/complete1.jpg

ironbearxl
02-01-2007, 09:52 PM
Spoon_of_death: Looks good to me. /images/graemlins/smile.gif
jonnyhr: Nice, thighs look bony in front view though.
Marshal Banana: Are you going to model the eyeball?

Marshal Banana
02-01-2007, 10:01 PM
Ironbearxl: This one is from Soul Calibur 3. It has teeth instead of an eye.

Tennis
02-02-2007, 04:59 AM
Spoon_of_death: looks very cool /images/graemlins/smile.gif

IronHawk
02-02-2007, 06:02 AM
looks good Jonnyhr. Will you be releasing the set on the vault when your done?

MightyPea
02-02-2007, 06:26 AM
[ QUOTE ]

and where do you stand in the .png versus .jpg war?

[/ QUOTE ]
Png is a lot more like gif than jpg, isn't it? It indedex colour, making it better fit for things with clear colour-separation, and not so much photographs. Png wins over gif most times, i feel. I always just try everything though, Photoshops 'Save for Web' is fantastic for that.
There's a comparison somewhere that shows png as being a better fit for things like gradients and such more, you should just google that some time.

[ QUOTE ]
Cool light, U will share the recipe?
Lol model either, or maybe should be , cool char ('cos it is cool, realy) and nice light, u will show the setup stuff.?
Rotfl. Just show it XD.

[/ QUOTE ]

wtf?
stop smoking anything you find lying next to the road, man.

Xaltar
02-02-2007, 07:48 AM
Some great work here guys /images/graemlins/smile.gif

Update

http://img349.imageshack.us/img349/1332/chrishedkv9.jpg

I think I'll call the face and hair done for now and move on to the body.

[edit]
http://img174.imageshack.us/img174/4375/chrishedyp1.jpg

The body UVs still need a lot of love but its getting there...

ultra
02-02-2007, 09:46 AM
jonnyhr: Great model! Btw nice site!

Xaltar
02-02-2007, 12:30 PM
http://img71.imageshack.us/img71/2479/christoffrk8.jpg

Still need to do the detail work on the textures and lower the trouser bottoms a bit...

TheArgyleKid
02-02-2007, 01:01 PM
Playin around with Arsh's base mesh a little.

http://i59.photobucket.com/albums/g315/biggafrica/bigguy2.jpg

rooster
02-02-2007, 01:03 PM
like it

Marshal Banana
02-02-2007, 01:33 PM
Soul Edge Complete
http://i93.photobucket.com/albums/l43/Marshal_banana/complete.jpg

Por@szek
02-02-2007, 02:22 PM
Spoon inspire my hardly so ...

http://img406.imageshack.us/img406/6954/treasureislandsb2.gif (http://imageshack.us)http://img106.imageshack.us/img106/2598/treasureislandcopybe3.jpg (http://imageshack.us)

64 tri, txt 32x32

SyaPed
02-02-2007, 03:37 PM
I can't finish this tool 'cuz I can't paint folds for shite /images/graemlins/frown.gif
http://img.photobucket.com/albums/v138/Syama/Krender1.jpg

Electro
02-02-2007, 05:57 PM
Yoshi! ... the one from the super mario world style.. not the more recent balloon rounded baby thing

No texture obviously just straight poly colours.
Inside the mouth is modelled also, with the tongue ready for some lickin'

http://www.users.on.net/~benromi/yoshi/yoshi.jpg


baby mario to come /images/graemlins/smile.gif

cyi
02-02-2007, 07:16 PM
Nice stuff everyone!
SyaPed: I like it a lot so far...you should at least try to finish. Check out some reference if you are unsure about painting folds.

Heres a model I posted earlier...still trying to wrap it up. Obviously there are still seams and I need to do a bit more work on the texture. I am still not too thrilled with the colors. 2400 tris and 512x512 texture.
http://mburbank.com/pattles_frontback.jpg

kat
02-02-2007, 09:06 PM
A test map in Quake 4, just working some stuff out. The FPS is actually closer to 60 but capture has a habit of 'dropping' the framerate when it takes shots. That's with a few shadow lights in place as well so it's not too bad for performance. heh.
http://www.quake3bits.com/images/maps/katq4dm4/shot00138_sml.jpg

rooster
02-02-2007, 09:59 PM
http://redprodukt.com/wp-content/uploads/2007/02/girl.jpg

Teclis
02-03-2007, 03:56 AM
A male head I am working on... c&c welcome
I'm going to fix the seams when I'm satisfied with the texture so far.
The Tricount is 1190 Tris so far

http://img130.imageshack.us/img130/7546/headtexturewipxe3.jpg (http://imageshack.us)

greets
Teclis

Turoid
02-03-2007, 05:01 AM
Electro thats awesome :P!

ultra
02-03-2007, 06:57 AM
SyaPed: Are you joking?

thefatladysings
02-03-2007, 10:15 AM
pretty much completed the mesh, going to start the texturing soon /images/graemlins/laugh.gif

http://i2.photobucket.com/albums/y38/skwuig/securityguard_wip11.jpg

http://i2.photobucket.com/albums/y38/skwuig/securityguard_wip12.jpg

and a turn-around:
http://i2.photobucket.com/albums/y38/skwuig/th_guard2.jpg (http://s2.photobucket.com/albums/y38/skwuig/?action=view&current=guard2.flv)

Xaltar
02-03-2007, 11:14 AM
K, unless I've made some glaring mistakes I'm calling this guy done, now on to rigging for the game engine. I actually managed to come in under my 3500 polly budget and still have all the detail I wanted /images/graemlins/smile.gif

http://img169.imageshack.us/img169/1447/chrisbodio0.jpg

Crits welcome.

Jarrod1937
02-03-2007, 11:31 AM
hey xaltar, getting a little nitpicky here, but in the second render to the right his right hand thumb looks too long. and if you're slightly under budget perhaps you could add in some detail to the bottom of his pant legs? they look too perfectly cylindrical to me.
again though, this is just me being nitpicky.

Xaltar
02-03-2007, 11:48 AM
Nitpick away /images/graemlins/smile.gif Thanks for the tips, I'll have a look and see what I can do /images/graemlins/smile.gif

Ooghijmiqtxxa
02-03-2007, 12:57 PM
It's a headstone and a book! I'm working on props for my mod.

http://img251.imageshack.us/img251/1774/graver2al.jpg

http://img168.imageshack.us/img168/8003/oog1el6.jpg

Davision3D
02-03-2007, 02:01 PM
Nice to see some Southern rise stuff in here, i expected your mod would be more in a comic style...but this realistic textures are very good /images/graemlins/smile.gif, keep it up!


This is a head i did tonight in Z-brush:
http://www.daxx-web.de/bilder/Hector.jpg

Tennis
02-03-2007, 03:03 PM
working on a mech at the moment, but i cant seem to get the legs right :/
http://www.kennethfejer.com/images/mech.gif

thefatladysings
02-03-2007, 03:28 PM
just make it a floating mech then /images/graemlins/wink.gif

so far it looks great /images/graemlins/smile.gif

Vitor
02-03-2007, 03:36 PM
Looking great as usual Tennis!

First free weekend after exams end, classes start monday once again. The worst is that i don't even have the files of the model i've working on here! Some rushed model just to practise some female modeling... didn't care about topology or polycounts or something, just wanted something fast and to learn some silhuet tricks /images/graemlins/laugh.gif

http://img111.imageshack.us/img111/7718/wip01qi1.jpg

cholden
02-03-2007, 03:37 PM
Modeled this out last night to get some over exaggerated ideas out. Likely won't go any further, just blowing off some steam. ~14000 triangles.

http://chrisholden.net/thewall02.jpg

free-willy
02-03-2007, 04:08 PM
Tennis:absolutely love your work,makes me want to try and have a go at very low poly work.
cholden:very impressive for just 'letting off steam',definetly deserves to be textured though.

rooster
02-03-2007, 04:12 PM
cool cholden! can I see a wire out of curiosity?

diZzyWalnut
02-03-2007, 04:52 PM
hot stuff cholden !

hawken
02-03-2007, 09:30 PM
[ QUOTE ]
working on a mech at the moment, but i cant seem to get the legs right :/
http://www.kennethfejer.com/images/mech.gif

[/ QUOTE ]

cool, looks like it would fit in well to a DS version of Virtua On

Valandar
02-03-2007, 11:10 PM
Something I've been working on for the Game-art.net challenge...

http://valandar3d.fools3d.com/ganAxe04.jpg

Jarrod1937
02-04-2007, 12:35 AM
I am working on my first attempt at a photoshop drawing, going for a sort of virtual pen and ink style. and in this time i have learned one thing.... drawing with a mouse sucks!!!
Its still a wip, however after i am finished drawing i am going to attempt to color it, give it some highlights, give it general shading, global lighting, and then give it some shadows. the scene is going to have a lit lantern added and will take place during night. as said, its still a wip and obviously the back is not complete yet.

http://i28.photobucket.com/albums/c208/jarrod1937/sword_cliff_prev.jpg

Toomas
02-04-2007, 03:39 AM
Jar, very nice

tacit math
02-04-2007, 04:44 AM
[ QUOTE ]
http://www.kennethfejer.com/images/mech.gif

[/ QUOTE ]

kick ass. been waiting for this one

.

Emil Mujanovic
02-04-2007, 05:35 AM
Love the environment cholden!

-caseyjones

zudchu
02-04-2007, 08:52 AM
Wrote about this in a thread a week back or so. School assignment, didn't have enought time to make it as good as I wanted it though.
http://i85.photobucket.com/albums/k54/zudchu/dump01.jpg

edit: It might be pretty obvious though but this is the first model/texture work I've ever done. On a model that is (have worked with "flat" textures before, walls etc.).

osman
02-04-2007, 10:41 AM
this will be some kind of control panel thingy.
http://img392.imageshack.us/img392/9182/screenshot2up0.png

Tennis
02-04-2007, 11:17 AM
thanks for the comments /images/graemlins/smile.gif, heres the final version.
http://www.kennethfejer.com/images/lowpoly_mech.gif

http://www.kennethfejer.com/images/lowpoly_mech_anim.gif

Valandar
02-04-2007, 11:45 AM
Tennis: Awesome! It makes me think of some kind of R-Type variant enemy, both in the design and the palette. /images/graemlins/laugh.gif

Davision3D
02-04-2007, 01:46 PM
http://www.daxx-web.de/bilder/ratwire.jpg

http://www.daxx-web.de/bilder/ratmaxfin.jpg


I thinks its ready for z-brushing

ironbearxl
02-04-2007, 05:28 PM
badass tennis!
nice concept+start Davidson3d!

commander_keen
02-04-2007, 09:08 PM
making a highpoly mouse for my hard surface modeling class. still got to base in the bottom and buttons and then do the hard edges.

http://www.keenleveldesign.com/pimp/hardsurfacemodeling/g5wip1.jpg

SouL
02-04-2007, 11:26 PM
http://soul.johnyontehspot.com/polycount/self3.jpg

charger
02-05-2007, 01:20 AM
wooohh thats really nice Soul, very cool/hot colors!!

The lowpoly stuff is awesome Tennis, me likes the new robot with legs /images/graemlins/smile.gif.

This thread is becoming huge, huge pile of inspiration that is!

http://home.wanadoo.nl/abatstra/test1.jpg

not really new but maybe you guys have some c&c, got to love the donald duck feet :P

hawken
02-05-2007, 01:49 AM
[ QUOTE ]
making a highpoly mouse for my hard surface modeling class. still got to base in the bottom and buttons and then do the hard edges.

http://www.keenleveldesign.com/pimp/hardsurfacemodeling/g5wip1.jpg

[/ QUOTE ]

yeah? why are you using polygons and not splines?

nkoste
02-05-2007, 04:39 AM
Ooghijmiqtxxa. Great handwork. Those textures are really solid.

tennis: fantastic! I love your work. I think you can expect some copycats slowly appearing, myself included /images/graemlins/smile.gif

Found these and assembled them yesterday. They've been lying on my drive for more than a year.

http://gameart.nilskoster.dk/images/junk/step_frank.jpg

daghen
02-05-2007, 09:07 AM
love your mech tennis well done..

davidson3d...like this big mouse should be fun to see the zbrush result...

just a play around to start a character ....
http://img368.imageshack.us/img368/7584/roundmansketchok8.jpg (http://imageshack.us)

Jarrod1937
02-05-2007, 12:20 PM
going for an oblivion type look. a model asset for my game (the tri count includes the pillars and map count is for diffuse only):
http://i28.photobucket.com/albums/c208/jarrod1937/stone_entrance2.jpg

edit: uploaded updated image, didn't notice the texturing error on top.

Ooghijmiqtxxa
02-05-2007, 02:18 PM
That looks good Jarrod. It really does look like something I would see in Oblivion. It would cool to see more foliage growing on it.

http://img525.imageshack.us/img525/6939/gravestone4donexn0.jpg

This one was a little tough. I learned a lot from the UVmap on this one. I messed up a little bit on some texturing bits but they're fixed now.

commander_keen
02-05-2007, 04:08 PM
Hawken: the reason im using polys is that this is a first assignment, and we can use any app and method we want. The final project will be a car modeled with nurbs in maya.

Finished it up last night. Its still lacking some details, especially on the bottom.
http://www.keenleveldesign.com/pimp/hardsurfacemodeling/mouse/g5comp1.jpg

Por@szek
02-05-2007, 09:09 PM
Hawken , how much tris and how big txt u were using on this robot?
Messing a bit with lowpoligon stuff, i really enjoy this, and its nice texturing exercise.
400tri and 128x128txt
http://img511.imageshack.us/img511/9030/raymandy5.gif (http://imageshack.us)http://img148.imageshack.us/img148/6314/raymancopyyr7.jpg (http://imageshack.us)

hawken
02-06-2007, 02:38 AM
[ QUOTE ]
Hawken , how much tris and how big txt u were using on this robot?
Messing a bit with lowpoligon stuff, i really enjoy this, and its nice texturing exercise.
400tri and 128x128txt
http://img511.imageshack.us/img511/9030/raymandy5.gif (http://imageshack.us)http://img148.imageshack.us/img148/6314/raymancopyyr7.jpg (http://imageshack.us)

[/ QUOTE ]

not me mate, Tennis. Pay more attention! the polygon count it written on the model! /images/graemlins/confused.gif

[ QUOTE ]

http://www.kennethfejer.com/images/lowpoly_mech.gif

SouL
02-06-2007, 02:57 AM
http://soul.johnyontehspot.com/polycount/self4.jpg
http://soul.johnyontehspot.com/polycount/self4model.jpg

gavku
02-06-2007, 04:04 AM
soul im not sure what that is bit its cool

rooster
02-06-2007, 05:33 AM
hot damn!

osman
02-06-2007, 06:01 AM
http://img444.imageshack.us/img444/9730/screenshot4eh9.png

zenarion
02-06-2007, 09:13 AM
For my Doom3 school project, the Science Guys!
http://img.photobucket.com/albums/v216/zenarion/3d%20Models/naturvetare.jpg

Jarrod1937
02-06-2007, 09:34 AM
update, doing an oblivion type ruins. it looks kind of plain though, any ideas on what props to add to it? keep in mind the lighting should help breakup the monocromatic look a lot, and i am obviously not done (which explains the end of the world /images/graemlins/wink.gif), and ignore the floating pillar...
http://i28.photobucket.com/albums/c208/jarrod1937/demo%20level/stone_entrance2.jpg
http://i28.photobucket.com/albums/c208/jarrod1937/demo%20level/ruin_prev.jpg

Makkon
02-06-2007, 01:12 PM
Sheesh, SouL. You ARE crazy.

Doing some baggy pants studies. For the longest time I could necer figure out how to do them, but I have it now! It's just intersecting geometry, it's so obvious.
http://img.photobucket.com/albums/v671/Makkon/baggypants01.jpg
http://img.photobucket.com/albums/v671/Makkon/baggypants02.jpg

fweezah
02-06-2007, 08:38 PM
I'm working on my portfolio for graduation in March. This is one of my pieces.

The wire:
http://i28.photobucket.com/albums/c223/fweezah/3dstuff/environmentwire.jpg

The Textured Shot:
http://i28.photobucket.com/albums/c223/fweezah/3dstuff/environment.jpg

I'm definitely planning on changing the lighting because it's a little too dark.

Xenobond
02-06-2007, 09:06 PM
Those candles wouldn't really be putting out that much light in the first place. Maybe have an open window letting moonlight in from somewhere.

oobersli
02-06-2007, 09:14 PM
fweezah: any reason those crates have so many cuts?

Jarrod1937
02-06-2007, 09:18 PM
[ QUOTE ]
fweezah: any reason those crates have so many cuts?

[/ QUOTE ]
i was thinking that myself... perhaps he is using vertex lighting...? although it doesn't look like it.

Marshal Banana
02-07-2007, 06:04 AM
Night Terror
http://i93.photobucket.com/albums/l43/Marshal_banana/terror08.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/terror07.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/terror06.jpg

poopinmymouth
02-07-2007, 06:58 AM
[ QUOTE ]

Doing some baggy pants studies. For the longest time I could necer figure out how to do them, but I have it now! It's just intersecting geometry, it's so obvious.
http://img.photobucket.com/albums/v671/Makkon/baggypants01.jpg


[/ QUOTE ]

Oh my that's nice. Such natural stance and proportions, I especially like the hands. Makkon you've got some awesome skills.

http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)

noritsune
02-07-2007, 07:20 AM
SouL I can't get over how cool that is. I keep coming back to it.

zudchu
02-07-2007, 10:36 AM
Created this to a friend for his shmup project.
http://i85.photobucket.com/albums/k54/zudchu/skepp02.jpg

Joseph Silverman
02-07-2007, 11:38 AM
SouL, amazing.

Disgustingly awful skintone practice on the crudest UV map I could even imagine:
http://i16.tinypic.com/484d0rd.jpg

Japhir
02-07-2007, 12:33 PM
hey everyone, i was actually planning on concepts for dominance war when i started this one but it turned out too fanatasy like. any crits on the wip?
http://img104.imageshack.us/img104/7141/dominancewipnc1.jpg

fweezah
02-07-2007, 02:51 PM
[ QUOTE ]
[ QUOTE ]
fweezah: any reason those crates have so many cuts?

[/ QUOTE ]
i was thinking that myself... perhaps he is using vertex lighting...? although it doesn't look like it.

[/ QUOTE ]

SHE... is not using vertex lighting. I forgot why I put so many cuts in the crate, but I'm definitely going to fix that, and I fixed the lighting of the candle... AND will work on getting another source of lighting in there.

Jarrod1937
02-07-2007, 06:36 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
fweezah: any reason those crates have so many cuts?

[/ QUOTE ]
i was thinking that myself... perhaps he is using vertex lighting...? although it doesn't look like it.

[/ QUOTE ]

SHE...

[/ QUOTE ]
My deepest apologies for not figuring that out from the name, fweezah... http://boards.polycount.net/images/icons/poly131.gif

fweezah
02-07-2007, 10:47 PM
That was not offensive.. I was just clearing it up... I don't know why I like this name so much. /images/graemlins/crazy.gif

SouL
02-07-2007, 11:34 PM
http://soul.johnyontehspot.com/polycount/self5.jpg

cep
02-08-2007, 12:19 AM
That looks great Soul

http://i128.photobucket.com/albums/p194/CharlesEdmondsPepper/p33.jpg
No refrence face.

mathers3000
02-08-2007, 01:34 AM
Hey what's up polyCount! First time poster, i really like how this community helps each other out and gives ideas. So i decided to post something... have at it. I'm still working on texturing the blade.

mathers3000
02-08-2007, 01:36 AM
Post deleted by mathers3000

mathers3000
02-08-2007, 01:42 AM
http://img384.imageshack.us/img384/2269/swordfinalnf9.jpg (http://imageshack.us)

Por@szek
02-08-2007, 08:45 AM
Soul its outstanding, the model and the concept. Great design.

Justin_Meisse
02-08-2007, 02:14 PM
mathers3000: the sword needs some optimizing on the mesh and UV layout as well. I'm at work right now but I'll whip up something to show you some pointers, the plus side is most of the techniques I'm going to show you really simplify the modeling and texturing process.

The uv's for the blade are a sticky area for me, usually resulting in a texture that is rectangular, any pros have any tips to avoid that?
Here's an example, I think the texture is 256x512 >
http://www.artbyjustin.com/wip/pstyle_sword.jpg

kat
02-08-2007, 02:23 PM
[ QUOTE ]
update, doing an oblivion type ruins. it looks kind of plain though, any ideas on what props to add to it? keep in mind the lighting should help breakup the monocromatic look a lot, and i am obviously not done (which explains the end of the world /images/graemlins/wink.gif), and ignore the floating pillar...
http://i28.photobucket.com/albums/c208/jarrod1937/demo%20level/stone_entrance2.jpg


[/ QUOTE ]Id' be tempted to make the curve of the arch about 50% thicker, seems a bit too thin and fragile atm (and it does look like something that would fit into Oblivion, heh). Is it actually for Oblivion or are you just using that game as a design influence?

Jarrod1937
02-08-2007, 02:57 PM
[ QUOTE ]
[ QUOTE ]
update, doing an oblivion type ruins. it looks kind of plain though, any ideas on what props to add to it? keep in mind the lighting should help breakup the monocromatic look a lot, and i am obviously not done (which explains the end of the world /images/graemlins/wink.gif), and ignore the floating pillar...


[/ QUOTE ]Id' be tempted to make the curve of the arch about 50% thicker, seems a bit too thin and fragile atm (and it does look like something that would fit into Oblivion, heh). Is it actually for Oblivion or are you just using that game as a design influence?

[/ QUOTE ]
just using the game as influence. and i will make it thicker today. thanks for the comment!

motives
02-08-2007, 02:58 PM
[ QUOTE ]

The uv's for the blade are a sticky area for me, usually resulting in a texture that is rectangular, any pros have any tips to avoid that?

[/ QUOTE ]


uhm, what you mean?

Justin_Meisse
02-08-2007, 03:05 PM
doesn't a 256x512 texture take the same amount of video memory as a 512x512? I guess having the UVs for the blade at a 45 angle could make it fit into a smaller square texture.

Jarrod1937
02-08-2007, 03:30 PM
[ QUOTE ]
doesn't a 256x512 texture take the same amount of video memory as a 512x512?

[/ QUOTE ]
less pixel info in the file means smaller memory footprint.
just like a 64x1024 texture uses less memory than a 1024x1024 texture.

MoP
02-08-2007, 03:44 PM
Justin, as long as your texture is a power of two on each axis (64x256, 2048x512, etc) it'll be fine. 256x512 is half the video memory of a 512x512.
We use rectangular textures all the time at work, mainly for environment stuff.

rooster
02-08-2007, 03:49 PM
not sure how universal this is but on the psp non square textures get resized at runtime to the nearest full square size so 120x34 would become a 128x128 (at least in our engine)
edit: actually I could be mistaken, it might just become 128x64

Makkon
02-08-2007, 07:07 PM
finished the geometry. Now for more rigging.
http://img.photobucket.com/albums/v671/Makkon/char_011_01.jpg
http://img.photobucket.com/albums/v671/Makkon/char_011_02.jpg

ebagg
02-08-2007, 10:55 PM
Awesome work Makkon!

Emil Mujanovic
02-08-2007, 11:29 PM
Awesome looking model Makkon.

-caseyjones

motives
02-09-2007, 01:23 AM
depends on the engine i guess. We can run 256x512 without problems. One way to avoid the rectangular texture would be to add a edge in the middle of the blade and then uv map them side by side. This way you get some more pixels to work with aswell as a tighter packed uv.

Makkon: that real nice! whats it for?

SUNCHIRP
02-09-2007, 02:54 AM
Post deleted by SUNCHIRP

SouL
02-09-2007, 03:25 AM
http://soul.johnyontehspot.com/polycount/self6.jpg

Por@szek
02-09-2007, 03:28 AM
LOL SouL Ur mad man. Thats .... speechless. Awesome.

aniceto
02-09-2007, 07:23 AM
Makkon, SouL: orsm stuff

CrazyButcher
02-09-2007, 07:48 AM
square textures are not must-haves for PC and most current consoles. That engines rescale them, is also not true for all.

However some consoles, especially the ones with little "power", will need square textures. I don't know which so, but I heard the ps1 definetely had that limitation.

So normally this square stuff fully depends on your target hardware. But PC and newer consoles wouldnt need it.

One benefit of square is that you will get less and better mipmaps I guess, because dividing in "half" is done on each side indepedently. So the mipmap count is linked to longest side.
say you got 128x32, that would take 7 mipmaps, while equally spaced 64x64 needs 6. However I doubt that with current hardware that would actually play a role anymore /images/graemlins/wink.gif

But having squares is a lot more practical internally, especially for reduced power as in mobile stuff. So it makes sense that it still is a limit that exists on some hardware.

IronHawk
02-09-2007, 09:44 AM
wicked stuff Soul!

rooster
02-09-2007, 10:31 AM
I double checked and yeah ours (psp) will just resize to the nearest power of 2 size but keep non square so 59*120 becomes 64*128

Crash
02-09-2007, 10:42 AM
Soul: wth man. are you on crack again!? nice...

CheapAlert
02-09-2007, 11:32 AM
omg nice photoshop grain filter soul!

EarthQuake
02-09-2007, 12:02 PM
[ QUOTE ]
finished the geometry. Now for more rigging.
http://img.photobucket.com/albums/v671/Makkon/char_011_01.jpg
http://img.photobucket.com/albums/v671/Makkon/char_011_02.jpg

[/ QUOTE ]

Add some extra edges and folds to the cloth on her face, it looks bad to have those awesome smooth lips and nice nose and then a harsh flat peice fo cloth over it.

Jarrod1937
02-09-2007, 05:11 PM
portal and giant trees.
http://i28.photobucket.com/albums/c208/jarrod1937/portal_light.jpg

animatr
02-09-2007, 05:24 PM
nice Jarrod

CheapAlert
02-09-2007, 06:33 PM
Get more colors

RazorBladder
02-09-2007, 08:15 PM
There is only blue.

Jarrod1937
02-09-2007, 11:40 PM
[ QUOTE ]
There is only blue.

[/ QUOTE ]
yeah, there is a ton of color in the diffuse, but i am afriad the lack of subtle lighting has completly washed all of that out. i don't worry myself with taking the time to setup lighting within 3ds max since it takes so long (atleast for me), and leave all lighting to once its all in the engine editor.
basically take the lighting in my preview shots with a grain of salt.

here is a slightly better version of the lighting within 3ds max, but keep in mind two things. the first is that the lighting is still temporary and is only one omni with no attenuation, once in the engine much thought will be put into the lighting and will really give the level a punch. the second is that darn roof is temporary also, i dislike it and will redo it better tomorrow. i also didn't want to show this untill the level is more complete, but why not i guess, there is still much i am going to tweak and add.

http://i28.photobucket.com/albums/c208/jarrod1937/sunset_prev2.jpg

SouL
02-10-2007, 02:57 AM
http://soul.johnyontehspot.com/polycount/self7.jpg

parasite7
02-10-2007, 03:40 AM
ummm...Soul are you feeling ok? You have been very, how can I put it, experimental as of late. Amazing stuff. Would love that self6 jpg framed.

doc rob
02-10-2007, 08:22 AM
Cool art, Soul. Scary stuff.

CheapAlert
02-10-2007, 09:06 AM
makes me miss godee

Jarrod1937
02-10-2007, 11:04 AM
finally got the roof the way i wanted/ its supposed to look like it was once completly covered on top at one point but started breaking down. and yes the color is all washed out by the light again:
http://i28.photobucket.com/albums/c208/jarrod1937/done_portal_1.jpg

cholden
02-11-2007, 02:13 AM
mucking with UT tonight. fun, fast 1on1
http://chrisholden.net/stairs02.jpg
might texture soon. gold? + marble?? + ???

SouL
02-11-2007, 03:43 AM
http://soul.johnyontehspot.com/polycount/self8.jpg

animatr
02-11-2007, 03:55 AM
crazy cool!

Rhinokey
02-11-2007, 03:59 AM
http://www.tmhunt.com/wip/dug.jpg

rooster
02-11-2007, 04:20 AM
awesome soul and rhinokey!

Johny
02-11-2007, 07:15 AM
soul----glasses....awesome expression....NICE !!!

Marine
02-11-2007, 07:24 AM
you need to put some weight on soul, your cheeks are looking really hollow

IceWolve
02-11-2007, 10:56 AM
Jarrod why dont you just start taking screen grabs instead of making renders. Your quick renders are kinda making it look weird.

Jarrod1937
02-11-2007, 11:12 AM
[ QUOTE ]
Jarrod why dont you just start taking screen grabs instead of making renders. Your quick renders are kinda making it look weird.

[/ QUOTE ]
you mean viewport grabs? well, to speed up rendering i don't use dx materials for the viewport, so if i did take viewport grabs it would look even worse imo, the normal mapping is very important in the look. and if you mean screengrabs from the game engine... well, the c4 engine (the engine i use), while fancy with its features has terrible workflow within the editor, i would highly prefer to only have to important stuff into the editor once, and thats when i am finished.
and soul, i like your recent stuff, very interesting.

an update. while it is not very functional to have the trees on the stones like that, the person i am making this demo for thinks its cool. i am also going to be retexturing the main pillars and the ground today, those textures were just temporary.
http://i28.photobucket.com/albums/c208/jarrod1937/center.jpg

Johny
02-11-2007, 11:25 AM
well, i think that rendering with those harsh shadows are hurting your piece, i also basically see one colour, so rendering in greyscale would be faster i guess :P

Jarrod1937
02-11-2007, 11:40 AM
[ QUOTE ]
well, i think that rendering with those harsh shadows are hurting your piece, i also basically see one colour, so rendering in greyscale would be faster i guess :P

[/ QUOTE ]
lol yeah, well, i guess i can lightenup the shadow density a bit, thats aquick and easy change. and yes, i agree, i am going to take all textures through photoshop and up the saturation before i import them into the engine, that should take care of the bland colors. or perhaps i'll d that today, we'll see.

cholden
02-11-2007, 12:03 PM
boxes floating on top of shakey-hand arches, all the same color and the texel rez is all over the place...
...what are you trying to make anyway?

Jarrod1937
02-11-2007, 12:41 PM
[ QUOTE ]
boxes floating on top of shakey-hand arches, all the same color and the texel rez is all over the place...
...what are you trying to make anyway?

[/ QUOTE ]
yes, the texel res is all over the place, namely the pillars and the ground, which is why i am redoing those today. i also want to make the arch structure seem more believable today too.
as for what i am trying to make, well, i am building ruins that are based around portals. this part lies in the center of the ruins and is where the player pops out back into the ruins after visiting one of the other worlds that he/she got through in another portal. there are going to be a couple of worlds, these ruins are the center of those portals, and the center of the ruins is this portal which is the main hub where all other portals from the other worlds lead back too. should be interesting after i am done.
and yes, the two main problems you mentioned i am working on today, the texel/pixel density and the color, i've already upped the saturation on the diffuse textures so thats done, next is time for the retexturing of the arch pillars and the ground.

Jarrod1937
02-11-2007, 12:50 PM
well, i am frustrated at the moment, i've imported it into the engine (which took a while) and found everything looks like shit...
i may just restart from the beginning but keep my main assests.
anyone have any suggestions what to avoid in the future (besides whats already been mentioned)?
to me, my main assets look fine seperatly, its somehow that when i bring them all together they look bad. any help?

pyromania
02-11-2007, 01:00 PM
Jarrod,

If those ropes are supposed to be holding up the portal ring. The two top ropes would be taut because they are holding the majority of the portal weight. Or am I way of and the ropes are meant to hold the portal down.

cholden
02-11-2007, 01:15 PM
Make your pieces more customize instead of randomly tiling your textures. As in, model, uv and texture the arches with custom textures design to enhance the shapes and add details where necessary. Trim everything. Even if it's weathering where a stone meets the ground or sun-bleached top. While you can tile textures for environments, that doesn't work for everything. Think of it like tiling a skin texture over a human head. It might look like skin, but it lacks all custom details to look like a real face.

larolaro
02-11-2007, 06:26 PM
Just workin on a bust for....well..fun.

http://img259.imageshack.us/img259/1117/file001da6.png

SouL
02-12-2007, 03:43 AM
http://soul.johnyontehspot.com/polycount/self9.jpg

gauss
02-12-2007, 05:43 AM
Soul does seem to be on something of a tear with some very provocative experimental pieces. keep running with it, man /images/graemlins/smile.gif

Por@szek
02-12-2007, 07:28 AM
Dang, thats creepy SouL.

cholden
02-12-2007, 08:23 AM
tossed down some bases materials yesterday
http://chrisholden.net/stairs03.jpg

Super
02-12-2007, 04:57 PM
Man thong.

http://www.splitpoly.com/images/work/villager/body_001.jpg

Uly
02-12-2007, 05:16 PM
Loving your style RobG. Keep it up.

Tumerboy
02-12-2007, 06:23 PM
That's a banana hammock. . . yeesh, at least get it right!

IceWolve
02-12-2007, 09:45 PM
I think soul has something agaisnt noses D:

Jesse Moody
02-12-2007, 10:10 PM
Soul are you doing a ton of self portraits like Andrew "Android" Jones from Massive Black did a while back? It's a cool idea and helps with painting.

SouL
02-13-2007, 03:24 AM
http://soul.johnyontehspot.com/polycount/self10.jpg
I used my left hand mostly for this one.
Just trying to draw once a day. Glad you guys enjoy it.

buddy the designer
02-13-2007, 03:58 AM
Nice work Super, try to get rid of Zidane look though.

And awesome work Soul, very recognizable and interesting style You got there /images/graemlins/smile.gif /images/graemlins/shocked.gif

Slum
02-13-2007, 07:16 AM
http://img219.imageshack.us/img219/5968/uncontrollableurgetoflycl0.jpg

A sticker I did for a band.

Man, I want whatever Soul is taking...

Por@szek
02-13-2007, 07:23 AM
Slum its awesome.
And Soul, it looks similar to the undead King from LOTR.

fweezah
02-13-2007, 10:34 AM
Hey Slum, is that in illustrator or photoshop... It's way cool@

Xaltar
02-13-2007, 04:06 PM
Heres some of my latest junk in game

http://img67.imageshack.us/img67/2462/redmdlscu0.jpg

Still working on them but hey, thats the point of the thread innit :P

JKMakowka
02-14-2007, 10:03 AM
That looks VERY "Vampire: The Maskerade" (the first non fps part) like.

kat
02-14-2007, 10:13 AM
[ QUOTE ]
well, i am frustrated at the moment, i've imported it into the engine (which took a while) and found everything looks like shit...
i may just restart from the beginning but keep my main assests.
anyone have any suggestions what to avoid in the future (besides whats already been mentioned)?
to me, my main assets look fine seperatly, its somehow that when i bring them all together they look bad. any help?

[/ QUOTE ]It's probably because you need to make the objects believable, which was something Cholden was hinting at when he mentioned "shakey assed pillers" (or words to that effect!). One of the other things I find that helps me (at least) is modelling objects as units, so that 'dome' would have been modelled *as* a dome rather than supports with random block placed on it; in essence because it's a man made (assuming 'man' made) object it'll have purpose and design, it'll have been built with a function in mind so you have to show that to really be convincing.

Bleh not sure if that made any sense *rolleyes at self*

fweezah
02-14-2007, 03:07 PM
Illustrator fun! /images/graemlins/crazy.gif
http://i28.photobucket.com/albums/c223/fweezah/witch00.jpg

Xaltar
02-14-2007, 04:30 PM
[ QUOTE ]
That looks VERY "Vampire: The Maskerade" (the first non fps part) like.

[/ QUOTE ]

Ah, thanks... I think /images/graemlins/crazy.gif /images/graemlins/laugh.gif

That was the idea /images/graemlins/smile.gif

Jarrod1937
02-14-2007, 08:35 PM
i've taken the advice of others and am going to take my time more instead of rushing myself (i seem to do that too much). i've decided to move the portals into a medieval keep. below is some work i've done on one of the halls. any crits/comments a very welcome.

http://i28.photobucket.com/albums/c208/jarrod1937/keep_prev_4.jpg

kat
02-14-2007, 11:56 PM
You mentioned this going into a game engine? Which one are you using?

rooster
02-15-2007, 03:20 AM
looks good jarrod, although those tables look quite flimsy and modern- I liked it better when I thought that was a coffin lid /images/graemlins/smile.gif.

Chunkey
02-15-2007, 07:15 AM
Looking promising Jarrod, though you may want to turn down the relief on everything, it's in danger of looking like you've etched in the details on the walls, floors, etc in to a block of clay. Let the NMs compliment your geometry and not completely overthrow everything else /images/graemlins/smile.gif

Jarrod1937
02-15-2007, 09:41 AM
[ QUOTE ]
You mentioned this going into a game engine? Which one are you using?

[/ QUOTE ]
i use the c4 engine (http://www.terathon.com/c4engine/index.php), while their terrain is currently lacking (soon to be improved) everythign else is top notch. so is the price, if you buy right now you get the source code and life time updates.
[ QUOTE ]
looks good jarrod, although those tables look quite flimsy and modern- I liked it better when I thought that was a coffin lid /images/graemlins/smile.gif.

[/ QUOTE ]
perhaps i will make it a coffin, it might even save me some polys. have any reference pics of medieval coffins? /images/graemlins/wink.gif
[ QUOTE ]
Looking promising Jarrod, though you may want to turn down the relief on everything, it's in danger of looking like you've etched in the details on the walls, floors, etc in to a block of clay. Let the NMs compliment your geometry and not completely overthrow everything else /images/graemlins/smile.gif

[/ QUOTE ]
ok, so lower the extrusion for every normal map? or do you just have some ones in particular that are bothering you?

osman
02-15-2007, 10:17 AM
the base of this model is modelled by Turoid, ive added some stuff and textured it:).
http://img440.imageshack.us/img440/3979/test1be5.png

Johny
02-15-2007, 07:08 PM
bah...


http://www.johnyontehspot.com/johny/MR_grass.jpg

Por@szek
02-15-2007, 09:48 PM
Hehe cool work Johny. Herbalist rocks :P

here is my acrual working on crap http://img263.imageshack.us/img263/2907/14of4.th.jpg (http://img263.imageshack.us/my.php?image=14of4.jpg)

steady
02-15-2007, 10:12 PM
LOLLLL the red power ranger helmet
you are awesome johny :thumbsup:
http://img403.imageshack.us/img403/3316/lmaodatasz0.jpg

Valandar
02-16-2007, 12:20 AM
A little somethin' I've been working on as my brain cools down from the Dom War challenge:

http://valandar3d.fools3d.com/newWWmesh.jpg

It's for the game Freedom Force, which means the only maps it will have are a Diffuce, Glow, and Reflectivity map (which can be used to simulate a specular, butmore often usedto simulate shiny metals). The 'style' of the game is a bit more comic-booky than most, so the colors tend to be vibrant and shading often extreme.

An example of a similar mesh from the Character Viewer - in this case, War Within Optimus Prime:

http://www.newpowerinc.com/valanderfiles/Promos/wwoptimus.jpg

Ferg
02-16-2007, 02:20 AM
http://www.olypen.com/advent/Smiley/temp/zombo/backshot.jpg

Chunkey
02-16-2007, 03:37 AM
Sorry for the vagueness, I was (and am) at work at the time of writing my last post /images/graemlins/smile.gif

It's the wall and pillar textures that suffer from the clay effect, they look really soft and the relief seems too strong /images/graemlins/smile.gif

With the wall texture, it may pay you to model the bricks to get the general height information and then use the normals generated from the photo for the micro relief- at the moment, it looks like the lighting of the photo is making the bricks lumpy whereever highlights in the photos are and recessing the shadow areas rather than forming proper volumes and relief.

I had to work on something similar for a personal project and found that modelling in the general volumes helped a lot in fixing this issue /images/graemlins/smile.gif

I hope that clears things up a bit /images/graemlins/smile.gif

[ QUOTE ]
[ QUOTE ]
You mentioned this going into a game engine? Which one are you using?

[/ QUOTE ]
i use the c4 engine (http://www.terathon.com/c4engine/index.php), while their terrain is currently lacking (soon to be improved) everythign else is top notch. so is the price, if you buy right now you get the source code and life time updates.
[ QUOTE ]
looks good jarrod, although those tables look quite flimsy and modern- I liked it better when I thought that was a coffin lid /images/graemlins/smile.gif.

[/ QUOTE ]
perhaps i will make it a coffin, it might even save me some polys. have any reference pics of medieval coffins? /images/graemlins/wink.gif
[ QUOTE ]
Looking promising Jarrod, though you may want to turn down the relief on everything, it's in danger of looking like you've etched in the details on the walls, floors, etc in to a block of clay. Let the NMs compliment your geometry and not completely overthrow everything else /images/graemlins/smile.gif

[/ QUOTE ]
ok, so lower the extrusion for every normal map? or do you just have some ones in particular that are bothering you?

[/ QUOTE ]

spinal
02-16-2007, 05:33 AM
Ferg: Awsome stuff, can we see a front view perspective of the dude with the gun too?

Johnny: Very funny!

Pedro Amorim
02-16-2007, 12:15 PM
something for the game-artist comp
http://www.pedroamorim.com/stuff/images/Iron_Hammer.png

SeanDomega
02-16-2007, 01:58 PM
Bobo! Love the fish monster! Looking great, and all the rest of you have given me some much needed kick up the ass with my 3D side of things. /images/graemlins/smile.gif Im new here so thought I would show a work in progress of my latest 'ninja' character design im working on :

http://img122.imageshack.us/img122/8212/dfdoe6.jpg

Japhir
02-16-2007, 02:01 PM
that is awsome SeanDomega!

SeanDomega
02-16-2007, 02:16 PM
Thanks very much Japhir, I was finding it hard to start on a level design for my uni assignmnent and even though this isnt getting marked it kind of gives me the feel of the game from just thinking about the character. For example I wasent too sure if the game would be gundgy looking, clean etc but from this im pretty sertain it will work well grundgy, due to him being a ninja his suit should keep him fairly hidden in a mostly industrial techno japanese theme.

Bit of a strange starting point for a level design I know but It 'should' work well with my way of thinking. :P

He is actually mostly made up of advanced tech, being only his head is organic matter. I guess you can think of his as a kind of robocop of the ninja world. heh! His left arm is actually more crude then the right and will hold an assortment of ninja stars which shoot out through the gap where his two middle fingers are suppost to be...his he has only two fingers on that hand. Hmmm, I think im babbling so ill just let ya enjoy the design so far :P

buddy the designer
02-17-2007, 12:35 AM
[ QUOTE ]
Hehe cool work Johny. Herbalist rocks :P

here is my acrual working on crap http://img263.imageshack.us/img263/2907/14of4.th.jpg (http://img263.imageshack.us/my.php?image=14of4.jpg)

[/ QUOTE ]

My only crit for this pic is that the doors are too thin. Other than that GJ, keep going.

SeanDomega
02-17-2007, 01:28 AM
There, hes done at last, well as done as he will ever be, time to move on :P

http://img67.imageshack.us/img67/7903/ninjapr4.jpg

Blaizer
02-17-2007, 03:50 PM
A very very old model i did a few years ago, now remasterized /images/graemlins/smile.gif

http://usuarios.lycos.es/blaizer/cazador_001.jpg

low odor
02-17-2007, 04:02 PM
Beautiful texture as always BLaizer

SeanDomega
02-17-2007, 04:30 PM
Awesome Blazier! Love the weopon and mask. /images/graemlins/smile.gif

Por@szek
02-17-2007, 04:37 PM
U have cool style Blaizer. I could with no doubt guess which char is your or not. Really nice stuff.

Thanks Buddy /images/graemlins/wink.gif its still wip and from photos is hard to guess sometimes.

Geezus
02-17-2007, 06:03 PM
Low Poly character I'm working on for an assignment. My limit is 500 poly's. This guy comes in at 498 poly's (850 tri's).

http://img179.imageshack.us/img179/5452/serpentrf0.jpg

Option
02-18-2007, 07:32 AM
Companion to an Iron Maiden from Quake? Like an Iron..Manslave?

Xaltar
02-18-2007, 09:06 AM
Nudity alert /images/graemlins/cool.gif

http://img261.imageshack.us/img261/5701/hehesensek9.jpg (http://img107.imageshack.us/img107/2847/hehegv0.jpg)

Click the image for the unlame version /images/graemlins/crazy.gif

Still a lot left to do on this one but I'm happy with it thus far /images/graemlins/grin.gif

BlackThief
02-18-2007, 01:24 PM
normalmapped my first mudbox head and threw it into doom3...
http://img369.imageshack.us/img369/3739/ihead1xu2.jpg

lowpoly is around 500 tris (diffusemap is just plain orange colour)

http://img253.imageshack.us/img253/2582/ihead2yp8.jpg

Johny
02-19-2007, 04:35 PM
tried to make as much detail with little ammount of triangles. It was made quick while i did some other stuff.

http://www.johnyontehspot.com/johny/Mrbothesvida-retry.jpg

Jarrod1937
02-19-2007, 05:20 PM
thats looking real good johny for that tri count, can't wait to see how it looks with a diffuse and possibly a normal map if you're going to do one.

Jarrod1937
02-19-2007, 09:04 PM
finally got some more time to continue working on my first photoshop drawing. i now just started working on coloring it.

http://i28.photobucket.com/albums/c208/jarrod1937/sword_fin_phase_1.jpg

adam
02-20-2007, 02:18 AM
I'm helping ghost_rider (re: cgtalk) with his entry by doing the stage that his character will be posed and rendered from. I've finally got to work with that mofo and I'm stoked, so I figured I'd show you guys where I am at so far.

The story: The character is a sniper and artillery mix team. So, with the idea of Shadows being 'infiltrators', the team has breached the security perimeter of <community name here>'s jungle compound by launching an artillery shell at its walls. Once in, Sniperella will be able to unleach Sniper-hell on the puny maggots that is <community name here>!

Yes, it's for the enemy - but he's the only one I really wanted to work with on this competition so I had to make a sacrifice! /images/graemlins/laugh.gif (Oh, and it's always fun to play the bad guy. Right?)

I still plan on doing a generic Polycount stage so that others can concentrate on their characters and not worry about the stage. Hopefully I'll have the time.

Click here (http://www.cgchat.com/forum/showthread.php?t=26378) for Josh's entry page.
The base male was made by Arsh.

http://www.adambromell.com/models/domwar2_stagewip1.jpg

http://www.adambromell.com/models/domwar2_stagewip2.jpg

http://www.adambromell.com/models/domwar2_stagewip3.jpg

SouL
02-20-2007, 03:11 AM
http://soul.johnyontehspot.com/polycount/self11.jpg

mikebart
02-20-2007, 05:59 AM
cool looking scene adambrome /images/graemlins/smile.gif

just started another hi poly building
http://img149.imageshack.us/img149/2033/arch01closejm4.jpg

http://img291.imageshack.us/img291/8148/detailpi9.jpg

http://img57.imageshack.us/img57/1176/arch01fullcy0.jpg

Johny
02-20-2007, 07:01 AM
cant remember if i posted this , but i guess not , was for a character i was doing for work but ended up not beeing necessary.

http://www.johnyontehspot.com/johny/clock.jpg

EDIT : wires

http://www.johnyontehspot.com/johny/clock_wire_redsoxrule.jpg

Slum
02-20-2007, 07:06 AM
Johny, that looks nice. The knobs look really cool.

redmond_david
02-20-2007, 03:48 PM
1200 tris. I have a bump, normal and spec map. 1024x2

http://s94341650.onlinehome.us/php/uploads/clintextured.jpg

And greetings from cgchat!

Tumerboy
02-20-2007, 07:27 PM
why bump AND normal?

redmond_david
02-20-2007, 08:22 PM
Well, there's a bump AND normal map, because some of the detal on the bump, like the stuble, eyebrows, and the toque wasn't modeled in hi res version, they were just painted.

If you know a way to add the bump into the normal i'm all ears!

Ferg
02-20-2007, 08:33 PM
[ QUOTE ]
If you know a way to add the bump into the normal i'm all ears!

[/ QUOTE ]

http://developer.nvidia.com/object/photoshop_dds_plugins.html

redmond_david
02-20-2007, 08:40 PM
Hey thanks, that did the trick.

Zac
02-20-2007, 09:24 PM
This is my favorite ship, the Jav, from the game continuum (subspace). Would love some crits.

http://img177.imageshack.us/img177/7706/persp2gm7.jpg
http://img397.imageshack.us/img397/3938/frontmz5.jpg

p.s. ewjkbru is just my in-game name /images/graemlins/grin.gif

Jesse Moody
02-20-2007, 10:36 PM
Something i'm working on.

http://www.artbyjessemoody.com/wips/DomWar/5.jpg

Slaught
02-21-2007, 03:48 AM
@JesseMoody
Looks cool so far!

Low poly skeleton pirate Captain!
http://img338.imageshack.us/img338/7077/piratewip01hc2.jpg

SouL
02-21-2007, 04:10 AM
http://soul.johnyontehspot.com/polycount/self12.jpg

larolaro
02-21-2007, 04:39 AM
Awesome stuff soul.

Turoid
02-21-2007, 04:56 AM
Yeah.. Really awesome!

rooster
02-21-2007, 10:41 AM
Sphereism?

SouL
02-21-2007, 11:08 AM
Thanks!
Sphereism? Nah.

rooster
02-21-2007, 01:32 PM
Torusknotism?
looks cool anyway /images/graemlins/wink.gif

Xaltar
02-21-2007, 04:08 PM
Little update on my chick model. Having fun with this one.

http://img487.imageshack.us/img487/8519/90001185gz6.th.jpg (http://img487.imageshack.us/my.php?image=90001185gz6.jpg)

Thumbnail for decency sake....

Still in the early stages but crits welcome anyway /images/graemlins/smile.gif

Neox
02-22-2007, 04:28 AM
http://nonpublic.gamereplays.de/wip/neox/items/pogostick_01.jpg

boing boing

SouL
02-22-2007, 04:31 AM
http://soul.johnyontehspot.com/polycount/self13.jpg

serguine
02-22-2007, 06:09 AM
my first normal mapped character, not finished yet.

http://img262.imageshack.us/img262/624/Wire_f.jpg
http://img253.imageshack.us/img253/4535/persp01ft2.jpg
http://img253.imageshack.us/img253/3136/persp02rh7.jpg

noritsune
02-22-2007, 08:12 AM
neat studies Soul, are those self-portraits?

Por@szek
02-22-2007, 08:28 AM
Neox u are using the new unreal engine? The light is very similar. And Soul ... U paint nose, haha nice change /images/graemlins/smile.gif

Neox
02-22-2007, 12:58 PM
Nope right now it's all max realtime and a little PS Tweaking for the bloom /images/graemlins/wink.gif
But either unreal or crysis will be the engine i'm aiming for, dpends on which i get my hands first... right now it seems, that unreal will be the first one ^^

Por@szek
02-22-2007, 02:58 PM
Gratz, it will be, i spupposed a lot of fun /images/graemlins/wink.gif. Tomorrow its my job hunting day. I start from R*N, and later, dunno, maybe Rare, Eurocom, Creative Assembly and dunno what, but I;m hoping I'll settle in one above. Keep thumbs for me folks /images/graemlins/wink.gif
And if some of U know some nice studios un UK, please give me a sign, link or studio name, I'll appreciate it. thx

Johny
02-22-2007, 03:23 PM
Serguine , i would try to get the hangs of texturing and anatomy before attempting normal mapping in a character /images/graemlins/wink.gif i like the lowpoly mesh clean.

Tennis
02-22-2007, 04:06 PM
a character im playing around with at the moment.
http://www.kennethfejer.com/images/001.gif
texture 64x64 16 colors.

should be just under 300 tris, when completed.

chinups
02-22-2007, 04:39 PM
Im still workin on the back half of the gun.
http://i87.photobucket.com/albums/k158/dillon825/pic2copy.jpg

http://i87.photobucket.com/albums/k158/dillon825/pic1copy.jpg

Japhir
02-23-2007, 03:41 AM
tennis you are awsome!

noritsune
02-23-2007, 07:34 AM
[ QUOTE ]
tennis you are awsome!

[/ QUOTE ]

absolutely

Slaught
02-23-2007, 09:25 AM
http://img86.imageshack.us/img86/364/piratewip02cx4.jpg

Hey Sekneox, cool pogostick /images/graemlins/laugh.gif

mvelasquez
02-23-2007, 01:46 PM
Soul: that second to last piece is high on the running for the most visually interesting things ive seen on this forum... ever! I was forced to stop and was instantly ingaged.

nkoste
02-23-2007, 02:23 PM
Took a shot at my own head SDK tonight. About 90% done. These are just viewport captures.

http://gameart.nilskoster.dk/images/junk/abrac_wip.jpg

achmedthesnake
02-24-2007, 06:52 AM
oooohhh.. finally got some mudbox - my official first attempt at it:
http://i56.photobucket.com/albums/g192/achmedthesnake/MAGIKPUD.jpg
only up to subdivision 2, wip
some aussies might find the fig familiar.....

>and no,..it's not el captain bowlhead!

Spacey
02-24-2007, 02:02 PM
Jenni REF (http://i4.photobucket.com/albums/y121/wootmonkey/Art/HELLooks_Jenni_ref.jpg)
http://i4.photobucket.com/albums/y121/wootmonkey/Art/HELLooks_Jenni.jpg


Marianne REF (http://i4.photobucket.com/albums/y121/wootmonkey/Art/HELLooks_Marianne_ref.jpg)
http://i4.photobucket.com/albums/y121/wootmonkey/Art/HELLooks_Marianne.jpg

sevenfingers
02-24-2007, 06:12 PM
http://sevenfingers.awwright.com/temp/whee_final.jpg

Took a stab at recreating an iceberg illustration that's circulating the web. Max + Vray.

fweezah
02-24-2007, 09:08 PM
Better?
http://i28.photobucket.com/albums/c223/fweezah/3dstuff/fixlitcopy.jpg

Jarrod1937
02-24-2007, 11:56 PM
[ QUOTE ]
Better?

[/ QUOTE ]
getting there, can we see a wire render?