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View Full Version : So what are you working on?


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larolaro
07-06-2007, 07:05 PM
just a little wip, playing around with painting.

http://img364.imageshack.us/img364/4947/screen119rh5.jpg

Rob Galanakis
07-06-2007, 07:31 PM
RobG (my name as well), it doesn't compare to that mustachioed fellow from a few months ago that I still show some of the younger lads when they're interested in NPR stuff, but its getting cool. I'm not sure about the model at the pelvis, and the dark line below the arms, but I (and everyone else) digs your style, man.

larolaro
07-06-2007, 07:44 PM
Personally i think the last dude i did was a bit suck frankly, i think this ones much better, ah this is still a early wip so the black line is just where i havnt painted yet.

hawken
07-06-2007, 10:45 PM
Rob is there a reason for the low poly approach? I think it's hurting your style

although that said, reminding me of a kind of jetset radio / zelda colours fusion right now, which can never be a bad thing http://boards.polycount.net/images/icons/smokin.gif

killingpeople
07-07-2007, 07:13 AM
http://img.photobucket.com/albums/v668/killnpc/MBox458_07.jpg
http://img.photobucket.com/albums/v668/killnpc/MBox458_08.jpg

IronHawk
07-07-2007, 08:34 AM
Badass start there KP!

Jarrod1937
07-07-2007, 09:57 AM
suggestions?

http://i28.photobucket.com/albums/c208/jarrod1937/improved_cas_3-1.jpg
http://i28.photobucket.com/albums/c208/jarrod1937/improved_cas_4.jpg

edit: closeup of the smaller door:
http://i28.photobucket.com/albums/c208/jarrod1937/improved_cas_2-1.jpg

shotgun
07-07-2007, 10:05 AM
yea lovely work there KP -- i think compared to his upper torso his abdominal/pelvis feels too thin. like its missing a layer of whatever in the front.

diZzyWalnut
07-07-2007, 12:46 PM
Head is done -
well just for my pleasure quick "3d rough" to see what I can get.

http://www.miseryproduction.com/divers/bwrough.jpg

rooster
07-07-2007, 01:39 PM
jarrod, looks quite 'photochopped'. each bit looks quite nice taken from a photo but together doesn't gel so well. also a lot of the stone is bleaching out to white which I think detracts.. you should check out some of warbys photosourcing for ideas

Jarrod1937
07-07-2007, 02:22 PM
[ QUOTE ]
jarrod, looks quite 'photochopped'. each bit looks quite nice taken from a photo but together doesn't gel so well. also a lot of the stone is bleaching out to white which I think detracts.. you should check out some of warbys photosourcing for ideas

[/ QUOTE ]
thanks, yeah i think that may be whats bothering me with it, and yes warby's photosources is great. i'll work on the suggestions you said and hopefully come back with an update soon. thanks for the help.

dur23
07-07-2007, 05:18 PM
kp: that is some sweetness.

I heart this thread.


Cgchallenge in progress:
http://forums.cgsociety.org/showthread.php?f=224&t=511388

Justin Meisse
07-07-2007, 07:05 PM
this guy's comin back
http://www.artbyjustin.com/wip/protherion2/oldprotherionbody.jpg (http://www.gameartisans.org/forums/showthread.php?t=547)
btw, that's the old pic, just haven't pimped anything in ages

eld
07-08-2007, 02:54 AM
http://img158.imageshack.us/img158/5484/facceee07ix2.jpg

Vitor
07-08-2007, 03:33 AM
That is looking great eld /images/graemlins/wink.gif

Chai
07-08-2007, 05:52 AM
http://img502.imageshack.us/img502/9030/lowpolyuntexturedsmallku6.jpg

nealb4me
07-08-2007, 07:06 AM
Long Legs! Nice face on her.

skrubbles
07-08-2007, 12:05 PM
Chai - I love the design of that prop (shield?)... good amount of detail, clean, and easy to read /images/graemlins/smile.gif

Dentysta
07-08-2007, 12:28 PM
Bust made for max3d.pl mini-challenge. 990tris + 512x512

http://img104.imageshack.us/img104/9850/kubari0.jpg

conte
07-08-2007, 02:48 PM
"Rade to "Baba yaga" 70th level boss's lair"
http://img530.imageshack.us/img530/2538/radeax3.th.jpg (http://img530.imageshack.us/my.php?image=radeax3.jpg)

rawkstar
07-08-2007, 05:40 PM
lol DUMB!!!!

Ghostscape
07-08-2007, 05:55 PM
[ QUOTE ]
"Rade to "Baba yaga" 70th level boss's lair"
http://img530.imageshack.us/img530/2538/radeax3.th.jpg (http://img530.imageshack.us/my.php?image=radeax3.jpg)

[/ QUOTE ]
isn't her house supposed to stand up on chicken legs? You could maybe make those more visible, at least hint at the claws poking out from under the house or something.

I like the mood overall, though.

conte
07-09-2007, 05:39 AM
Ghost, house sitting XD

Rick Stirling
07-09-2007, 01:02 PM
Noodling during exports.

http://www.rsart.co.uk/imagedump/thawk09jul07.jpg

diZzyWalnut
07-09-2007, 02:25 PM
f..ing nice mesh flow Rick !

Normal , cause You're awesome and always right. /images/graemlins/wink.gif /images/graemlins/cool.gif

Enix
07-09-2007, 02:27 PM
Sexy flow, but the arms look a bit short.

Em.
07-09-2007, 02:34 PM
Nice shield, Chai, put some textures on it! /images/graemlins/smile.gif
Finally got to get goin on this WAR gate again, and still goin...
http://www.angelfire.com/wa3/emilyogle/gatewip9.jpg
Concept (http://mythicmktg.fileburst.com/war/us/media/images/conceptArt/WARca0207_02.jpg)

Zwebbie
07-09-2007, 03:34 PM
http://img65.imageshack.us/img65/5936/aetesthj5.jpg

-/+ 4100 triangles. I think I have too many polies in the hand, but I just couldn't resist /images/graemlins/smile.gif

Mr Smo
07-09-2007, 06:56 PM
[ QUOTE ]
Sexy flow, but the arms look a bit short.

[/ QUOTE ]

are you implying hes not always right, thats awesome enix

Em.
07-10-2007, 10:33 AM
More texturing and threw a little light on it for fun, admittedly the ground text is kinda ugly and I'm still working on the grass.
http://www.angelfire.com/wa3/emilyogle/gatewip10.jpg

Sectaurs
07-10-2007, 10:37 AM
coming along nicely, ogle, but I think it could benefit greatly from some color variations - subtle or otherwise.

Joseph Silverman
07-10-2007, 10:57 AM
Yeah, I was just about to say the same thing. Looking nice, for sure, but really could use a little color variation. /images/graemlins/smile.gif

Em.
07-10-2007, 11:03 AM
Thanks for the comments guys, am workin' on that now, probably will update in an hour or two.

Carl Brannstrom
07-10-2007, 05:00 PM
I found this neat model in the SDK thread that BoBo made and I wanted to try to make a texture for it.
http://img68.imageshack.us/img68/8198/grnsw2.jpg

Darksun
07-10-2007, 09:21 PM
More from Silo
http://img.photobucket.com/albums/v355/darksungames/Garbage/keylon_wip4.jpg /images/graemlins/cool.gif

HonkyPunch
07-11-2007, 12:59 AM
niece work everyones

NeoShroomish
07-11-2007, 02:31 AM
First post, been lurking for a while, hi everyone /images/graemlins/smile.gif

http://img241.imageshack.us/img241/7854/rendercopyoo0.jpg

Inspired by Tennis /images/graemlins/smile.gif

http://img172.imageshack.us/img172/5028/renderlq5.png

Just a little project, might end up in as a replacement for the cs:s deagle. (self-illum render, yet to add normal/spec maps)

Em.
07-11-2007, 01:14 PM
Nice text corv, dig the moles on the back, I think some stronger highlights and shadows in some places would really make it pop.
So an hour or two turned into next day, had to get some sleep before the midnight harry potter release. I decided to change the hues also added more color variation.
http://www.angelfire.com/wa3/emilyogle/gatewip14.jpg

Slum
07-11-2007, 01:19 PM
That's really starting to come together! I really do think this would benefit from actually modelling out those columns toward the bottom rather than painting them.

Emil Mujanovic
07-11-2007, 04:10 PM
That's looking really nice, probably your best environment piece yet. I'm not a big fan of the grass overhang (the part that points upwards), maybe just reducing the size may do the trick. It just doesn't contrast well against the flat grass everywhere else.

-caseyjones

BeatKitano
07-11-2007, 05:30 PM
The unavoidable "elf with string" in pure korean mmorpg style /images/graemlins/laugh.gif

http://www.beatkitano.com/ca/elven4.jpg
Theres surely lots of error but it's my first attempt at "oldschool texturing" so i'll go with self indulgence for this one.
(ignore the artefact due to alpha, maya seems to have a bad time sorting them, if you know how to prevent that tell me please.)

Joseph Silverman
07-11-2007, 06:05 PM
http://i15.tinypic.com/67xnklg.jpg

Bah, trying some new things. Really wip (4 quad ears!)

perna
07-12-2007, 06:32 AM
suprore, upper part of the nose bridge seems to protude too much or hang too low, otherwise best head here in ages imo

Slum
07-12-2007, 08:29 AM
Just a few FX I was working on the other day. All these were done over the course of 2 days, and are still WIP.

Sorry about the file size, but I wasn't getting good results with any more compression.

http://stupidfaceboy.com/my_fx_1.mov

jaalto
07-12-2007, 11:43 AM
cool effects slum

I like the object teleport but black portal was the coolest one /images/graemlins/grin.gif

Davision3D
07-12-2007, 12:01 PM
I sculpted a cute chick! /images/graemlins/wink.gif
http://www.daxx-web.de/bilder/chick.jpg

notman
07-12-2007, 12:03 PM
lol, I wouldn't call him 'cute', but damn cool.

MAUL0r
07-12-2007, 12:08 PM
I'd like to see that chick textured and dancing like a robot. looks good!

Em.
07-12-2007, 12:48 PM
Agreed with Mere, really liked the black portal, Slum, and the color choices overall, good stuff. Davision, that's a hot chick.

Here's another update, modeled out some of the column areas, played with the alpha'd grass bits, and also added some more cracks/grunge/wear and tear overall. I'm still cleaning up a few things here and there, but getting close to done, if not already done, thanks for the crits, keep em comin'. Full bright screen-cap::
http://www.angelfire.com/wa3/emilyogle/gatewip15.jpg
and one with some lights::
http://www.angelfire.com/wa3/emilyogle/gatewip16.jpg

Joao Sapiro
07-12-2007, 01:09 PM
the skulls are attractign too much attention , and they seem way crisper than the model , id sugest either desaturate them or give some color to the rocks, since they lack a bit of colour , like if they were set there overnight, it is in contact with grass and dirt, so maybe some indicators of those would be cool /images/graemlins/wink.gif

shotgun
07-12-2007, 03:16 PM
seeing it with the lights, it feels like it's too bright, no dark shadows (in the cracks)

if u had more of the skulls brown in the grass -- and more of the grass green on the stones = coherency

overall its very nice, i think the designs are well done, but are relegated to a big-chunk-o-stuff due to lack of big-shapes definition. it just all blends into one, some harder dark shadows to separate the larger panels (and maybe some highlights to go with it) would help push things out

Vitor
07-12-2007, 03:24 PM
Yes agree, you got a really nice work there, but now you need to add some life to it, more colors perhaps, some textures, lighting...

Some more work on the girl:

http://img262.imageshack.us/img262/439/13jr2.jpg

Joseph Silverman
07-12-2007, 03:24 PM
Thanks, per. Fixed the nose and will have an update eventually. /images/graemlins/smile.gif

Ogle, still looking good, and could still use a bit more color variation.

diZzyWalnut
07-12-2007, 04:09 PM
Davision3D - cool chick.
-------------------------------


http://www.miseryproduction.com/jeanreno/jeanrenobasemesh.gif

....learning a likeness /images/graemlins/confused.gif

achmedthesnake
07-13-2007, 05:05 AM
just posting this wippage:
http://i56.photobucket.com/albums/g192/achmedthesnake/normals_01.jpg
texture's in progress - needs more variation and hues/tones (blues/reds)
crits appreciated..

Super
07-13-2007, 07:27 AM
http://www.splitpoly.com/images/work/roc.jpg

BeatKitano
07-13-2007, 07:43 AM
Zbrush 3.0, i'm in love.
http://www.beatkitano.com/ca/lizardpunk.jpg

Progress on the elf
http://www.beatkitano.com/ca/elven6.jpg

Ruz
07-13-2007, 09:56 AM
http://img522.imageshack.us/img522/2534/zbrush3testcf9.jpg
I am loving zbrush3. finally figured out the topolgy tools. great feature.

Em.
07-13-2007, 10:09 AM
Ruz, dig the veins and muscles in the neck, really nice.

I picked up some of the greens from the grass in the the stone and the browns from the stone in the grass as suggested, also added some deeper shadows. Thanks for the crits, they're really helping me to push this one to the finish line.
Fullbright screencap::
http://www.angelfire.com/wa3/emilyogle/gatewip19.jpg

buddy the designer
07-13-2007, 10:42 AM
SUPER !? Get Arshes base and sculpt something instead of pimping 15 zidane's a day! This is serious.

Anyways, great work everyone!

NeoShroomish
07-13-2007, 11:12 AM
http://img2.freeimagehosting.net/uploads/9f87b73e66.jpg

Super
07-13-2007, 12:26 PM
[ QUOTE ]
SUPER !? Get Arshes base and sculpt something instead of pimping 15 zidane's a day! This is serious.

Anyways, great work everyone!

[/ QUOTE ]

It's modelled from a primitive cube for christ sake

Spacey
07-13-2007, 02:32 PM
SupRore: damn fine texture
Davision3D: omg it has thumbs D:
Vitor: She looks good in the front shot, but in the side she's a bit top heavy. I'd squeeze the rib cage until the butt sticks out farther than the spine.
BeatKitano: Nice stuff. I think the elf's eyes could use some shading to set them into the head.

so slow
http://i4.photobucket.com/albums/y121/wootmonkey/Art/nature_baby_02.jpg

Sectaurs
07-13-2007, 02:37 PM
spacey, thats sexy good!

shotgun
07-13-2007, 02:47 PM
for u - oogleanimations - to show u more what i meant to push big shapes out -
shadows between the panels, and some highlights to define the bigger shapes.

its very crude bcz i used a mouse .. but i hope i got the point across

http://www.planetquake.com/skingun/postage/gatewip.jpg

also got lost in the shrinkage is actual moss paint growing on the stone. like not soft green hue to make the stones a little green - that works but i think actual moss.. growing here and there, really blend things u know.. and add more patches of dirt/earth without moss on the ground.. not just brownish hue.. maybe add some large flowers for color flavor too :P

spacey - very nice. plz texture her!

Ferg
07-13-2007, 03:16 PM
that's beautiful spacey! Any chance of getting an SDK?

Makkon
07-13-2007, 05:08 PM
Spacey: SDK SDK SDK SDK

Meanwhile, I think I need to try something else for a change. Does this look female?
http://img.photobucket.com/albums/v671/Makkon/Tenn001-1.jpg
http://img.photobucket.com/albums/v671/Makkon/Tenn001_wire.jpg
http://img.photobucket.com/albums/v671/Makkon/Tenn002.jpg

PolyHertz
07-13-2007, 05:25 PM
[ QUOTE ]
Does this look female?

[/ QUOTE ]

Not really. Try making the eyes bigger and the mouth smaller, maybe put some planes in for alpha'd eyelashes too.

Ruz
07-13-2007, 05:54 PM
man got lost again, must got stop getting drunk so much

pior
07-13-2007, 05:57 PM
Snake's old 60's M9. Still needs extra texture detail like handle grip and such and a Foxhound logo! (yeah I know gear is supposed to be obtained on field... but what do I care ha)

http://img.photobucket.com/albums/v242/pior_ubb/wip_032.png

Ruz
07-13-2007, 05:58 PM
almost got my get my head kicked in , got lost in a bad place in some no good town, in a small industrial estate.

Ruz
07-13-2007, 06:02 PM
not your usual stuff pior, but looking good man

Ghostscape
07-13-2007, 06:17 PM
[ QUOTE ]
almost got my get my head kicked in , got lost in a bad place in some no good town, in a small industrial estate.

[/ QUOTE ]

That's what you've been working on? Getting your head kicked in?

Yikes, glad everything turned out ok.

Joseph Silverman
07-13-2007, 07:17 PM
It's Boss's m1911, Pior and heavily modified -- I am almost positive you can get a good look at it if you call Sigint about it ingame, it's got enough changes that you'll want to see, if you own the game.

(also, thanks, Per. Updates eventually -- and Spacey, that looks incredible.)

Edit: Hey, slow art

http://i17.tinypic.com/4q83fvp.jpg

Boring and unimpressive, but I feel bad posting here without an image.

Striff
07-13-2007, 11:59 PM
Hehe lot o guns...guess I will add mine to the mix.

Diffuse is close to done, then its onto spec and normal.

http://img360.imageshack.us/img360/9899/hk416rendr01ng6.jpg

NeoShroomish
07-14-2007, 12:57 AM
Pior - can we see the flats for that?

pior
07-14-2007, 04:09 AM
Ho Suprore do you mean that Snake's gun is actually provided by Sigint? I couldn't remember for sure about the first and second mission of the game being both 'naked' or not. Or maybe you mean Boss' (female) gun? I thought it was called a Patriot but then again since I have no gun knowledge I couldn't tell if it's a fictional element or real gear.

Last time I had a broad look at the story line was by watching the subsistence re-edited 3h cutscene/movie and these little details are obviously skipped.

Anyways it's no final asset, and just a texture test so far really. Neo I'll post the flats as soon as I'm back home, I'll also try to have more interesting details put in by then like some deeper localized scratches and bumps, grip and logos. I'm no weapon person tho hence I might make tons of mistakes especially since it's just a small part of a bigger project - ie the whole BigBoss character.

!

larolaro
07-14-2007, 04:27 AM
Makkon - Nice work! i feel it does looks female, nice delicate characteristics going on, but i would agree on some eyelashes.

Just some 2d stuff unfortunatly,

http://img98.imageshack.us/img98/8149/bibiandjuzzaog2.jpg

Davision3D
07-14-2007, 06:12 AM
@ MAUL0r
I will make a UT3 Player model of it. /images/graemlins/wink.gif


Spacey, go and eat some chicken wings (http://www.stjonn.com/biscuitland/wp-content/uploads/Image/Picture%20930.jpg) ! /images/graemlins/wink.gif
Btw cool character, maybe make the legs more close to each other.

@ Makkon
I think she looks allready very female. Of course, some big eyelashes would make it also a lot more female.


Now here is the real cute chick /images/graemlins/smile.gif , atleast i hope she looks beautyfull, tried to get a stylized sharp look on this one.
http://www.daxx-web.de/bilder/sharpgirl.jpg

Joseph Silverman
07-14-2007, 09:14 AM
[ QUOTE ]
Ho Suprore do you mean that Snake's gun is actually provided by Sigint? I couldn't remember for sure about the first and second mission of the game being both 'naked' or not. Or maybe you mean Boss' (female) gun? I thought it was called a Patriot but then again since I have no gun knowledge I couldn't tell if it's a fictional element or real gear.

[/ QUOTE ]

He's given the gun by Eva when he first meets her, but the weapon was taken by Eva from Boss (the woman, yeah)'s personal gear. That's why all of it's modifications are perfect for her and snake's CQC fighting style, which he remarks on. If I recall correctly calling Sigint about it will have some (fairly small, but potentially helpful) images of it come up in that top left corner box that usually shows who you're talking to. /images/graemlins/smile.gif

DarthRevanII
07-14-2007, 02:46 PM
Finished up my final version of the NOD Soldier. Skinning in progress, pics soon

http://i8.photobucket.com/albums/a32/SpartnII/2-3.jpg
http://i8.photobucket.com/albums/a32/SpartnII/1-3.jpg

JKMakowka
07-14-2007, 04:44 PM
Scale down the head/helmet a bit.

diZzyWalnut
07-14-2007, 05:47 PM
I don't give up ...

http://www.miseryproduction.com/jeanreno/jeanrenowip2.jpg

DarthRevanII
07-15-2007, 12:00 AM
Dizzy, I think both your chin and forehead (as well as maybe the top of the head too) need to be a bit flatter....your model is very round and I think he has a bit sharper of features...also the ear looks a lil funny, like it pops out too much

EDIT:
think you also might want to consider nudging his lip up a tiny bit...looks too far down IMO

NeoShroomish
07-15-2007, 01:52 AM
http://img72.imageshack.us/img72/338/renderxr0.jpg

lol rock

pior
07-15-2007, 06:57 AM
Oh thanks for the info!

As said by PM I had a look at the custom MGS3 version of the gun and it looks quite horrible haha! I don't know yet if I'll go all the way, maybe I'll just add some more specific details esp if its possible with simple painted normals edits.

So far :

http://img.photobucket.com/albums/v242/pior_ubb/wip_036.png
http://img.photobucket.com/albums/v242/pior_ubb/wip_036b.png
That one last picture is touched up for levels and colors - nothing that a good engine couldn't do I'd say. Other than that it's max8 realtime screengrabs obviously.
http://img.photobucket.com/albums/v242/pior_ubb/wip_037.png

There is quite a bit of contrast between the old battled look of the gun itself and the brand new aspect of the silencer but I thought it kind of fits with the concept of the game - ie obtaining extra gear on field.

Flats as requested
http://img.photobucket.com/albums/v242/pior_ubb/wip_038.png

Time for the less fun gear - water supply, codec aso.

Pew-pew!

Renaud Galand
07-15-2007, 07:07 AM
That's looking badass pior !

//Private// MMh, Sephiel ask me to send my portfolio for F4. I should give it a try ! (I saw him @ Japan Expo).

fogmann
07-15-2007, 08:16 AM
Dizzy - I noticed a few things you could address to get better likeness. Firstly, look at the jaw line. Reno's doesn't seem to be so pronounced/sharp, but blends more with the neck, if that makes sense. Lower the corners of the eyes and soften the bags under the eyes a bit. The corners of the mouth could be pulled in, and you could add some more volume to the flesh around them. The definition of underlying structure of the cheeks isn't quite there. There's a receded line that goes diagonally down the cheek, from the middle of the bag under the eye and then outwards. The indents under the cheekbone that you have on your model are too pronounced. The temples also shouldn't be convex like that - Reno is more round. Also, the flesh above upper eyelid doesn't recede in - maybe a little closer to the nose, but definitely not on the outer side of the eye, it just goes straight up to the eyebrow. The nostrils should be a bit higher up on the side of the nose (so they appear larger). The eyebrows should go a little lower. The chin might be too pointy and narrow, but it's hard to make a judgment from only one angle. Finally, the ear looks a bit stuck-on, needs to be reshaped, I'd say.

In case my rambling didn't make much sense, here I'll attempt a paintover:

http://fogmann.com/uploadpics/jrenopaintover.jpg

Ghostscape
07-15-2007, 09:33 AM
It took me a minute to figure out that the bottom right corner of your flats wasn't some sort of special map pior /images/graemlins/smile.gif

Looks aces, the gunmetal is absolutely perfect looking. The one thing I'd like to see is the grip changed up - typically isn't that a separate piece of metal/plastic/wood thats attached to the gun? It looks like you've got the rivets that attach it modeled in, but the material doesn't break nicely from the rest of the metal.

Joseph Silverman
07-15-2007, 10:57 AM
1911 looks great, Pior. /images/graemlins/smile.gif

Almost done, been hardly making progress on anything:

http://i7.tinypic.com/6cghh00.jpg

EarthQuake
07-15-2007, 12:37 PM
pior i would do something cool like this:
http://www.21stcenturyairsoft.com/prodimages/aegpartsaccessories/silencers/guarder/detail/gbe02a.jpg
right now that silencer looks a little boring.

Joseph Silverman
07-15-2007, 08:35 PM
http://i19.tinypic.com/6g135ns.jpg

this is too early to show. wtf suprore.

MAUL0r
07-16-2007, 10:36 AM
something I did for some guys at work... doesn't make sense unless you know the story behind it...

http://a612.ac-images.myspacecdn.com/images01/115/l_f5a201ecfd5a4681fda940340c02ced3.jpg

Darksun
07-16-2007, 11:33 AM
I LOVE SILO!
http://img.photobucket.com/albums/v355/darksungames/Garbage/janq_00.jpg http://img.photobucket.com/albums/v355/darksungames/Garbage/janq_01.jpg

Joopson
07-16-2007, 11:37 AM
And silo loves you, lol

warby
07-16-2007, 12:03 PM
[ QUOTE ]
Oh thanks for the info!

As said by PM I had a look at the custom MGS3 version of the gun and it looks quite horrible haha! I don't know yet if I'll go all the way, maybe I'll just add some more specific details esp if its possible with simple painted normals edits.

So far :

http://img.photobucket.com/albums/v242/pior_ubb/wip_036.png
http://img.photobucket.com/albums/v242/pior_ubb/wip_036b.png
That one last picture is touched up for levels and colors - nothing that a good engine couldn't do I'd say. Other than that it's max8 realtime screengrabs obviously.
http://img.photobucket.com/albums/v242/pior_ubb/wip_037.png

There is quite a bit of contrast between the old battled look of the gun itself and the brand new aspect of the silencer but I thought it kind of fits with the concept of the game - ie obtaining extra gear on field.

Flats as requested
http://img.photobucket.com/albums/v242/pior_ubb/wip_038.png

Time for the less fun gear - water supply, codec aso.

Pew-pew!

[/ QUOTE ]

what is the flat on the bottom right for is that the environment map ?

Keg
07-16-2007, 12:07 PM
bottom right looks to be for the shadow

DarthRevanII
07-16-2007, 12:39 PM
Skinning process underway, critiques are more than welcome
(I still haven't messed with the helmet size, getting to that soon)
http://i8.photobucket.com/albums/a32/SpartnII/1-6.jpg
http://i8.photobucket.com/albums/a32/SpartnII/2-6.jpg
http://i8.photobucket.com/albums/a32/SpartnII/Helm22.jpg

Also, that Breathalizer is going to be UVWmapped into the blank areas left in the UV's

Em.
07-16-2007, 12:43 PM
Just tryin to finish this thing off, 100% self-illum screencap, thanks for the paintover/crits Shotgun.
http://www.angelfire.com/wa3/emilyogle/gatewip23.jpg


Concept (http://mythicmktg.fileburst.com/war/us/media/images/conceptArt/WARca0207_02.jpg)

diZzyWalnut
07-16-2007, 01:38 PM
[ QUOTE ]
Dizzy ..... here I'll attempt a paintover:
http://fogmann.com/uploadpics/jrenopaintover.jpg

[/ QUOTE ]

Fogmann , thanks a lot for Your crits....that's open my eyes. I think that's always important to know the point from others.
I'll follow You. /images/graemlins/cool.gif

Thank You /images/graemlins/wink.gif

Vitor
07-16-2007, 02:55 PM
Great stuff Pior!

Some from me... still scluping, and tested some crapy rig/skin for some quick poses...

http://img473.imageshack.us/img473/7875/18tc0.jpg

stupid shoulders...
http://img169.imageshack.us/img169/5809/163rm1.jpg

almighty_gir
07-16-2007, 03:13 PM
[ QUOTE ]
[ QUOTE ]
Dizzy ..... here I'll attempt a paintover:
http://fogmann.com/uploadpics/jrenopaintover.jpg

[/ QUOTE ]

Fogmann , thanks a lot for Your crits....that's open my eyes. I think that's always important to know the point from others.
I'll follow You. /images/graemlins/cool.gif

Thank You /images/graemlins/wink.gif

[/ QUOTE ]

i think having your eyes open when doing any kind of art is important :P

Neo_God
07-16-2007, 05:54 PM
[ QUOTE ]
[ QUOTE ]
Oh thanks for the info!

As said by PM I had a look at the custom MGS3 version of the gun and it looks quite horrible haha! I don't know yet if I'll go all the way, maybe I'll just add some more specific details esp if its possible with simple painted normals edits.

So far :

http://img.photobucket.com/albums/v242/pior_ubb/wip_036.png
http://img.photobucket.com/albums/v242/pior_ubb/wip_036b.png
That one last picture is touched up for levels and colors - nothing that a good engine couldn't do I'd say. Other than that it's max8 realtime screengrabs obviously.
http://img.photobucket.com/albums/v242/pior_ubb/wip_037.png

There is quite a bit of contrast between the old battled look of the gun itself and the brand new aspect of the silencer but I thought it kind of fits with the concept of the game - ie obtaining extra gear on field.

Flats as requested
http://img.photobucket.com/albums/v242/pior_ubb/wip_038.png

Time for the less fun gear - water supply, codec aso.

Pew-pew!

[/ QUOTE ]

what is the flat on the bottom right for is that the environment map ?

[/ QUOTE ]

I think that's a gloss map.

Mr Smo
07-16-2007, 06:06 PM
its the shadow alpha isnt it? denz

Neo_God
07-16-2007, 07:34 PM
wait, yeah it is, silly me, I was just looking at the image, I didn't even realize it didn't match up with the uv layout at all...christ, this is what happens when you've been working all day with 0 hours of sleep.

kickzombies
07-16-2007, 09:23 PM
http://img530.imageshack.us/img530/9789/ztestfw4.jpg

haha buff picard?
working with zbrush, still noobish, does anyone know of any decent generic zbrush tutorials?

Keg
07-16-2007, 10:37 PM
A small program I have been working on. A simple model viewer. Plans are to support normal maps, specular maps, diffuse maps, and emission maps. Other features like shadows are planed. Suggestions are welcome, though I don't want to make this bloated. right now only obj files are supported for loading.

http://craig.young.81.googlepages.com/viewer_thumb.jpg (http://craig.young.81.googlepages.com/modelviewer.jpg)
Ignore the errors, that's something with the texture. Other images load fine and render properly, just not this texture.

The model and texture are care of Dur. I would also ask if anyone would be kind enough to email me some more models to test with (hushpuppy2k at gmail dot com) it would be greatly appreciated.

Spacey
07-17-2007, 01:05 AM
Ferg/Makkon: SDK? Sure, but I want to play with her first =}

http://i4.photobucket.com/albums/y121/wootmonkey/Art/nature_baby_03.jpg

poopinmymouth
07-17-2007, 03:36 AM
Spacey I hate you more with every piece you do. That is so awesome. I love the design and the texture work so far. HATE HATE HATE LOVE LOVE. grrrrr

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

Pavel
07-17-2007, 05:30 AM
Haja!
Some my stuff
http://vampir.od.ua/temp/007.jpg

b1ll
07-17-2007, 06:20 AM
ahah spacey, I Dig

perna
07-17-2007, 07:53 AM
post some spaceships, you fools

IronHawk
07-17-2007, 08:31 AM
That is bad ass Pior! Going to the reference folder.

Gav
07-17-2007, 08:34 AM
Same here, looks amazing Pior.

MoP
07-17-2007, 10:10 AM
Spacey, that's awesome!
Pior, that's cool.
Oglemeanimations, really like that gatehouse, nice style /images/graemlins/smile.gif

Geezus
07-17-2007, 10:35 AM
Corner store, WIP:
http://img518.imageshack.us/img518/266/wipquickiecj9.jpg

almighty_gir
07-17-2007, 11:11 AM
why is the lightbulb projecting its own shadow?

Joseph Silverman
07-17-2007, 11:22 AM
I'd say that's an alpha map for a light 'cone'?

Geezus
07-17-2007, 11:30 AM
Indeed it is an alpha map for a light cone. I hadn't tried anything like this before, but had seen it in previous work. Figured I'd give it a go here.

Ruz
07-17-2007, 01:32 PM
geezus, should n't that be 100 percent self illuminated to avoid the shadows on the light cone.

Geezus
07-17-2007, 03:39 PM
ah, rock on Ruz, thanks for the tip bud. I hadn't even thought of that. Here's a small update with the light 100% self illuminated:

http://img522.imageshack.us/img522/7069/quickie3xf5.jpg

Rick Stirling
07-17-2007, 05:34 PM
I get about 1 hour per fortnight.

http://www.rsart.co.uk/imagedump/wed18.jpg

Ruz
07-17-2007, 07:55 PM
nice one Geezus:)

coming along nice Rick_Stirling. personally I would lengthen the upper arm a smidgen

Rick Stirling
07-18-2007, 12:43 AM
No mesh changes for this guy.

Ruz
07-18-2007, 04:37 AM
f course, you are awesome and alway right. i was forgetting:)

I think the pants need a bit more work on the creases too. they look a bit hesitant

Illusions
07-18-2007, 07:18 AM
Geezus, don't forget to do the 100% self illumination on the billboard lights, they're still looking dark. Nice attention to detail though.

vahl
07-18-2007, 11:07 AM
no offense rick, and I may not be the one in the know, but anatomy/musculature seems a bit awkward, especially for a street fighter character, where musculature is very well defined...good start other than that

EarthQuake
07-18-2007, 11:08 AM
yep, anatomy looks quite wonky to me

aesir
07-18-2007, 11:11 AM
I dunno. Rather than wonky, it just looks rather stylized, which is what I assume he was going for.

Fuse
07-18-2007, 12:33 PM
http://fusebrush.com/images/fallout_sculpt_1.jpg

dj snyder
07-18-2007, 01:02 PM
http://img101.imageshack.us/img101/7849/stupidhandymc8.jpg

Slipstream
07-18-2007, 01:28 PM
That's an amusing looking guy, DJ. Nice style /images/graemlins/grin.gif

dj snyder
07-18-2007, 01:46 PM
thanks! /images/graemlins/smile.gif

kickzombies
07-18-2007, 04:19 PM
http://img256.imageshack.us/img256/368/chara01pw9.jpg

more zbrush. *sigh* we need zmapper 3 now.

Mr Smo
07-18-2007, 04:33 PM
you guys think polycount is a place where you can give advice to someone whose anatomy isnt quite right on their mesh or something? geeeez how ignorant, only nubs take c&c - and rick aint no nub!

double negative

Enix
07-18-2007, 08:23 PM
[ QUOTE ]
I get about 1 hour per fortnight.

http://www.rsart.co.uk/imagedump/wed18.jpg

[/ QUOTE ]

Needs mesh changes.

Makkon
07-18-2007, 09:17 PM
Ghostscape, RobG, Davision3D: Thanks for the feedback. I'm not so sure about the eyelashes, but I'll at least give them a try.

I want to make her look a little more dynamic like my sketches, but it's so hard to catch the essence.
http://img.photobucket.com/albums/v671/Makkon/7-18-07tenn.jpg

Here's the lines if anyone wants to color it.
http://smg.photobucket.com/albums/v671/Makkon/?action=view&current=7-18-07tennbw.jpg

redmond_david
07-19-2007, 08:39 AM
http://img110.imageshack.us/img110/4407/renderfinalkz6.jpg

Jeremy Wright
07-19-2007, 08:50 AM
Kickzombies, is that Lance Armstrong? Nice head bust!

Makkon, that sketch is adorable. I think her nose/snout is shorter in your sketch than in your model, that may be part of where things are getting lost. Very cool.

Ruz
07-19-2007, 09:43 AM
redmond_david that looks really cool. nice one

EarthQuake
07-19-2007, 10:11 AM
[ QUOTE ]
http://fusebrush.com/images/fallout_sculpt_1.jpg

[/ QUOTE ]
better than your usual work fuse, but the lips have MAJOR problems.

Geezus
07-19-2007, 10:13 AM
rock on david, that's a slick piece bud. care to share flats and wires by chance?

pior
07-19-2007, 10:19 AM
More fresnel fun!

http://img.photobucket.com/albums/v242/pior_ubb/fresnel_002.png

Thats max8 directX preview of standard material with a fresnel falloff. Jesus!

cochtl
07-19-2007, 10:22 AM
the cow knight needs massive breasts or udders to go with that fresnel effect! its not next gen without them /images/graemlins/wink.gif

RazorBladder
07-19-2007, 10:26 AM
"Would you fuck me?"
"I'd Fuck Me!"

cyi
07-19-2007, 10:36 AM
I'm gonna have another go at a character redesign I did several months back for a contest here. Right now he's just generic shirtless bald muscle guy with some face problems. Started with Arsh's base mesh!
http://www.mburbank.com/km01.jpg

mvelasquez
07-19-2007, 11:48 AM
hot page!
yo makkon, i think a lot of the difference comes from the distance between the eyes and the shape of the eyes themselves. the hips are pretty subtle on the mesh and i would get em closer to the illustration to sell the female look. really cool sketch!

RobotRock
07-19-2007, 12:54 PM
umm...first post on here... just want some critique on this guy...
http://i62.photobucket.com/albums/h111/jenovaproject2/ModelSheet.png

Davision3D
07-19-2007, 01:25 PM
New Basemesh for Zbrush fun, absolute no tris.
http://www.daxx-web.de/bilder/catbase.jpg

Welcome RobotRock
He needs shorter arms? looks like he can drag his arms behind him. /images/graemlins/laugh.gif Seems it will be a very fun character, im curious what you will do with the texture. /images/graemlins/smile.gif
Maybe less loops on his ass and more loops on his upper leg would be better.

Fuse
07-19-2007, 01:42 PM
http://fusebrush.com/images/fallout_sculpt_2.jpg

Vitor
07-19-2007, 03:14 PM
Looking good fuse, you improving well man /images/graemlins/wink.gif i'd say to work on the lips more, mainly the lower one.

Well kinda done with it i think, its been hard to get a single critic on the competition forum unfortunatly :\

http://img406.imageshack.us/img406/9427/19gc3.jpg

ThatDon
07-19-2007, 03:43 PM
Your ears are slightly off fuse, hey are generally between the eyes and the bottom of the nose proportion wise. The ear lobe itself need more definition and separation.

RobotRock
07-19-2007, 04:48 PM
Yeah his arms are exaggerated in length cuz i'm gonna have him walk kinda like a gorilla. Adding the loops in the leg i can see but do you think removing the loops in his ass will mess up the skin or anything?

Fuse
07-19-2007, 04:48 PM
Marine requested the basemesh that I use...

http://fusebrush.com/Fuse_basemesh.zip

here it is for all... can never have too many basemeshes /images/graemlins/smile.gif

Funky Bunnies
07-19-2007, 05:31 PM
Been working on a fun little piece of the Cap'n /images/graemlins/wink.gif

http://www.funkybunnies3d.com/Work/capnwip8.jpg
I'll fix the pose sometime here...

Geezus
07-19-2007, 05:36 PM
Received some good crits on this. Scaled down the bricks a good deal, added some more color variation to the bricks, and put some folds in the awning fabric to indicate the cage beneath along with a few other changes. Quick lighting setup here also:


http://img219.imageshack.us/img219/7126/quickie11mw1.jpg

http://img75.imageshack.us/img75/7356/quickie12ec4.jpg

EarthQuake
07-19-2007, 09:11 PM
TITTIES.
http://johnyontehspot.com/pix/girl3.jpg
http://johnyontehspot.com/pix/girl4.jpg

perna
07-20-2007, 03:04 AM
the nochanges mesh needs mesh changes - Makkon you are so sexy. EQ dude you have this thing where, first I was going to comment on messed up anatomy, before I realized you modeled the body of like a 5 year old girl, breasts of a 14 year old girl and head of a 30 year old trannie. You actually put some work into a render though. What's with the lack of AA some places? Is it modostuffs? You modeled out everything with no sculpting? I'd always sculpt to get anatomy correct

Prs-Phil
07-20-2007, 04:27 AM
http://pu-art.com/homelesssmile.jpg

sketchy fun

Super
07-20-2007, 06:58 AM
http://www.splitpoly.com/images/work/rocky/rocky_c.jpg

Sectaurs
07-20-2007, 07:05 AM
Funky Bunnies,

where's his package?! Cap'n needs bulge. bilge bulge.

if you're going to exaggerate the male form, do all of it. Also, i think his head could be bigger.

that aside; AWESOME

EarthQuake
07-20-2007, 07:50 AM
its rendered in max, all poly modeled, i want to take some time and sculpt in the actual details and fix proportions up in mudboxers

Ruz
07-20-2007, 09:30 AM
super that looks bit like rod steiger
Geezus, was thinking perhaps the bricks could be slight more saturated. looking a bit pastel right now

earthquake, looking good. can we see some wires?

Anyway here is my latest piece. based on the same base as my last pimp, but hopefully looking slighty more moody. Need to do more on the texture. This stuff is purely for practice
http://img169.imageshack.us/img169/5527/heads1ph3.jpg

MAUL0r
07-20-2007, 10:18 AM
Funky Bunnies: I smell a Pirates of The Caribbean Breakfast a cookin' /images/graemlins/smile.gif

Psyk0
07-20-2007, 03:11 PM
Inspired by one of johny's WIP, some old army general or somthin'. Basemesh so far...
http://img106.imageshack.us/img106/5286/generalxj2.jpg

IronHawk
07-20-2007, 03:15 PM
nice one Ruz!

diZzyWalnut
07-20-2007, 03:20 PM
RUZ - that's a nice head /images/graemlins/cool.gif
Maybe the skin ton is too yellow ...or it's a lighting ???
------------------------------------------------

still looking for Jean Reno - /images/graemlins/smirk.gif

http://www.miseryproduction.com/jeanreno/jeanrenowip4.jpg

Fuse
07-20-2007, 03:33 PM
lots of good work guys ...

I am playing with the hairstyle a bit

http://fusebrush.com/images/fallout_sculpt_3.jpg

Ruz
07-20-2007, 03:36 PM
good stuff Psyk0 and diZzyWalnut. love the side view diZzyWalnut

Ruz
07-20-2007, 03:42 PM
fuse, that needs a bit of work. the lips look off and the ear too. apart form that looking nice overall

Joseph Silverman
07-20-2007, 03:50 PM
Yeah fuse, that's looking cool overall, but those lips are way off.

Fuse
07-20-2007, 04:55 PM
Thanks for the crits guys .. I'll give it some more loving .. I dont think it's too bad right now, but the ear needs some adjustments..

Trying to block in the body forms in low poly to get a sense of all the gear placement ..

perna
07-20-2007, 04:55 PM
fuse, I'd recommend getting the basic anatomy right before adorning the model with hair and stuff, which will never help in making it look any better.

Remember: adding MORE stuff will never fix something that already looks bad, rather the opposite

Geezus
07-20-2007, 10:31 PM
Few more changes, still need to finish up the rest of the assets textures, give the spec some more love, and add in the windows in the front.:
http://img165.imageshack.us/img165/6559/quickie10ty8.jpg

achmedthesnake
07-20-2007, 10:42 PM
http://i56.photobucket.com/albums/g192/achmedthesnake/normals02.jpg
http://i56.photobucket.com/albums/g192/achmedthesnake/normals03.jpg
first goings with normals - any crits? (the white bit is meant to be bandages, bit it looks off at the moment..)

dj snyder
07-20-2007, 11:22 PM
looks nice! but his dome looks to be in dire need of some more polygons.

obson
07-21-2007, 12:02 AM
sketch from mudbox

http://obson.org/forums/soldier_render.jpg

Daz
07-21-2007, 12:32 AM
model sessions used up with this one. There is never enough time /images/graemlins/frown.gif

http://www.daz-art.com/piece.jpg

osman
07-21-2007, 06:04 AM
~30-45 minutes
http://www.onepunchmachine.com/fa/humvee1.png

Super
07-21-2007, 06:07 AM
Nice Daz, I'd imagine those classes are very beneficial. Whats kind of price for something like that?

[ QUOTE ]
super that looks bit like rod steiger

[/ QUOTE ]

Steiger over Stallone? Blimey. I'm going to have to post for crits now then.

osman
07-21-2007, 06:39 AM
the back is "sketched", now need to clean it up and optimize it.
http://www.onepunchmachine.com/fa/humvee2.png

Ruz
07-21-2007, 07:02 AM
ahh,now you mention stallone i an see that, but the likeness could be stronger.
thats a nice model vitor, but the shoulders seem slightly under developed.
diZzyWalnut - I think it looks way different on my main pc than on my laptop.need to sort out my gamma settings
cheers Ironhawk

NeoShroomish
07-21-2007, 07:47 AM
http://img152.imageshack.us/img152/6785/rendercopybf0.jpg

buddy the designer
07-21-2007, 08:17 AM
I immidietly knew that it is Stallone from Rocky. I think the hat was a tip.

sama.van
07-21-2007, 08:20 AM
Pior : Hep you! stop to play with fresnel, or you'll transform into fresnel creature /images/graemlins/laugh.gif. I'm sure you already seen everything arround with fresnel effect ah ah /images/graemlins/crazy.gif
(please help him! He already look lot of girls and mans with this fresnel all days!)

Actually trying to explain my workflow for work quickly.
I'm again looking for new tips for work more quickly with more quality! Time can only help me T_T.

You can read it if you click on picture!
http://sama.van.free.fr/version4.0/3D/DirtyConscience/Town1/sama.van_DirtyConscience_Tutorial_Town1_Saloon_A.g if (http://sama.van.free.fr/community/viewtopic.php?p=311#311)

Davision3D
07-21-2007, 08:26 AM
He needs bigger lips and a longer face!
http://www.peter-noster.de/wordpress/wp-content/uploads/2006/09/sylvester-stallone.jpg
/images/graemlins/wink.gif

Great tutorial sama.van!

Daz
07-21-2007, 10:23 AM
About 500 dollars super, for a 12 week course of 3 hr sessions, all materials and model included. Pretty damn reasonable.

shotgun
07-21-2007, 02:10 PM
sama van:: i loved it to where u added the overlay textures. look how dull and grey your midtones and highlights become -- all your color was lost! compare it to the model, and he looks like he is from another world.

diZzyWalnut
07-21-2007, 02:56 PM
diZzy never give up /images/graemlins/laugh.gif

http://www.miseryproduction.com/jeanreno/jeanrenowip5.jpg

getting closer ?

almighty_gir
07-21-2007, 07:24 PM
http://img225.imageshack.us/img225/8158/venomyh1.jpg

Mr Smo
07-21-2007, 07:49 PM
WTB poly flow :O?

looks abit gridded man, the mouth seems awkward, cool lights tho

Laheen
07-21-2007, 08:51 PM
OMY

EarthQuake
07-21-2007, 10:38 PM
did some muddy mudness
http://johnyontehspot.com/pix/girl5.jpg

aesir
07-22-2007, 02:12 AM
looks good eq, but her torso is lookin a tad on the mannish side of the spectrum at the moment. Maybe some wider hips might help

gavku
07-22-2007, 04:44 AM
Wippity-Woo
http://img128.imageshack.us/img128/4537/imjupiter02tz3.jpg (http://imageshack.us)
Shot at 2007-07-22

diZzyWalnut
07-22-2007, 05:18 AM
haha , excelent GAVKU ,nice one
... jesus what's the .... back ! /images/graemlins/ooo.gif /images/graemlins/shocked.gif /images/graemlins/ooo.gif

Jeremy Lindstrom
07-22-2007, 06:01 AM
I need to redo the backpack and pouches on teh belt, but this guy is going into a futuristic city scene via motionbuilder this quarter.

http://www.jeremytoons.com/images/stories/3d/gunslinger2.jpg

conte
07-22-2007, 06:25 AM
quick thing
http://img297.imageshack.us/img297/1166/54559965ev7.jpg

Davision3D
07-22-2007, 06:44 AM
@ EarthQuake
I think her legs needs to be longer and the lower leg looks too simple.

@ gavku
cool creature! /images/graemlins/laugh.gif It needs a really fat ass! /images/graemlins/wink.gif

@ Dekard
Nice, there are a lot of loops you could delete and the armour on the legs looks too blocky to me.

@ conte
I like the head, make it bigger! /images/graemlins/smile.gif

RazorBladder
07-22-2007, 07:20 AM
Gavku, that's golden, keep pushing it /images/graemlins/laugh.gif

Ruz
07-22-2007, 09:09 AM
Erathquake - think her mid torso is too thick. she has more of a male silhouette right now.
more ins and outs required. give her some childbearing hips:)

BoilingOil
07-22-2007, 09:33 AM
Just a sketch now, learning to model.
http://www.beatsmith.com/oil/rex.jpg

killingpeople
07-22-2007, 11:27 AM
cool creature gavku!

Sectaurs
07-22-2007, 12:52 PM
Huzzah! gavku!

wonderful little critter

Vitor
07-22-2007, 01:52 PM
Well model done i think... now trying to rig/skin her. Skin sucks!

http://img516.imageshack.us/img516/3295/24kz4.jpg

EarthQuake
07-22-2007, 02:08 PM
vitor: i really like the style you have going on with this model man, i love the shapes in the body.

rooster
07-22-2007, 03:40 PM
ditto: really nice work!

BoilingOil
07-22-2007, 09:27 PM
Still learning, here's an update:
http://www.beatsmith.com/oil/rexwires.jpg

EarthQuake
07-22-2007, 11:29 PM
moar sculpt, added in some AO this time too
http://johnyontehspot.com/pix/girl7.jpg

conte
07-23-2007, 09:20 AM
beware of penis
http://img405.imageshack.us/img405/2898/43538895xr7.jpg

Spug
07-23-2007, 10:22 AM
Here is some work ive been doing recently, let me know what you guys think.

http://img443.imageshack.us/img443/3066/glowjw1.jpg

Slum
07-23-2007, 10:25 AM
Right now it's a bit dark, too much bloom. The textures are looking a little boring. You've basically got a solid color, with some dodge'n'burn and an overlay.

Ninjas
07-23-2007, 11:24 AM
Is this a future Subway? A spaceship access coridor? A high tech lab? There is nothing in the image that tells me what it is. Also, there is no focus. I am not sure where I am supposed to look in the image. The execution seems rushed to me-- just some textures and some overlays, no real painting to bring up the small detail. It seems like you are working close to your final resolution? That is not a good idea. I usually work at 6400x4800 for this aspect ratio and merge layers or resize to 3200x2400 when my computer really starts to chug.

I like the color scheme. The walls and pillars look cool enough.

Jaco
07-23-2007, 12:26 PM
Looking good Earthquake, the area where the collar bone meets up with the deltoid and upper arm bone looks a bit strange though, as if the collar bone is ending before it gets to the shoulder. The boobs are really nice though /images/graemlins/smile.gif

EarthQuake
07-23-2007, 12:32 PM
aha i see what you mean there, i'll tweak that section a bit. thanks

almighty_gir
07-23-2007, 02:34 PM
not an art pimp, but a music pimp!!!

http://www.myspace.com/easstudios


the first song that plays, is a new track from my band, being released on our EP, and an early mix. hope you like it =]

diZzyWalnut
07-23-2007, 03:52 PM
ref :
http://www.miseryproduction.com/jeanreno/jeanrenoref1.jpg

challenge is over , I had not enough time to finished /images/graemlins/frown.gif, anyway here is :

http://www.miseryproduction.com/jeanreno/jeanrenofinal.jpg

http://www.miseryproduction.com/jeanreno/jeanrenofinal1.jpg

lot of great stuff there
http://www.subdivisionmodeling.com/forums/forumdisplay.php?f=54

Hey Rick - if You are the judge , don't forget some spec. price for diZzy .... for ex. some sticker of subdivisionmodeling /images/graemlins/laugh.gif

BoilingOil
07-23-2007, 05:16 PM
@Spug: Nice work! I like the lights especially.

Finished my first model, gonna try and do normals in zbrush.

Does anybody else think the hands are too small? Since I'm already over the 500 mark, maybe I should detail them more.
http://www.beatsmith.com/oil/rexmeshfull.jpg

Penzer
07-23-2007, 06:19 PM
You can make them bigger without adding geometry to them. You'd only need to add geo if they're going to be animated, and with a 610 poly model you're probably not doing per-finger animation.

Ruz
07-24-2007, 12:34 AM
Nice effort diZzyWalnut . Slightly stylised look to it, but you can definitely tell its him
just noticed his adams appple is way too low

diZzyWalnut
07-24-2007, 01:47 AM
[ QUOTE ]
Nice effort diZzyWalnut . Slightly stylised look to it, but you can definitely tell its him
just noticed his adams appple is way too low

[/ QUOTE ]

ouuph - <u>it's my first highpoly likeness.</u> The challenge is over but I will try to finish Mr.Jean RENO anyway. (ad. some wrinkles, cell ... more details)

Spug
07-24-2007, 05:25 AM
See this is why I signed up for polycount, to get good crits, because at school, most students wont say anything besides my friends.

@ Boiling Oil, thanks a lot, the I was trying to fake the lighting with some self illumination.

@ Slum and Ninjas, thanks a lot guys for the crits, and your guys posts really opened my eyes. Sometimes when your working on somthing you totatally forget to tell everyone what it is your working on, because you as the artist, you already know what it is that your making. It is a futuristic overpass, that I had to create for a class. I made the overpass symmetrical so I could cut corners, and lower the ammount of work I had. Here is a shot i took earlier without any bloom.

http://img339.imageshack.us/img339/7516/renderih1.jpg

Ninjas
07-24-2007, 06:37 AM
Hehe, I feel dumb now. I thought that image was a concept painting. I noticed the mirroring, but I just figured you cut and pasted. The scene looks pretty cool. I think you could still punch up the details more on the textures.

Richard Kain
07-24-2007, 11:53 AM
I'm probably not the best person to post comments for your work. Mainly because I'm finding it very hard to find anything to criticize. Hope you don't mind a little gushing. Oh, no, wait, I did find something to criticize. In your litte environment there, it looks like the texture you are using for the ceiling is the same one you are using for the floor. I have never been in a room that has the same texture on the floor that it has on the ceiling. (in real life) I think the current texture you are using works really well on the floor. I'd come up with a different texture for the ceiling. Also, when I look closer, I think the texture on the pillars sets them apart from the background a bit too much. It's only a slight difference, but noticeable. I think it might be that the overall color pallete differs from the wall textures. (the walls have more blue, the pillars have more yellow) The pillars don't stand out quite as much in the bottom picture, where the center texture on the wall matches with them a bit better.

Now on to the good. There's a lot of it. The textures do a great job of adding detail to a scene that is fairly geometrically simple. That is exactly how a good game level should be constructed. The overall atmosphere that the texture work sets is very nice. (good choice on lighting arrangement as well)

shotgun
07-24-2007, 11:57 AM
to me the highlights on the edges feel too blurry and uniform. considering how beat up the wall textures are, it contradicts. the highlight on the edges should be more beat up, and possibly softer because they look unrealisticly strong.

i like the overall atmosphere, but it is somewhat suggestive and vague in color scheme -- maybe define better which design areas are grey and which are brown; reveal big shapes and small shapes more clearly.

the designs themselves also 50-50: the columns read very well to me but the walls seem somewhat arbitrary. the 6-rectangles texture is just completely random and i'd either make it more significant (like there is something really there, some machine in the wall or something) or discard it. consider what are your design elements meant to be, how important the role they play, why are they there and what they should do anyway. the door works great, the fractal-looking next to it is a little soft and vague again, and just pops in the middleof the wall without pipes or anything connecting to the floor or the door... but its ok... the 6-rects again just feel useless.

overall i think its really good though
you could push the designs to be more original next time

Spug
07-24-2007, 08:36 PM
@ Richard Kain: Thanks a lot for the crit, it is helping me soooooooo much to hear good critique from others that are on the same page as me. I know the floor and the ceiling is the same as the floor, for i did that hoping that no one would notice lol, and cut another corner once again in the texturing process. I agree with everything you are saying, that if i change up the texture on the walls, so they are more complimentary to the pillars, that the environment would work better. Thanks again for the helpful info.

@ Shotgun: Thank you for the critique, you are right, most of the highlights are too uniform, and look symmetrical. I also agree that the designs are not that good, for this environment was modeled and textured in 2 weeks during a class. I feel if I would have had more time to actually have a conceptual art stage of designing the level, that it would have turned out better.

Thanks again for the info, for this will help me as an artist. I am open to all types of criticisms, good, bad, and ugly...I just cant stand the...i don't like it...or...its good...I'm open to anything. Thanks again.

Fuse
07-25-2007, 10:04 AM
http://fusebrush.com/images/fallout_sculpt_4.jpg
http://fusebrush.com/images/fallout_sculpt_5.jpg

Slum
07-25-2007, 10:07 AM
Fuse: that bottom lip really has the "Angelina Jolie" look to it. Keep in mind lip have planes to them and aren't big bubbles of skin. You should tuck in that bottom lip a bit and have some semi-hard edges to define where the lip changes.

Joseph Silverman
07-25-2007, 10:48 AM
Yeah, the bottom lip is still really wrong. I completely don't understand the forms around the mouth, either. It just seems like random blobbing. If you're going to exaggerate the forms around the mouth, it'd look a lot better to stick with natural anatomy. I apologize for the low quality of this, but I did a really simple paintover to show what I mean:

http://i12.tinypic.com/67pfa8o.jpg

The way I learned it was that the forms directly around the mouth were somewhat of a 'donut' shape -- low at the corner of the mouth, high in a circle around that, and then low again at the edges. In practice it's a lot more angular, but as it is your detail is really breaking the natural flow of the face.

odium
07-25-2007, 11:02 AM
Been working on a weapon model, heres some progress on the clip for it. The final texture UV is 2048x2048, and this is a small part of the texture, thats why it appears to be mapped with a lot of wasted space (The space is filled on the real texture):

http://www.quake2evolved.com/odium/clip_final_small.jpg (http://www.quake2evolved.com/odium/clip_final.jpg)

Fuse
07-25-2007, 11:04 AM
holy moly, such high resolution really necessary ?

odium
07-25-2007, 11:06 AM
[ QUOTE ]
holy moly, such high resolution really necessary ?

[/ QUOTE ]

A) I made it thumbnail because of moaners.
B) Yes, it is. Next question?

ElysiumGX
07-25-2007, 11:36 AM
I can't see all the scratches in that clip, could you make the image larger and replace the thumbnail? Opening a separate window is too troublesome. Never sacrifice detail for internet etiquette.
<font color="#00254a">Translation: Stop being an ass. </font>

EarthQuake
07-25-2007, 12:21 PM
[ QUOTE ]
holy moly, such high resolution really necessary ?

[/ QUOTE ]

All my FPV weapons that i make use 2048's, considering that its a model thats directly in front of your view, for 100% of the game, yeah. That resolution really is needed. Now If the detail he actually has in his texture is enough to warrant that size? Dunno, but lowres normals look like SHIT in FPV.


Fuse: Just scrap those lips and start over, honestly they are so bad is not even funny.

Chunkey
07-25-2007, 01:33 PM
http://img258.imageshack.us/img258/7571/ramdy1zt4.th.jpg (http://img258.imageshack.us/my.php?image=ramdy1zt4.jpg)
Long time no pimp heh

just getting a feel for Zbrush 3, based loosely on Randy Orton as he's got an interesting face- gonna try out the topology tool as well and see if I can make a bouncer out of him at some point.

Taken a bit longer than an hour thus not in the 1hr mudbox thread (add another hour or so, restarted the ears so many times it's not funny any more hehe) and just faffing with the tools and stuff.

Probably post it in it's own thread once I figure out what I want to do exactly /images/graemlins/smile.gif

IronHawk
07-25-2007, 02:36 PM
The scratches are too uniform on that clip. They look painted /images/graemlins/smirk.gif

This site has some old vietnam era clips for sale on it with nice big images. Linky (http://images.google.com/imgres?imgurl=http://www.qm-supply.com/zenstore/images/clip2.jpg&amp;imgrefurl=http://www.qm-supply.com/zenstore/index.php%3Fmain_page%3Dindex%26cPath%3D2&amp;h=800&amp;w= 800&amp;sz=40&amp;hl=en&amp;start=4&amp;um=1&amp;tbnid=pX___3evWpp0tM: &amp;tbnh=143&amp;tbnw=143&amp;prev=/images%3Fq%3Dm16%2Bclip%26svnum%3D10%26um%3D1%26hl %3Den%26client%3Dfirefox-a%26channel%3Ds%26rls%3Dorg.mozilla:en-US:official%26sa%3DG)

Spug
07-25-2007, 06:43 PM
This is a work in progress...I am laying out the basic shape and form of the character until I get to the immese detail. Some of the shapes of the character isnt smoothened out right now, but here is my work so far.

http://img504.imageshack.us/img504/3879/22856702fi1.jpg

http://img504.imageshack.us/img504/3172/54742665se0.jpg

dur23
07-25-2007, 08:33 PM
ooooooh!

rawkstar
07-25-2007, 09:30 PM
why is it a fallout sculpt?

Jesse Moody
07-25-2007, 10:28 PM
[ QUOTE ]
holy moly, such high resolution really necessary ?

[/ QUOTE ]

yeah i've been using 2048s for all the fpv / fps weapons i've been doing lately. Reason like mentioned before it's on screen 100% of the time so the weapons become the character.

Thats the best way I can think of it.

Slum
07-26-2007, 06:03 AM
I think he was going with 2048 for the whole weapon, and some folks assumed he actually meant 2048 for the clip.

odium
07-26-2007, 06:25 AM
Yeah 2048x2048 for the entire thing. The clip takes up part of it.

NeoShroomish
07-26-2007, 07:12 AM
That's still a lot though, depending on your resolution. 4x1024? Have you deleted backfaces? Because I've seen models with internals mapped on less than that.

odium
07-26-2007, 07:24 AM
Its really not a lot these days. I've seen people use 4096x4096 res textures for a HEAD alone.

I think something that tales up half the screen in a high resolution is worth this res.

MoP
07-26-2007, 07:46 AM
[ QUOTE ]
Its really not a lot these days. I've seen people use 4096x4096 res textures for a HEAD alone.

[/ QUOTE ]

Who?
A lot of graphics cards on the market at the moment (I think mainly ATI, but I might be wrong) can't even load 4096x4096 textures into memory.

Also bear in mind that if a head texture alone is using 4096x4096 pixels, if you viewed that at native resolution of 2560 x 1600 on a 30" widescreen monitor, the head would have to fill up the entire screen before you'd even see that detail. Nobody runs games in 2560x1600, and even if they did, they don't fill the screen with a single face.

4096x4096 for a head is a waste of time. Maybe if you're rendering it for a pre-rendered video with lots of close-ups it'd be worth it, but for a game at current and future specs - no need.

The UT2k4 head textures were 1024x1024 each, and that was a little excessive. They'd have to be filling the whole screen at 1024x768 resolution, or roughly half the screen at 1600x1200 before you'd see all the detail, and that NEVER happens, especially in a game like UT.

That said, I don't think 2048x2048 for a single first-person weapon model is over the top for a current-gen PC FPS game. I just don't think it helps at all trying to justify it by saying "well this other guy I saw used HUGE textures!". That's not a good reason at all.

odium
07-26-2007, 08:32 AM
I never said that was my reason, at all. I said I dont feel 2048x2048 is a bad res at all for a weapon onscreen. Seems your just being picky once again.

As for the 4096x4096, I suggest you download some of FAKEFACTORY's HL2 HD textures.

For example:

http://img258.imageshack.us/img258/8485/ep1c17050018yy5.jpg

As for cards that can load 4096x4096, last time I checked cards have been fine doing that res for quite a while now. Its more of an engine limitation these days. My last three nVidia cards have been perfectly fine loading that res.

Sectaurs
07-26-2007, 08:43 AM
wow, thats a 4096?

i've seen better on much less

i'm not a big fan of the 'bigger is better' movement. seems people should learn to use every pixel before going up to the next size. ah well. back to my no-normal-mapping.

snake85027
07-26-2007, 08:52 AM
spydrone, just something i have been working on
http://i93.photobucket.com/albums/l74/spawn85027/update-1.jpg
http://i93.photobucket.com/albums/l74/spawn85027/dronecolor02.jpg

fritz
07-26-2007, 09:08 AM
yeah....what is up w/that HL 2 dude. look at the ear!! that's a 4096? maybe it's just a horrible map job. s'like the dude just took a forehead photo and slapped it on there. sorry....guess that's not really addressing the point.

MoP
07-26-2007, 09:34 AM
Odium: I'd also like to raise the point that a 4096x4096 texture, DXT1 compressed (which is good compression) is still 10.9mb of texture memory.

So, uh, if you have, say, 2 characters with a 4096 for a head each, and another 4096 for the body each, that's 44mb of texture memory for two characters' diffuse maps alone.

If you wanted normal maps for those too, you're looking at 22mb per 4096 DXT5 local map. Specular? Let's say you do it half-resolution DXT1 because it's not as important. Another 2.8mb per sheet.

Right, so a single character made in this fashion, one map for head, one map for body, with diffuse, bump and spec (fairly standard map types these days), would come to approximately 70mb of texture memory. Two unique characters, that's 140mb texture memory. Where are all your environment textures? Your weapon textures? Effects? Skyboxes? Are they all 4096x4096 too?

Hopefully you will see that such high resolutions are not only unnecessary, but foolish. You could not possibly hope to make a full game on current hardware using those specs - you'd just run out of memory all the time, everything would slow down and break.

So yeah, I'm not actually being "picky" as you said, I'm being reasonable and sensible. Your post shows how little you understand about the reality of making games.