View Full Version : So what are you working on?
odium
07-26-2007, 10:35 AM
Ya know, if instead of some of you bitching about everything thats not what you like, and you actualy gave serious thought into your posts, this place wouldn't be a bad place. Thats not even about the image I posted either, thats just the general attitude I get from here.
A Work in progress thread, to me at least, says "Hey, take a look at what i'm doing. Its not finished yet and your not seeing it all, but I'll show you for feedback!"
odium
07-26-2007, 10:36 AM
Mop, please point out where I said a 4096x4096 texture for a head is a good idea.
I'll be waiting for your apology for being a big headed git in the mean time.
My comments regarding texture size were more with respect to the magazine alone taking such a large amount of space.. But it's your model, do what you wish..
You know, regarding view models receiving so much texture resolution, i find that often times such sharpness on the view model relative to the characters/environment really stands out.. I suppose i am talking about texel density here (correct me if i'm wrong). I think a model with a well defined shape goes a long way with a moderate texture resolution. Fluid animations also help make an immersive experience.
Anyway odium i think you should just relax, you're at threat level omega already, people arent out here to get on your case.
fritz
07-26-2007, 10:44 AM
uh oh....it's time for some gaf-style popcorn.
*pops one into the microwave
*pops in franky goes to hollywood, skips to RELAX
buddy the designer
07-26-2007, 11:56 AM
FakeFactory does really eh poor job on these "HIRES WTF OMG FTW" textures since they're enlarging originals and stamping some details from other photos...
Odium have never said that he thinks 4096x4096 is ok for a head, he only said that 2048 for a weapon might be ok in some cases and that's not that big problem since he saw ppl use 4096 for head alone.
And to be honest 4096 map for a head is only used in Movies/Cinematics these days, one cg character I remember (forgot the movie's name) was 16000x16000 pixels with head propably taking something around 4k.
In odium's defense, he didn't actually say a 4096 was a good idea, he just used that outlandish size as justification for using higher res textures of his own. Kind of like "who cares what i did, look what HE did"
But, that doesn't mean he's any less of a prick.
odium
07-26-2007, 12:47 PM
Thanks, erm, I guess. Cock nose.
rawkstar, what do you mean by fallout sculpt?
indian_boy
07-26-2007, 01:24 PM
it'll be funny if this thread has to be blocked cuz of a fight. so i'll steer it back on topic:
http://i174.photobucket.com/albums/w104/indian_boy/random/Untitled-1-1.jpg
C&C welcome /images/graemlins/laugh.gif.
PS:im actually working on something, link in my sig. no, a sphere isn't my idea of art.
HandSandwich
07-26-2007, 02:00 PM
Looks good indian_boy. You might want to work on your smoothing groups though. Otherwise, texture is spot on. /images/graemlins/crazy.gif
notman
07-26-2007, 02:06 PM
I think you've smoothed your box too much.
Yeah that box could easily be 6 quads instead of the 60 zillion you have there. Optimise, man! /images/graemlins/smile.gif
that topology isn't really working for me mate /images/graemlins/smile.gif
rooster
07-26-2007, 02:22 PM
wires plz!
almighty_gir
07-26-2007, 02:25 PM
my only reaction to all of odiums "points" (since almost all of them have sort of negative comment aimed at this forum), is:
if you don't like it here, you know how to close your explorer.
Indian Boy, nice sphere, looks very good, and i can see what you're trying to go for. have you tried modeling a teapot yet? i've been stuck on that for years /images/graemlins/frown.gif
EarthQuake
07-26-2007, 02:30 PM
[ QUOTE ]
it'll be funny if this thread has to be blocked cuz of a fight. so i'll steer it back on topic:
http://i174.photobucket.com/albums/w104/indian_boy/random/Untitled-1-1.jpg
C&C welcome /images/graemlins/laugh.gif.
PS:im actually working on something, link in my sig. no, a sphere isn't my idea of art.
[/ QUOTE ]
This sucks, worst gameart i've ever seen. Look at all those triangles! How are you going to make 5 million poly zbrush mesh with this? Here, this is how its done.
http://johnyontehspot.com/pix/quadball.jpg
indian_boy
07-26-2007, 02:45 PM
lol, okay i don't know what's funnier...
so help me out here:
"what is funier" option
a)that i actually did this:
http://i174.photobucket.com/albums/w104/indian_boy/random/Untitled-1-2.jpg
or
b) that post has developed more 'crits and comments' within a few minutes than all my posts in polycount have ever done, on average, put together?
i think 'a)' is funnier...
oh, and i tried optimising it, is it better now? damn this is hard. im thinking of giving up and becoming a plumber instead. anybody know any plumbing universities in toronto?
Quaggs
07-26-2007, 02:47 PM
[ QUOTE ]
lol, okay i don't know what's funnier...
so help me out here:
"what is funier" option
a)that i actually did this:
http://i174.photobucket.com/albums/w104/indian_boy/random/Untitled-1-2.jpg
or
b) that post has developed more 'crits and comments' within a few minutes than all my posts in polycount have ever done, on average, put together?
i think 'a)' is funnier...
oh, and i tried optimising it, is it better now? damn this is hard. im thinking of giving up and becoming a plumber instead. anybody know any plumbing universities in toronto?
[/ QUOTE ]
personally i liked your old model better topology wise, right now it seems that the very ends of your new model have a lot of triangle fanning, which could result in an akward uv map, try to make you model more close to the one above your post.
Edit: also, i vote B!
fritz
07-26-2007, 03:01 PM
EQ...can you post your basemesh? i'd really like to use it.
update on the model
http://img513.imageshack.us/img513/9217/rendercopydm6.jpg
Richard Kain
07-26-2007, 03:55 PM
One of my first experiments with high-poly modeling. And normal-map generation. The first series of images is of the sculpting progression. The last three are different views of the low-poly version that the normal map gets pasted over.
http://www.geocities.com/richard_kaine/guyshow.gif
Psyk0
07-26-2007, 05:22 PM
Lil Devil concept by Jordu Schell.
Last one down:
http://www.schellstudio.com/illustration.htm
Mesh aint that good for mudbox but i'll throw it in there to tweak some, maybe detailing until my last decade hardware gives up.
http://img516.imageshack.us/img516/8659/lildevilmv1.jpg
Khanongsouk
07-26-2007, 06:07 PM
Martian Manhunter, cone head version.
http://img255.imageshack.us/img255/9224/martianmanhunterya6.th.jpg (http://img255.imageshack.us/my.php?image=martianmanhunterya6.jpg)
EarthQuake
07-26-2007, 06:36 PM
You can make good money as a plumber!
Sorry no, cant post basemesh. Cant let all my secrets get out now can i?!?!
Penzer
07-26-2007, 07:38 PM
[ QUOTE ]
Sorry no, cant post basemesh. Cant let all my secrets get out now can i?!?!
[/ QUOTE ]
No chance of an sdk? /images/graemlins/frown.gif
coldwolf
07-27-2007, 12:16 AM
The team leaders of the mod I'm working on wanted a specific species of fish for an easter egg. I got yer fish RIGHT HEAH
http://img.photobucket.com/albums/v364/coldwolf/fishy_wire.jpghttp://img.photobucket.com/albums/v364/coldwolf/fishy_front.jpg
http://img.photobucket.com/albums/v364/coldwolf/fishy_top.jpg
http://img.photobucket.com/albums/v364/coldwolf/fishy_texture.png
131 polys with a 128 texture there. Apparently it's an item for the player to pick up (HL2 mod btw), so I figured 128 was a nice number (soooo close!). I ripped the texture from the ether, so other than that, whatcha think?
The Ben
07-27-2007, 12:17 AM
I put this off for a long time, but I finally finished the Destroyer in my Khadoran War group. (Warmachine Miniatures).
http://img.photobucket.com/albums/v627/zagzagel/juggart.jpg
Here's a WIP of my next environment piece. It's for one of my all time favourite games. Like my other stuff as of late I've done a little back story to this piece I will post later on. For now, consider it a "Where are they now?" subject piece for an old adventure title.
Guess the game, win a cookie!
http://www.adambromell.com/crap/ft_wip01.jpg
Neo_God
07-27-2007, 04:03 AM
Ben, I am digging that!
Here's a new character (yes he's based on Walter from The Big Lebowski)
http://flesh-machine.com/Portfolio/Models/Wally.jpg
NeoShroomish
07-27-2007, 05:48 AM
I instantly recognized him, and I haven't even seen the film yet!
snake85027
07-27-2007, 06:21 AM
its hard making mechanics seem like the parts actually fit together.
http://i93.photobucket.com/albums/l74/spawn85027/concept1.jpg
http://i93.photobucket.com/albums/l74/spawn85027/cocept1jpg.jpg
IronHawk
07-27-2007, 08:34 AM
nice work Adam. Looking forward to seeing some nice specular details on that Airstream.
comin along nicely Neo_God . I feel you could make more of the normal map detail in the clothes though
flaagan
07-27-2007, 11:32 AM
Coldwolf.. you should remake it into the dopefish (http://www.dopefish.com/)!
HonkyPunch
07-27-2007, 11:50 AM
Um, snake<insert number>
What the hell are those drawings of?
I can't tell.
snake85027
07-27-2007, 06:14 PM
suppose to be a killer spy drone in a pillbug shape. I took two different colors and did a render cloud filter and then did some difference clouds on it. At first I wanted to let my imagination wonder in it and try to come up with something different but it wasnt clicking so I went with a pill bug body. I made a shell top with an arm comming down the side with a gun attached. And up front there is the lense and at the back there is suppose to be some kind of engine or something. And then ofcourse the lights that extend and move around.
Rwolf
07-27-2007, 07:23 PM
On my way? or just horrible?
http://student.vfs.com/~3d62trevor/wip/Satyrtest.mov
Neo_God
07-27-2007, 07:55 PM
Word to the wise mr.85027 do not use those filters. Espeically on a concept, can we see what it looked like before you threw all that crap on it?
Rwolf, that's looking okay, but it seems a little static. Although there's more movement in that guy than most people who play guitar hero, he at least does a little bit of pelvis moving.
snake85027
07-27-2007, 10:14 PM
i actually used the filter to open up some kind of imagination. It wasn't an overlay, it was suppose to let my mind be more open.
rooster
07-27-2007, 11:42 PM
its a good idea, but you're far better off hand-painting some texture or using anything else but difference clouds
perna
07-28-2007, 01:26 AM
snake8, you belong more in some New York art gallery making millions of dollars off of rich housewives
snake85027
07-28-2007, 02:25 AM
hell yeaaaaaaaaa, im in
Skizot
07-28-2007, 02:28 AM
holy crap FULL THROTTLE!
i loved that game adam...
NeoShroomish
07-28-2007, 05:41 AM
I had that game but I could never get past the very first bit O_o
Keep in mind I was probably like 5
Sectaurs
07-28-2007, 01:21 PM
snake, after you get the juices flowing with that sort of white-noise inspiration, make sure to slap down some sort of fill or at least some thick lines around your drawing. Starting out that way can often be a good idea, but its time to cut the cord and separate the subject from it's inception.
so filter > paint > paint over filter
WayneAdams
07-28-2007, 02:38 PM
http://www.wayneadams.net/stuffola/crapola/deadpool_test4.jpg
bout 650 faces
still WIP
snake85027
07-28-2007, 06:45 PM
Sectaurs , thanks for the backing up of my process, i went in drew an contour overlay, but it wasn't as cool as I thought. So I'm going to try it again.
konstruct
07-28-2007, 09:12 PM
YEEAH, that deadpool looks nice- reminds me a bit of the hellboy style
Joseph Silverman
07-28-2007, 09:14 PM
http://i12.tinypic.com/5yl788g.jpg
I really don't like this, but I gotta finish it.
larolaro
07-28-2007, 10:22 PM
Just a little play about,
Not quite low poly but hey!
http://img403.imageshack.us/img403/3029/run2pq4.gif
spacemonkey
07-28-2007, 10:39 PM
RobG thats sweet, whats it for?
Rob, that is the single coolest piece of game art I have ever seen. I want to see you make a whole game.
perna
07-29-2007, 03:02 AM
damn it RobG
Pavel
07-29-2007, 06:30 AM
yeah RobG this is really impressive!
Madness style!
mikebart
07-29-2007, 06:47 AM
thats awesome RobG, i'd like to ride on its back /images/graemlins/smile.gif
Vitor
07-29-2007, 08:35 AM
I want to have my kids with you RobG!
oooh i am envious of your painterly style robg /images/graemlins/smile.gif
That's sexy robg, reminds me of the zone of the enders style.
Slaught
07-29-2007, 11:08 AM
omg RobG
Sign my chest!
dur23
07-29-2007, 01:06 PM
shit robg thats fantastical.
Vitor
07-29-2007, 02:16 PM
uh woot just droping my updated portfolio:
http://ipushthemakeartbutton.pt.vu
jonnyhr
07-29-2007, 04:33 PM
Hehe, that is extremely cool RobG /images/graemlins/smile.gif Keep it up mate. I must say I really enjoy your art-style.
Just an old man:
http://jonnyree.com/newModel.jpg
Started w/ arshlevon's base...that's not cheating is it?? :P
Can you guess who it might be?
http://mburbank.com/ken_revolve2.jpg
This is inspired by Pierre Bourgeot's Ryu if you haven't already guessed who it is.
rooster
07-29-2007, 05:03 PM
sunday evening doodle
http://redprodukt.com/wp-content/uploads/2007/07/dudl.jpg
Spacey
07-29-2007, 06:07 PM
RobG: good god, rock on dude!
http://i4.photobucket.com/albums/y121/wootmonkey/Art/nature_baby_05.jpg
sdk as promised...
http://www.tomtallian.com/3d/spacey_naturebaby_sdk.zip
here is a head i did for fun a while back
http://img182.imageshack.us/img182/5549/headcopyst1.jpg
Baddcog
07-29-2007, 09:41 PM
Some good work ya'll.
Spacey, diggin that chick, kindof creepy /images/graemlins/laugh.gif Good proportions. Great details so far.
fogmann
07-29-2007, 10:55 PM
robg - very very awesome!
Spacey - love that model, and gray scale texture looks really cool too, thanks for sdk
Here's a wip of this guy, it's just a bust. Messing with shaders a bit, no spec on the skin yet, and texture is a mess:
http://fogmann.com/uploadpics/wip/tnwip04.jpg (http://fogmann.com/uploadpics/wip/tnwip03.jpg)
arshlevon
07-30-2007, 12:27 AM
more zculptin..
http://img151.imageshack.us/img151/3688/oldmannmk6.jpg
diZzyWalnut
07-30-2007, 03:57 AM
RobG -
I realy love Your style , .
I've a look round Your portfolio = absolutly hot stuff.
Fogmann -
that's a funny man.
Arsh -
look nice - old & tired man....., maybe a little bit desperate.
Johny
07-30-2007, 03:58 AM
foggmann that looks awesome !
Default
07-30-2007, 09:09 AM
rooster, thats pretty neat.
HandSandwich
07-30-2007, 11:24 AM
Spacey: That shit is metal! Awesome work. Still waiting on the sdk....
Slaught
07-30-2007, 11:37 AM
[ QUOTE ]
Spacey: That shit is metal! Awesome work. Still waiting on the sdk....
[/ QUOTE ]
[ QUOTE ]
http://www.tomtallian.com/3d/spacey_naturebaby_sdk.zip
[/ QUOTE ] /images/graemlins/grin.gif
MacTom27
07-30-2007, 11:46 AM
Awesome works, guys ! /images/graemlins/smile.gif
A little elf ...
http://img65.imageshack.us/img65/9271/wip1picturekb5kj7.th.jpg (http://img65.imageshack.us/my.php?image=wip1picturekb5kj7.jpg)
Geezus
07-30-2007, 11:51 AM
[ QUOTE ]
here is a head i did for fun a while back
http://img182.imageshack.us/img182/5549/headcopyst1.jpg
[/ QUOTE ]
Hell yeah Spug, hadn't seen this one before. I think the inner ear is a bit far out, aside from that, he has a real hard look to 'em. Me likes. :]
killingpeople
07-30-2007, 12:01 PM
Spug: i think your model shows that you have very good control over your sculpting tools. you have brought the sketch alive with your sculpt, great job! what may need some work is your style of and understanding of your anatomy. i feel that is all that stands in your way. i would be interested to see how you worked from a photographed subject.
nice work!
HandSandwich
07-30-2007, 12:54 PM
[ QUOTE ]
[ QUOTE ]
Spacey: That shit is metal! Awesome work. Still waiting on the sdk....
[/ QUOTE ]
[ QUOTE ]
http://www.tomtallian.com/3d/spacey_naturebaby_sdk.zip
[/ QUOTE ] /images/graemlins/grin.gif
[/ QUOTE ]
/images/graemlins/crazy.gif Thanks Slaught :{_)
osman
07-30-2007, 01:18 PM
hmm does this look too cartoony?
http://www.onepunchmachine.com/fa/2.png
Sectaurs
07-30-2007, 01:28 PM
compared to what?
Pedro Amorim
07-30-2007, 01:33 PM
[ QUOTE ]
hmm does this look too cartoony?
http://www.onepunchmachine.com/fa/2.png
[/ QUOTE ]
if by cartoony you mean HOT then yes! is cartoony:D
osman
07-30-2007, 02:03 PM
haha ^^
say for a counter strike-ish game?a friend of mine told me to tone down the lines and add wear and tear to the edges.Going to try that out now.
diZzyWalnut
07-30-2007, 02:35 PM
Zbrush training-exercise and my first test of Ambient Occlusion under Cinema 4D -
http://www.miseryproduction.com/divers/ambientocclusion.jpg
arshlevon
07-30-2007, 03:54 PM
ears!!! http://img522.imageshack.us/img522/7825/oldfm0.jpg
Eclipse
07-30-2007, 04:36 PM
Still have a LONG way to go, but it's a start.
http://brandonmorris.info/smallprogress.jpg
ironbearxl
07-30-2007, 07:07 PM
Love your model Spacey /images/graemlins/smile.gif
Here's a start tonight-
http://i84.photobucket.com/albums/k30/ironbearxl/sexula_1.jpg
gavku
07-30-2007, 09:15 PM
nice Spacey.....will have a crack at a texture
tacit math
07-30-2007, 09:49 PM
cheers Spacey. quick play over lunchbreak :
http://orderindebris.exorsus.net/images/natureBaby_spins.gif
JordanW
07-30-2007, 10:11 PM
haven't posted a wip in a while...this is all I've really worked on at home since starting my new job. This isn't for real time, just the beginnings of an offline render piece...
http://mutantspoon.com/temp/bridge.jpg
Conor
07-31-2007, 12:58 AM
I'm making a 2D shooter with Torque Game Builder. It's for a shoot-em-up programming competition.
http://droneswarm.com/images/progress_01.jpg
http://droneswarm.com/images/DroneSwarm_Aircraft.png
It's still a work in progress, there's a couple of months left before the contest ends, and I'll probably continue working on the game after the contest.
Early video demonstrating the control scheme:
http://www.youtube.com/watch?v=FHGrE4sJW3o
Renaud Galand
07-31-2007, 07:48 AM
still working (a bit) on this fellah. He's maybe too old now... mmh
http://www.geocities.com/guntharf/monkey_02_2.jpg
Ghostscape
07-31-2007, 08:45 AM
[ QUOTE ]
I'm making a 2D shooter with Torque Game Builder. It's for a shoot-em-up programming competition.
http://droneswarm.com/images/progress_01.jpg
http://droneswarm.com/images/DroneSwarm_Aircraft.png
It's still a work in progress, there's a couple of months left before the contest ends, and I'll probably continue working on the game after the contest.
Early video demonstrating the control scheme:
http://www.youtube.com/watch?v=FHGrE4sJW3o
[/ QUOTE ]
I love the hell out of 2d shooters, and this looks really nice so far. Keep it up!
Sectaurs
07-31-2007, 08:48 AM
Tacit, thats awesome.
I'd do her in an instant.
BoilingOil
07-31-2007, 09:42 AM
Nice beard!
Is there anything you guys can point out in my joints that would be a problem when rigging or mapping?
http://www.beatsmith.com/oil/rex-1.jpg
http://www.beatsmith.com/oil/rex-2.jpg
http://www.beatsmith.com/oil/rex-3.jpg
http://www.beatsmith.com/oil/rex-4.jpg
Geezus
07-31-2007, 09:52 AM
[ QUOTE ]
Tacit, thats awesome.
I'd do her in an instant.
[/ QUOTE ]
QFT! I'd even take sloppy seconds.
IronHawk
07-31-2007, 09:58 AM
Tactic - Love her!
Tinman - Cool start. Hoping to see more of your mechanical hard surface madness.
Conor - Great start. I have done a few shooters in TGB as well.
Renaud, looks awesome man. Love the hardish edges.
http://fusebrush.com/images/fallout_sculpt_6.jpg
Sectaurs
07-31-2007, 04:12 PM
are you using reference for that? I want to see where those mouth corners are coming from. They almost look like sutured flesh.
I think i went a bit too crazy with the droopiness of the flesh around the mouth .. i'll have to tone it down towards the final ... it's all a wip
Joseph Silverman
07-31-2007, 06:21 PM
It's not the level of droopiness, it's the anatomy/shapes. I tried to explain it in an earlier post, but you really ought to get some reference. Lips themselves are looking slightly improved.
Spacey
07-31-2007, 06:31 PM
ironbear: yes! gogogo
tacit math: That hair wins. Was she sculpting friendly, or did you have to fix her up some?
Fuse: Probably got a bit carried away with this, but...
http://i4.photobucket.com/albums/y121/wootmonkey/fuse_po.jpg
- I think the chin/bottom lip is throwing the whole thing off. There's a vertical indent which shouldn't really be there.
-The eyes don't look like they have the tear duct bit on them. Be sure to add that.
-The nostrils are connecting directly into the face. They should curl in giving a slight lip at the bottom.
-The crease that runs from the nose down to the lips starts above the nostrils, not below.
I lost that sourpuss look you had going, but I hope that was somewhat useful.
tacit math
07-31-2007, 07:56 PM
[ QUOTE ]
Was she sculpting friendly, or did you have to fix her up some?
[/ QUOTE ]
had to tweak most of the tri's out. and add that geo for the do. but i was digging the form you had in the low and had to give it a play. thanks for posting that up. i'll pimp your name wherever she goes
:
http://orderindebris.exorsus.net/images/natureBaby_01.jpg
http://orderindebris.exorsus.net/images/natureBaby_02.jpg
Illusions
07-31-2007, 08:54 PM
Kicking ass with that game there Conor, watched the video and its looking sweet.
[ QUOTE ]
ironbear: yes! gogogo
tacit math: That hair wins. Was she sculpting friendly, or did you have to fix her up some?
Fuse: Probably got a bit carried away with this, but...
http://i4.photobucket.com/albums/y121/wootmonkey/fuse_po.jpg
- I think the chin/bottom lip is throwing the whole thing off. There's a vertical indent which shouldn't really be there.
-The eyes don't look like they have the tear duct bit on them. Be sure to add that.
-The nostrils are connecting directly into the face. They should curl in giving a slight lip at the bottom.
-The crease that runs from the nose down to the lips starts above the nostrils, not below.
I lost that sourpuss look you had going, but I hope that was somewhat useful.
[/ QUOTE ]
hehe neat spacey.. thanks a lot /images/graemlins/smile.gif
BoilingOil
07-31-2007, 10:47 PM
UVW Unwrap attempt. This took like an hour.
I can't figure out how to get the squares to appear on the model though.
http://www.beatsmith.com/oil/rex-5.jpg
great sculpt over the sdk tacit, but the face seems unremarkable compared to the rest of her
BoilingOil: There's a little checkered cube button in the max material editor right below the area with all the material spheres, click on it while you have your texture selected and it will make the texture display in the viewport on your model.
tacit: lookin sick, keep up the good work. The character has so much personality. I wish i had as much creativity as you do.
Fuse: lookin real good dude, the lip looks a whole lot better than it did before. Take a look at your upper eye, brow, nose, and ear. I need to work on my proportions as well, but get that down pat and the sculpt will really shine.
Oil: looks good, keep it up
tacit math
07-31-2007, 11:34 PM
thanks guys
Ferg : i'm gonna keep her face quite quiet looking. but i agree. needs some love
Spug : much of the credit has to go to Spacey. it's really just that slinky form he started that i'm developing off
.
something with a bit more meat :
http://orderindebris.exorsus.net/images/minoto_spins.gif
aesir
08-01-2007, 12:19 AM
awesome!
ehhhh....ahhh damnit...(gets up from computer and changes pants.)
Armanguy
08-01-2007, 12:56 AM
tacit math : awesome work man i love it. it almost makes me wish i was a character artist.
Heres something I have been working on all day this and an art test but I cant show the art test so ill show you this instead still needs a lot of work need to add more detail to the car.
http://img.photobucket.com/albums/v92/armanguy/podcarwip.jpg
hawken
08-01-2007, 05:23 AM
[ QUOTE ]
Just a little play about,
Not quite low poly but hey!
http://img403.imageshack.us/img403/3029/run2pq4.gif
[/ QUOTE ]
very nice!
you need to fine tune the walk cycle a bit more though. It has a feeling of weight but the legs linger a bit too long on the return cycle, they should pickup and thrust more to support the weight. Also, rotating the feet more wouldn't hurt.
Walk cycles always look better when they are slightly exaggerated.
Feels a little confined like a guy walking whilst crouched down.
out of interest, how are you rendering this out? (illustrate or some other such magic?)
Joshua Stubbles
08-01-2007, 08:30 AM
If you check out Rob's website, it looks like a 3d model that's just textured in his kick-ass style /images/graemlins/smile.gif
Nice work, Rob
movento
08-01-2007, 09:45 AM
Those who remember the head of this model won't believe i'm still working on this,but yes,i am /images/graemlins/shocked.gif.
http://img503.imageshack.us/img503/1606/marceljumpmt6.jpg
Darksun
08-01-2007, 10:41 AM
that's an awesome Ken Cyi! First thing I thought of when I saw it was Bourgeot's Ryu. rawk.
coulda rendered out a better image here, but oh well.
http://i6.photobucket.com/albums/y202/whippedcracker/mil0completerender.jpg
larolaro
08-01-2007, 10:58 AM
hawken - Yeah after i rendered it i saw some errors in the cycle, i might come back to it when i have some time.
Oh its simple fullbright, But for the outline i did that duplicate geometry trick when you group extrude a second model over it and cull the faces facing the camera leaving an outline.
Vassago - Thanks man.
I have a little devtest of the mecha here if anyone is interested.
Arrow keys for movement, up for jump, down for crouch and space for shoot.(pc only)
http://blujarr.com/e-walkbot.exe
DeathByChris
08-01-2007, 11:08 AM
Damn! Rob are you planning on making 2D side scroller game with this stuff cause that would be so friggin badass!
Ah nice robg. i see you're using gamemaker. Is that rendered out to sprites, or can GM actually load models now? (it had primitive doom-like 3d last time i used it, but couldn't load actual models. only sprites)
larolaro
08-01-2007, 12:04 PM
DeathByChris - Yeah intend on making a game, but i think what i have so far is just a test for me, when come to make it for real it will be far better planned out. I'm just testing how things will look.
Slum - GM can load .obj models and such but my coding abilities lack, so these are just sprites.
Geezus
08-01-2007, 04:18 PM
Rockin' guy there tactic. seems like you're having fun playing with those proportions. Give us a still shot though, hard to pick out detail in that 360 gif.
tacit math
08-01-2007, 05:12 PM
still noodlin' some tweaks
:
http://orderindebris.exorsus.net/images/mino_wip_01.jpg
http://orderindebris.exorsus.net/images/mino_wip_02.jpg
http://orderindebris.exorsus.net/images/mino_wip_03.jpg
Johny
08-01-2007, 05:25 PM
looks awesome tacit !
sama.van
08-01-2007, 05:29 PM
Hell! What happened there! There are lot of good works on this last days O_o? This is summer effect? you make me crazy >__<!!
Actually no lot of time out compagny, I can only do little things T_T.
http://sama.van.free.fr/version4.0/3D/DirtyConscience/Town1/sama.van_DirtyConscience_Tutorial_Town1_BasicResid ence_A.gif (http://sama.van.free.fr/community/viewtopic.php?p=373#373)
odium
08-01-2007, 06:18 PM
Just finished two locker models for OverDose, misc map detail. Ones a simple model, the other open for rarer, but finer detail. And yeah, it even has alpha tested coat hangers in there lol:
http://www.quake2evolved.com/odium/locker_model2.jpg
hawken
08-01-2007, 07:59 PM
[ QUOTE ]
Hell! What happened there! There are lot of good works on this last days O_o? This is summer effect? you make me crazy >__<!!
Actually no lot of time out compagny, I can only do little things T_T.
http://sama.van.free.fr/version4.0/3D/DirtyConscience/Town1/sama.van_DirtyConscience_Tutorial_Town1_BasicResid ence_A.gif (http://sama.van.free.fr/community/viewtopic.php?p=373#373)
[/ QUOTE ]
midway though the animation here looks a bit like flashback (amiga title by delphine software)
man it would be so great if someone remade that game in 2.5d
Wetterschneider
08-01-2007, 08:02 PM
Showed at SDCC. It went really well.
http://farm2.static.flickr.com/1214/951974715_f4c15c4bcd.jpg
http://farm2.static.flickr.com/1064/980610280_4bdfa947ca.jpg
That bad boy is 14 inches tall.
Sectaurs
08-01-2007, 08:41 PM
wait... that badboy is yours?!
hawken
08-01-2007, 08:57 PM
[ QUOTE ]
Showed at SDCC. It went really well.
http://farm2.static.flickr.com/1214/951974715_f4c15c4bcd.jpg
http://farm2.static.flickr.com/1064/980610280_4bdfa947ca.jpg
That bad boy is 14 inches tall.
[/ QUOTE ]
ANY, any insider info on how that went from a modelling program into a model, is welcomed /images/graemlins/cool.gif
Ghostscape
08-01-2007, 09:33 PM
[ QUOTE ]
[ QUOTE ]
Showed at SDCC. It went really well.
http://farm2.static.flickr.com/1214/951974715_f4c15c4bcd.jpg
http://farm2.static.flickr.com/1064/980610280_4bdfa947ca.jpg
That bad boy is 14 inches tall.
[/ QUOTE ]
ANY, any insider info on how that went from a modelling program into a model, is welcomed /images/graemlins/cool.gif
[/ QUOTE ]
Seconding this - I'm actually looking into various 3d printing methods right now because I want to make a custom transformer for myself. Was he a one-off or did you have molds made for mass production?
Wetterschneider
08-01-2007, 10:52 PM
I modeled it in Max using Powernurbs. Ashley got emails every once in a while to make suggestions, and I could easily work his tweaks into the geometry. The factory used the nurbs data to output 3 prototypes, all collections of those small bits in the screengrab. They assembled the prototypes and Ashley handpainted one of them. One of the other unpainted protos can be seen in the photo.
While that might look like reasonable engineering, it isn't. It works for the prototypes but the factory is going to have to make a few changes for the final production version. Once those changes are made, though, the full blown consumer production can start.
On the second shelf in the show photo, there are more models. The Gary Taxali figure is also done in Powernurbs, but the Nathat Jurivicius monsters for MTV were sculpted in Maya.
All the models were output using the same printing tech. As long as the modeled elements are solid closed chunks, the printer has no problem with them. They need to be tesselated very finely, and the polycount is often in the millions.
But usually the base models are the same old meshsmoothed sub-d box modeled geometry that everyone is familier with. If you want to get a cheap estimation for a one-off try www.3darttopart.com (http://www.3darttopart.com)
gauss
08-02-2007, 04:26 AM
oh MAN! big ashley wood fan, so it was cool when he showed part of the 3d model on his blog i was rather piqued... low and behold, the model in question was produced by a polycounter i've met /images/graemlins/smile.gif very nice work wetter, definitely a piece to be proud of. i don't even want to think about how hard it would be to get my hands on one of those bots--and more to the point, if i got one, i'd probably have to get them all. these collectibles are an all or nothing proposition, of course, so i think i'll stick to ash's artbooks /images/graemlins/smile.gif
edit: and where the hell is your own thread for this piece? it's a bit more involved than just an incidental post in the "what are you working on" thread, don't you think? /images/graemlins/wink.gif
Messing with procedural shaders in Max.
http://www.stupidfaceboy.com/tutorials/eye/shot1.jpg
http://www.stupidfaceboy.com/tutorials/eye/close_skin.jpg
Neo_God
08-02-2007, 07:26 AM
Tacit...that is so bad ass!
And Wetterschneider, that Robot is so damn cool looking. I want one! But if it's one of those "designer toys" than it is probably way too expensive, haha.
now, here's a cut-off saw for a zombie mod, haha.
http://img.photobucket.com/albums/v305/Neo_God/saw.jpg
Sectaurs
08-02-2007, 08:33 AM
Wetterschneider - what company did you guys use to prototype him up?
Wetterschneider
08-02-2007, 09:05 AM
Sectaurs - we have a couple of factories that we work with, they are very skilled and they do the output on-site. However they do not do one-offs, they only output protos for actual production projects that we have in the pipeline i.e. Taxali, MTV, Pipebot.
Sectaurs
08-02-2007, 09:12 AM
ah, sad christmas.
[ QUOTE ]
Showed at SDCC. It went really well.
http://farm2.static.flickr.com/1214/951974715_f4c15c4bcd.jpg
[/ QUOTE ]
Instantly recognized the Ashley Wood piece. Fucking boss.
Armanguy
08-02-2007, 02:20 PM
http://img.photobucket.com/albums/v92/armanguy/podcarwip-1.jpg
Been working on this guy for a week now. Coming along ok, but still lots to do.
He will be a kind of tough roving journalist, getting in to all the worlds hotspots!
http://img169.imageshack.us/img169/5444/pressguyyb8.jpg
Nice job Ruz. Looks like his boots have almost as many polys as his face though, is that really necessary? /images/graemlins/smile.gif
cheers MoP -
yeah, i have n't touched the boots yet. shoes/footwear are a pain so i tend to leave them till last.
definitely I can shave some polys off the boots. The whole character is around 4700 polys right now
Pedro Amorim
08-02-2007, 06:18 PM
oh shit ruz! thats so cool! really awesome topology and forms thar guy has. awesome!!!!
hope to see it finished:D
saved to inspiration folder. hihi
greenj2
08-02-2007, 08:30 PM
Very nice Ruz, good mesh, form and textures so far. Looking forward to seeing him progress. /images/graemlins/grin.gif
Baddcog
08-02-2007, 08:52 PM
@Ruz,
What happens when you press his chest???
James Edwards
08-02-2007, 10:17 PM
Hahah!
Nice work so far Ruz!
IronHawk
08-02-2007, 10:47 PM
great work ruz!
BeatKitano
08-03-2007, 01:47 AM
I think his fingers are a bit short, but that appart cool piece /images/graemlins/laugh.gif
JKMakowka
08-03-2007, 03:48 AM
Yeah tip of the fingers (and the entire thumb) looks strange... but you got to admire the very efficient face topology!
thanks for the comments guys. Been slaving over this.
Hands are a bit weird still i agree. need to rexamine that.
the main point of doing this was to address workflow issues, but this , but it turned out better thatn expected.
Vitor
08-03-2007, 09:53 AM
in awe with zb3.... so quick, easy and fantastic, this used to take a lot lot more time.
http://img530.imageshack.us/img530/8601/95081944yw3.jpg
[EDIT] edited ruz critic and few minor changes.
good start vitor, perhaps make is arse a bit longer ie height wise
lil update. won't be able to do any more till after I move back to london next week.
the guy on the left was how it started out , evolving to the one on the right
http://img402.imageshack.us/img402/9422/pressguy2hs7.jpg
Vitor
08-03-2007, 11:00 AM
thx for the critic ruz, it was indeed looking odd, better now i think. Looking very nice yours, you need to teach me someday your secret for those skin shaders/textures /images/graemlins/laugh.gif
looking better vitor. digging the sharp creases in the trousers too.
I may steal that idea:)
yeah skin/texture stuff, I will post the flats soon when its looking more finished. time for beer now
thnom
08-03-2007, 12:12 PM
http://i10.photobucket.com/albums/a136/thnom/mrmet/mrmet.jpg
Mr. Met!
Haha, I wanted to make some form of a mascot.. Mr. Met looked the coolest /images/graemlins/wink.gif
http://www.flickr.com/photos/ryanswift/615116111/in/photostream/
FAT_CAP
08-03-2007, 12:13 PM
Really liking the facial topology on that one Ruz - very efficient.
Davision3D
08-03-2007, 02:49 PM
http://www.daxx-web.de/bilder/apecreature.jpg
small and wild
Vitor
08-03-2007, 03:00 PM
well last one for today...
http://img503.imageshack.us/img503/1507/84336890uc9.jpg
Master_v12
08-03-2007, 03:31 PM
throwin down some textures, but now i gotta got to work /images/graemlins/frown.gif shall continue on tonight /images/graemlins/smile.gif
http://www.masterv12.com/pics/scout05.jpg
cgjeff
08-03-2007, 04:10 PM
tryin to get the high poly on this done soon /images/graemlins/smile.gif
http://www.cgjeff.com/shit/g/15.jpg
http://www.cgjeff.com/shit/g/16.jpg
Armanguy
08-03-2007, 04:23 PM
who needs guns when you have a futuristic pod car pssshhhh been working around some normal map issues, ill probably fix them up in photoshop. this is the normal on the low-poly.
http://img.photobucket.com/albums/v92/armanguy/normalmaptest.jpg
obson
08-04-2007, 02:02 PM
just messing around with a model I'm working on
http://obson.org/forums/test_render.jpg
thnom
08-04-2007, 02:12 PM
I love it obson, tons of style!
Armanguy
08-04-2007, 04:51 PM
looks ike its from team fortress!
also does anyone know of any good tutorials that would help me texture vehicles i have never made one before. thanks.
fogmann
08-05-2007, 12:08 AM
Testing out new base bust mesh:
http://fogmann.com/uploadpics/wip/newbasemesh.jpg
'That's OK with me...'
mvelasquez
08-05-2007, 05:58 AM
nice job fogmann, who is it?
i decided to quickly redo this guy for portfolio purposes. wip of course.
http://www.mvelasquez.com/images/beastie/wip001.jpg
BoilingOil
08-05-2007, 01:25 PM
http://www.beatsmith.com/oil/rex-7.jpg
My first try at making normals in zbrush. This is on the low poly model. I think i have to redo it.
fogmann
08-05-2007, 03:52 PM
That's supposed to be Elliot Gould (http://www.filmmonthly.com/Noir/Articles/LongGoodbye/gould6.jpg) as Philip Marlowe in The Long Goodbye, but I didn't put much time into getting the likeness, so it's probably not recognizable, dunno. I just had movie running on the other monitor while zbrushing.
Por@szek
08-06-2007, 02:08 AM
mvelasquez - cool design, pretty nice belt and hand details.
Here is my crap, I get back to messing around it after long brake. Unfortunately I have time for it only in weekends ;/
http://img504.imageshack.us/img504/8165/33229297bc9.th.jpg (http://img504.imageshack.us/my.php?image=33229297bc9.jpg)
http://img260.imageshack.us/img260/8562/18070576gw0.th.jpg (http://img260.imageshack.us/my.php?image=18070576gw0.jpg)
Its around 24ktri atm, few more tris will come, few more later I'll reduce.
Master_v12
08-06-2007, 03:26 AM
Just a small update /images/graemlins/smile.gif
started to texture
http://www.masterv12.com/pics/scout06.jpg
@fogmann:: I like the way the hair is going so far.
Dumpster, not finished with the diffuse yet, using a 1024 diffuse/normal, 676 tris.
http://www.angelfire.com/wa3/emilyogle/dumpsterwip3.jpg
osman
08-06-2007, 01:14 PM
very wip:
http://www.onepunchmachine.com/fa/screenshot2_humvee.png
Vitor
08-06-2007, 02:24 PM
well some more work on this one:
http://img103.imageshack.us/img103/2140/16ur5.jpg
still much to do...
diffa
08-06-2007, 04:45 PM
boat house scene
http://www.alphapolygon.com/pics/works/boat_house_001.jpg
rooster
08-06-2007, 05:29 PM
cool diffa! like it so far
Neo_God
08-06-2007, 05:57 PM
Chainsaw
http://img.photobucket.com/albums/v305/Neo_God/Chainsaw2.jpg
still needs a bit of work.
Pedro Amorim
08-06-2007, 06:34 PM
neo_god, diffa: awesome work. really like it. /images/graemlins/laugh.gif
vitor: looking awesome ma friend. /images/graemlins/laugh.gif
http://img409.imageshack.us/img409/9774/render8zd2.jpg
lets unwrap this mother
Pavel
08-06-2007, 08:28 PM
Post deleted by Pavel
Illusions
08-06-2007, 10:48 PM
Bitmap...that is really cool. But you're missing one important detail:
http://www.clubrunner.ca/Data/5370/469/Story/17138/Las%20Vegas%20sign.jpg
Welcome has 7 letters...not 6 >_<
And its got a helluva lot more lights around the rim.
something I'm trying to resurrect from the graveyard.
http://polyism.com/whatever/workinprogress/horn.jpg
Pedro Amorim
08-07-2007, 05:21 AM
[ QUOTE ]
Bitmap...that is really cool. But you're missing one important detail:
http://www.clubrunner.ca/Data/5370/469/Story/17138/Las%20Vegas%20sign.jpg
Welcome has 7 letters...not 6 >_<
And its got a helluva lot more lights around the rim.
[/ QUOTE ]
DOH!
Vitor
08-07-2007, 09:10 AM
ahah bitmap, learn to spell first you noob!
some little work more today:
http://img265.imageshack.us/img265/7213/19ax1.jpg
Richard Kain
08-07-2007, 01:27 PM
Here's a screenshot of the mod I've been working on. Using Sauerbraten as the game engine, and I've been working on replacing all of the default assets. (so that I won't be stepping on any other artists' toes) This is a pic of the menu system.
http://www.geocities.com/richard_kaine/screenshots/08062007_02.jpg
diffa
08-07-2007, 04:00 PM
thanx for the comments /images/graemlins/smile.gif
here's a small update
http://www.alphapolygon.com/pics/works/boat_house_007.jpg
JKMakowka
08-07-2007, 04:11 PM
[ QUOTE ]
Here's a screenshot of the mod I've been working on. Using Sauerbraten as the game engine, and I've been working on replacing all of the default assets. (so that I won't be stepping on any other artists' toes) This is a pic of the menu system.
http://www.geocities.com/richard_kaine/screenshots/08062007_02.jpg
[/ QUOTE ]
Ha, Sauerbraten rocks! Got any more details on the mod?
Richard Kain
08-07-2007, 10:23 PM
Yes, I'm planning on having a small 1-player campaign. (very small, probably no more than three or four levels) But before that, I'm going to construct a multi-player level based on the office that I work at. (a little favor to my co-workers) I want the single-player levels to be a humorous send-up of office culture. I want all the enemies to be zombies, but I want them to be obviously parodying common office behaviour until you get too close. For the moment I'm just trying to get the nuts and bolts in place. I'm working on the HUD weapons at the moment. I'll post some concepts for the enemies after I'm done with that task. (could take a while)
Richard Kain
08-07-2007, 10:25 PM
[ QUOTE ]
thanx for the comments /images/graemlins/smile.gif
here's a small update
http://www.alphapolygon.com/pics/works/boat_house_007.jpg
[/ QUOTE ]
Wow, that's really coming along nicely! I really like the exagerated style of your buildings. You can tell that this will be a town with personality once you're finished. I'm looking forward to what it looks like textured.
perna
08-08-2007, 03:04 AM
cool stuff diffa
JKMakowka - after seeing your stuff I downloaded that game engine and although it seems to support normal mapping for environments, I didn't see any normal mapped characters - could you enlighten me please
JKMakowka
08-08-2007, 08:58 AM
My stuff? "Richard Kain" is working on a Sauerbraten mod /images/graemlins/smile.gif
But I think I can answer that question too. Normal mapped characters arn't supported by sauerbraten yet, and I really think that the character format support (it just got a working md3 support... used to be md2 only) is the biggest downfall of the otherwise really quite nice engine. It is a planned feature though, but it doesn't seem to be a high priority one /images/graemlins/frown.gif
Richard Kain
08-08-2007, 09:22 AM
Actaully, I think Sauerbraten supports normal maps. It allows for specifying advanced shaders, and several of the default packages it comes with have normal maps in them. (for the level textures) I don't know if it supports normal maps for models though. I will have to test that. Also, I'm not sure if it supports dynamic lighting + normal maps. Having static normal maps in conjunction with pre-baked lighting is much different from having a normal mapped animated character walking with dynamic lights and shadows.
And yes, its kind of a bummer that it only supports MD3 and MD2 files at the moment. MD3s are just fine for static objects, its what I'm using right now, and I haven't had any problems. But the animations will be much more limited if I try to make anything more complex. I would really prefer Ogre's .mesh format. Still, you have to work with what you have.
oops sorry JKMakowka , was out on the piss on last night with my ex workmates at monumental ha ha. very hungover;p
yesh its a shame about the characters or I would be using it too.
Started working on a new scene, long ways to go on it, more props, replacing placeholder textures, etc. 7,020 tris.
http://www.angelfire.com/wa3/emilyogle/alleywip1.jpg
merecraft
08-08-2007, 01:03 PM
That's cool one Diffa. Love the small harbour /images/graemlins/grin.gif
mvelasquez
08-08-2007, 04:11 PM
still wip
http://www.mvelasquez.com/images/beastie/wip002.jpg
looking nice diffa, bit of a jak and daxter feel to it
oglemeanimations - coming along but a few things I noticed.
The grout in the brickworks has a really thick horizontal band which repeats down the wall - looks a bit odd
The windows don't seem to be recessed, like they are pictures hanging on gallery wall
Neeed some variation in colour, everything is very uniform. perhaps some dirt overlays too.
lighting needs work. Its as though the scene is lit indoors and the lights themselves are completely dark
Anyway here is the result of my tests today that I was discussing with MoP and others in 2&3D discussion
15 mins zbrushing, 1hour in max setting up the damn smoothing groups and re doing the uvs
http://img172.imageshack.us/img172/3686/vest1oe6.jpg
Heya Ruz, all things noted, pretty much all of which I'm aware of, everything is in more of a placeholder state right now, probably too early to post in hindsight. All those things you mentioned will be fixed by the next post. Thanks for the comments. /images/graemlins/smile.gif
mvelasquez: I like the textures so far, reminds me of a crab shell.
RazorBladder
08-08-2007, 07:02 PM
mvelasquez: Haha, that looks shit tonnes better than it used to already /images/graemlins/wink.gif Definately a piece that was worth revisiting.
Baddcog
08-08-2007, 09:59 PM
Yeah Raz, that's looking sick. Almost not even recongnizable to the unskinned version.
IronHawk
08-08-2007, 11:28 PM
mvelasquez - Looking sweet bro!
Ogle - great start on that scene.
Armanguy
08-09-2007, 01:04 AM
mvelasquez - dude you never cease to amaze me!
got a chance to work a little on this. getting ready to do a Zbrush sculpt.
http://polyism.com/whatever/workinprogress/horn2.jpg
Renaud Galand
08-09-2007, 02:50 AM
http://www.geocities.com/guntharf/monkey_02_3.jpg
(arsh's baseman, of course /images/graemlins/laugh.gif )
Renaud Galand - thats looking hot
Pedro Amorim
08-09-2007, 09:44 AM
shit.
finally done. wont put anymore details.lol
http://img515.imageshack.us/img515/9766/lasvegaszw4.png
http://img339.imageshack.us/img339/8708/lasvegas2lh5.png
Rota626
08-09-2007, 10:15 AM
Pretty much wip
http://www.rota-art.com/wolverine3.jpg
Rota
struve
08-09-2007, 10:19 AM
I don't check this thread often enough, Badass stuff!
Pedro Amorim
08-09-2007, 10:26 AM
hey rota that is looking mighty fine!
nice folds on the pants
movento
08-09-2007, 10:58 AM
I'm still hoping he's coming back soon,so i started modeling him out of boredom.
http://img410.imageshack.us/img410/9195/letsrockwc7.jpg
Carl Brannstrom
08-09-2007, 11:49 AM
I'm going to try to make a next-gen version of Figher in Hexen.
http://img230.imageshack.us/img230/203/fightermr2.jpg
Teclis
08-09-2007, 11:51 AM
Hi, im pretty new to this forum, or actually i read it for a while but posted only one time... heres a character i finished in the past days...
4982 tris and 2048er maps... i hope i can finish the weapons soon ...
http://i186.photobucket.com/albums/x72/_Teclis_/general_final.jpg
xysdf
08-09-2007, 12:09 PM
los, damn hot!
praetus
08-09-2007, 09:44 PM
http://www.mikebarrington.com/images/Boards/Elizabeth001.jpg
Hair to do~~~
diffa
08-09-2007, 11:53 PM
Thanx for the comments. I desiced to redesign the town.
http://www.alphapolygon.com/pics/works/boat_house_013.jpg
obson
08-10-2007, 12:59 AM
wip
http://obson.org/forums/soldat_web.jpg
Snowfly
08-10-2007, 02:18 AM
that's a thing of beauty of obson!
Por@szek
08-10-2007, 03:06 AM
Obson U were inspired by team fortress2?? /images/graemlins/smile.gif Looks decent.
Diffa I love the style, I've been always weak for that twisted cartoon style U are showing us. Can't wait to see texture.
mvelasquez
08-10-2007, 04:53 AM
loving bodypaint
http://www.mvelasquez.com/images/beastie/wip003.jpg
Neo_God
08-10-2007, 04:58 AM
[ QUOTE ]
wip
http://obson.org/forums/soldat_web.jpg
[/ QUOTE ]
Fan-fucking-tastic man!
Although his thumbs look a tad wonky to me.
nice stuff obson,bags full of character
NeoShroomish
08-10-2007, 07:22 AM
obson - put a hello kitty sticker on his helmet for full effect /images/graemlins/laugh.gif
movento
08-10-2007, 09:19 AM
more progress...
http://img508.imageshack.us/img508/2698/wipyc6.jpg
Armanguy
08-10-2007, 01:45 PM
obson thats awesome!
Davision3D
08-10-2007, 02:09 PM
Learning Silo with a gun:
http://www.daxx-web.de/bilder/pistolscreen1.jpg
Im in love with this programm! /images/graemlins/smile.gif
Slipstream
08-10-2007, 06:22 PM
wip
http://img.photobucket.com/albums/v416/temetry/lowbody4.jpg
ironbearxl
08-10-2007, 10:23 PM
I've been working on this the last couple of nights; some asymmetrical modeling/sculpting in Silo:
http://i84.photobucket.com/albums/k30/ironbearxl/bacc_1.jpg
and the base:
http://i84.photobucket.com/albums/k30/ironbearxl/bacc_base.jpg
http://i59.photobucket.com/albums/g304/krasnoarmiich/smellboy2.jpg
Preview of a long belated project. Doing final, higher quality renders atm. Turnaround to come.
NeoShroomish
08-11-2007, 01:39 AM
Shit man, that's crazy! O_O
Is it for game usage, or just for rendering purposes?
http://img329.imageshack.us/img329/2559/render2copyzg0.jpg
Here's my gun ;D
e/
Anybody know what kind of polycount a pistol would have in a game like crysis? Or any next-gen game for that matter.
Laheen
08-12-2007, 02:24 AM
http://img237.imageshack.us/img237/7707/lolgp3.png
Ichigo from bleach, uhhh, yeah. Only a bust, not really bothered to complete it though :\
had some time to work on my project...
http://nonpublic.gamereplays.de/wip/neox/chars/Opa/oppa04.jpg
still some things to do, glasses need to be smaller, the lower lip and ching have to move a bit forward, the areea between the eyebrows has to be smoother etc.
almighty_gir
08-12-2007, 05:30 PM
http://img480.imageshack.us/img480/7486/rinoa1bs9.jpg
larolaro
08-12-2007, 06:34 PM
Just some stuff for a personal project im working on.
http://img460.imageshack.us/img460/6776/3columnbotoy6.gif
http://img387.imageshack.us/img387/9523/untitled3ij3.gif
dur23
08-12-2007, 06:57 PM
zomg, shit.
hawken
08-12-2007, 08:01 PM
yowser! thats better art than you see in most commercial video games!
Like the head design
Josh_Singh
08-12-2007, 08:21 PM
RobG you are Quickly making your way into my 5.
[ QUOTE ]
Just some stuff for a personal project im working on.
http://img460.imageshack.us/img460/6776/3columnbotoy6.gif
http://img387.imageshack.us/img387/9523/untitled3ij3.gif
[/ QUOTE ]
Badass.
Master_v12
08-13-2007, 01:28 AM
Update!
http://www.masterv12.com/pics/scout08.jpg
RobG you are rockin that art direction!
RobG, that's hot.
Something I'm toying with:
http://www.gavimage.com/Illithid/mindflayer.jpg
gavku
08-13-2007, 03:23 AM
RobG, killershit straight up.
Gavimage, looking good dude.
NeoShroomish
08-13-2007, 03:34 AM
Rob - you are fucking awesome : D
almighty_gir
08-13-2007, 05:01 AM
Gavimage - Mindflayer?
perna
08-13-2007, 05:22 AM
gavimage, the light/surface looks delicious there
daghen
08-13-2007, 06:27 AM
hey Rob this is really awesome !!..
little character i'm working on for a HL mod...
http://img512.imageshack.us/img512/159/soldiersheet1byb1.jpg (http://imageshack.us)
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