View Full Version : So what are you working on?
cay030
09-16-2007, 12:53 PM
Sure thing IronBear, ill post that soon.
PolyHertz
09-16-2007, 01:52 PM
Damn you cay030! I wanted to be the 10,000th reply /images/graemlins/tongue.gif
Anyhow, here's something I've been messing with the last few days (its at 1mil polys atm, will bring it up one more sub-d before retopologizing):
http://img235.imageshack.us/img235/6812/01am6.jpghttp://img235.imageshack.us/img235/5885/02eb9.jpghttp://img235.imageshack.us/img235/4316/03lr7.jpghttp://img20.imageshack.us/img20/2219/04bn5.jpg
bounchfx
09-16-2007, 03:46 PM
oh crap man, nice.
how do you do all the little strokes on the muscles? a specific alpha mapped brush or one at a time?!
PolyHertz
09-16-2007, 04:07 PM
Thanks /images/graemlins/smile.gif
The muscle fibers were done using default alphas 54 and 55. I did do a few one at a time though when necessary.
Illusions
09-16-2007, 08:29 PM
Really nice muscle work their PolyHertz ^_^
Marshal Banana
09-16-2007, 08:38 PM
The awakened Rebellion
http://i93.photobucket.com/albums/l43/Marshal_banana/rebshot.jpg
JordanW
09-16-2007, 09:06 PM
cool stuff in this thread as always
http://mutantspoon.com/temp/idolwip1.jpg
kinikuR6
09-16-2007, 09:12 PM
tinman,
Really amazing detail. I noticed you're moving away from the original concept a bit but I really dig what you have so far.
Wetterschneider
09-16-2007, 09:14 PM
Some might be interested even though the model is no longer digital... I set up a little shooting studio here and got some nice big piccys out of it:
http://farm2.static.flickr.com/1299/1324969234_77e965f168_b.jpg
wetterschneider that rocks! how big is that? the details on the edges are excellent
cay030
09-17-2007, 01:52 AM
Hey IronBear here's the Wire on the house http://www.cyoungblood.com/images/House_WireShot.jpg
P.S. Sorry about the 10,000 post there PolyHertz. LOL didnt even notice that.
Chris Youngblood
peppi
09-17-2007, 01:59 AM
Great stuff Wetterschneider
Japhir
09-17-2007, 07:02 AM
working on this Chibi Dhalsim character for the "Street Fighter vs G.I. Joe" challenge at gameartisans.org
http://img132.imageshack.us/img132/8704/wipji2.jpg
Crash
09-17-2007, 07:57 AM
http://crash.ichian.org/fem_char02_v005.jpg
Thats what I'm working on atm. Yes, I could have sized it down, but I'm fucking lazy. Sue me....
Slaught
09-17-2007, 03:04 PM
Trying to finish my Rash...
http://img255.imageshack.us/img255/5325/rashhb8.jpg
@ironbearxl
Love it, very nice and clean mesh!
@PolyHertz and Wetterschneider
Awesome!
ironbearxl
09-17-2007, 04:40 PM
Very nice Cay030, try to match the atmosphere of the ref in the texturing/lighting.
Thanks Slaught, 3d battletoads ftw!
She's coming along:
http://i84.photobucket.com/albums/k30/ironbearxl/shae_b.jpg
Slainean
09-17-2007, 04:50 PM
Slaught that is SDK material if I've ever seen it.
Can't wait to see it skinned, dude. Don't forget to give him an extra loop in his wrists.
Wetterschneider
09-17-2007, 05:40 PM
It's 14 inches tall. I modeled him using PowerNurbs in Max. And the rapid prototyping output was over 130 separate pieces that were all assembled as an articulated character.
cay030
09-17-2007, 05:50 PM
"Very nice Cay030, try to match the atmosphere of the ref in the texturing/lighting." Iron Bear
Yeah thats my major weakness or two major area's of work i need to work on Texturing and Lighting. Thanks for the reply
tacit math
09-17-2007, 06:10 PM
couple spinners for the comps at GameArtisans
gamabunta :
http://orderindebris.exorsus.net/images/toad_spins.gif
eagle ( 500 triangles ) :
http://orderindebris.exorsus.net/images/eagle_spins.gif
Chibi Gouken for the GA.org minicomp
http://wip.global-illusions.com/sketch/Gouken_SculptStart.jpg
RedLemonsRR
09-17-2007, 08:14 PM
Very nice, can't wait to see the hair!
Phobos
09-17-2007, 08:46 PM
I am currently modeling an Airship. There was no direction when I began, however I quickly got inspired by Final Fantasy IX airship concept art and the idea of constructing something rather primitive yet futuristic out of different types of materials.
http://cubedorange.com/wp-content/uploads/2007/09/sept_16th_a.jpg
http://cubedorange.com/wp-content/uploads/2007/09/sept_16th_b.jpg
http://cubedorange.com/wp-content/uploads/2007/09/sept_16th_c.jpg
Nate Broach
09-18-2007, 12:51 AM
A bum shelter I'm working on. Got lots to do
http://i38.photobucket.com/albums/e117/SkepticalNate/BumShelter.jpg
tacit math
09-18-2007, 01:16 AM
http://orderindebris.exorsus.net/images/rolento_spins.gif
Oy! A tribute to Saudek somehow.
http://img.photobucket.com/albums/v242/pior_ubb/bustelutte_final_001_web.png
http://img.photobucket.com/albums/v242/pior_ubb/bustelutte_final_002_web.png
http://img.photobucket.com/albums/v242/pior_ubb/wip_bustelutte_021.png
Peris
09-18-2007, 01:49 AM
love the pink earwarmers /images/graemlins/laugh.gif
nkoste
09-18-2007, 02:02 AM
[ QUOTE ]
cool stuff in this thread as always
http://mutantspoon.com/temp/idolwip1.jpg
[/ QUOTE ]
That's what I was gonna do next! I really like it tinman /images/graemlins/smile.gif
Pavel
09-18-2007, 02:17 AM
pior this become like really game art!
awesome
Phobos
09-18-2007, 02:37 AM
My pictures leave something to be desired, but here is a paintover i did tonight to start brainstorming some solid ideas.
http://cubedorange.com/wp-content/uploads/2007/09/paintover_web.jpg
low odor
09-18-2007, 03:42 AM
http://img.photobucket.com/albums/v186/andrewhunt/pimp.jpg
creature I'm working on for the Assyria game project
tacit math
09-18-2007, 05:38 AM
pior. that's just fucking mean. any chance you'll give him a lower half ?
that's a nice little beastie low odor. is it game res there ?
Davision3D
09-18-2007, 01:31 PM
http://www.daxx-web.de/bilder/gorilla.jpg
@ low odor
Nice turtle, it seems it will be huge? Texture looks too simple and boring to me.
cochtl
09-18-2007, 03:58 PM
[ QUOTE ]
Oy! A tribute to Saudek somehow.
http://img.photobucket.com/albums/v242/pior_ubb/bustelutte_final_001_web.png
http://img.photobucket.com/albums/v242/pior_ubb/bustelutte_final_002_web.png
http://img.photobucket.com/albums/v242/pior_ubb/wip_bustelutte_021.png
[/ QUOTE ]
Wow! This came out great!
ironbearxl
09-18-2007, 07:27 PM
Awesome Pior!
http://i84.photobucket.com/albums/k30/ironbearxl/shae_c.jpg
Body next.
low odor
09-18-2007, 07:41 PM
Thanks Tacit..yeah it's like 5k 1 1024x
Thanks davidson..texture is still wip
little more work on the texture and a scale dummy
http://img.photobucket.com/albums/v186/andrewhunt/pimp2.jpg
Marshal Banana
09-18-2007, 08:24 PM
Alastor and Force Edge
http://i93.photobucket.com/albums/l43/Marshal_banana/alashot.jpghttp://i93.photobucket.com/albums/l43/Marshal_banana/edgeshot.jpg
jesus.. so much good stuff on this page.
lowoder, pior, ironbearxl, TACIT... all that stuff is great.
http://www.stupidfaceboy.com/art/lowgun/lo-gun.jpg
inspired by syaped to do some lowpoly sci-fun. not 40k at all, but kind of inspired.
Nice stuff Pior. Reminds me of a circus strongman:)
Snowfly
09-19-2007, 09:47 AM
Rock Lee in Akuma's kit base mesh!
http://img.photobucket.com/albums/v353/chrisdejoya/Mesh2.jpg
Funky Bunnies
09-19-2007, 12:23 PM
pior, that is awesome, man. Really dig that turtle, low odor.
I've been working sparsely on this guy, but I'm not really sure what to do with him at this point - besides refine haha /images/graemlins/tongue.gif
http://www.funkybunnies3d.com/Work/harvey4.jpg
Funky that's great! What about adding some crisp bite/teeth marks along the top of the banana goodness?
killingpeople
09-19-2007, 01:05 PM
hell yeah funky
cay030
09-19-2007, 02:18 PM
Funky Bunnies
Loving it , very cool character. I Take it you worked in that or did the details in Z-Brush ??!!.
You should do a little animation or story with that thing. Like um "Banana Man, fighting evil fruit or something".
diZzyWalnut
09-19-2007, 02:55 PM
Funky Bunnies -
excelent - great idea.
Pior & Vahl - Looks cool guys.
-------------------------
some env. props playing with AO -
http://www.miseryproduction.com/divers/envpropsao.jpg
gavku
09-19-2007, 04:28 PM
Funky Bunnies that's ace dude..
PolyHertz
09-19-2007, 06:14 PM
Funky Bunnies:
Quality stuff, I like.
Also, It's peanut butter jelly time!
http://emuse.ebaumsworld.com/flash/play/733/
Joseph Silverman
09-19-2007, 08:45 PM
You already know I think that looks awesome, Funky. Post more.
Narutocomp stuff, zbrush/mudbox/wip scribbling, blahblahblah
http://i14.tinypic.com/53ow8bp.jpg
The Ben
09-19-2007, 10:19 PM
Hey dizzywalnut...I noticed the bake on your extinguisher and fire hydrant is all white and blown out. I have a feeling that wasn't intentional, so let me tell you about the shadow map bug just in case...
When you create a shadow map in Max, the bake dialog asks you to specify a location for the map to go. DON'T USE THIS FILE! Just delete it and instead save the bake out of the render window. The file saved out of there will look exactly as it does in window instead of all blown out.
In any case, your meshes look good. Simple, and good. /images/graemlins/smile.gif
Hey Ben... Just clarification.
The Render to Texture preview window actually displays the how the mesh would render just as if it were done in the viewport. The saved out file is the actual file type specified... Unless there's an option to properly display what it's rendering.
Actually, the best sollution there, to make it less blow out, is using the rendered occlusion bake as a multiply layer over a gray image.
So The ben, it's actually not a bug, it's how the viewport sees the model as a diffuse with an occlusion on it.
and the rendered file chosen is just the occlusion as it should be, if you'd want exactly what's seen in the viewport, you render out a diffuse and occlusion, and multiply the occlusion on the diffuse.
diZzyWalnut
09-20-2007, 01:25 AM
funny - I didn't expect some crits for this simple env.props in AO.
Thank You, guys. /images/graemlins/wink.gif
Well , I use CINEMA 4D 9 ans his plugin which is not TIP-TOP.
You know what, I will go render it in 3DS MAX ... just to see what can I get.
[ QUOTE ]
is all white and blown out. I have a feeling that wasn't intentional
[/ QUOTE ]
Irrespective of any funky Max bugs, fyi 'blown out' is actually exactly what you want in the context of overlaying AO maps. The predominant color here is white, thus If this were overlayed onto a color map the main colors would remain unaffected, and the nooks and crannys darkened. You wouldn't want to darken the overall tone by having the predominant color anything other than white.
Stunning stuff as always pior!
diZzyWalnut
09-20-2007, 02:35 AM
well, just before I go to work I've done couple of tests still under CINEMA 4D 9.
(A change of some values)
http://www.miseryproduction.com/divers/envpropsao1.jpg
"A" is an origin. under crits , finally I like the "B".
Anyway - how I've sad before - I will try AO under 3DS MAX.
Daz - thanks for comments , as always - in the right moment at the right place /images/graemlins/wink.gif /images/graemlins/laugh.gif
having fun with xnormal
http://img92.imageshack.us/img92/3876/xnormal1er0.jpg
Joseph Silverman
09-20-2007, 05:42 AM
Shaping up ruz, this is looking really cool.
Japhir
09-20-2007, 07:47 AM
wip of my chibi dhalsim character for the competition at gameartisans.org:
http://img511.imageshack.us/img511/7715/wipyr5.jpg
looks good Ruz, although he's quite shiny, i assume that's cos you haven't finished the spec map yet.
The Ben
09-20-2007, 08:27 AM
I'm loving these super deformed Street Fighter characters. /images/graemlins/smile.gif
And thanks for the clarification with the baking, you guys. Obviously I misunderstood exactly what Max was doing, and now it makes completes sense why this occurs.
*The More You Know*
cheers SupRore
Cheers MoP, yeah I am still messing with the spec colour/power etc.Gottta finish the diffuse texture too.
xnormal sucked me in like a child with a new toy.
Now I can get a decent cavity map , my textures should improve a little
Snowfly
09-20-2007, 10:17 AM
http://img.photobucket.com/albums/v353/chrisdejoya/Mesh3.jpg
The hair's all temporary. /images/graemlins/smile.gif Here's the character it's for...
http://img.photobucket.com/albums/v353/chrisdejoya/Concept-7.jpg
nice sculpt snowfly, very solid /images/graemlins/smile.gif
for the same naruto contest on gameartisans, a quick zbrushed scroll for our character and a lowpoly with normals & flat colours/GI bake...
approx 250k polys:
http://www.greveson.co.uk/tenten/wip05.jpg
170 tris and part of a 1024x1024 map:
http://www.greveson.co.uk/tenten/wip07.jpg
GA thread here: http://www.gameartisans.org/forums/showthread.php?t=894
Mark Dygert
09-20-2007, 10:54 AM
Beautiful work MoP!
killingpeople
09-20-2007, 11:20 AM
how'd you make this Mop? i'd like to know how you went about creating the ornate center slip piece with the birds and stuff. i'm guessing a displacement? excellent craftsmanship.
again, the high poly is gorgeous but, the textures for the low are meh. some light colored scuffs hinting edges or something in the diffuse would be good. the sharper lines horizontal to the the curve on the highpoly form really look fantastic. i'd tweak the normal to bring those back out, they seemed to have been subdued somehow.
kp: haha, the diffuse is just (like i said in my post) flat colour and a GI bake so far. I literally spent 2 minutes on it in Photoshop so far /images/graemlins/wink.gif
Most of the ZBrush details were done with Radial Symmetry active, i love it so!
I actually sculpted the deco around the centre of the scroll with radial symmetry on 2 times so it loops and tiles perfectly, but isn't "mirrored".
Funky Bunnies
09-20-2007, 12:55 PM
Bloody awesome, MoP!
yes that is quite exquisite Mop /images/graemlins/smile.gif
spacemonkey
09-20-2007, 01:32 PM
nice work mop!
IronHawk
09-20-2007, 01:49 PM
Impressive scroll there Mop!
Justin Meisse
09-20-2007, 02:33 PM
add tools programmer to my massive resume, right next to dinosaur slayer!
http://www.artbyjustin.com/misc/lodbuddy.jpg
Phobos
09-20-2007, 03:09 PM
some wall love
http://cubedorange.com/wp-content/uploads/2007/09/tech_tourneywall_web.jpg
diZzyWalnut
09-20-2007, 03:36 PM
RUZ -
I've already told You , I'm Your fan. Looks nice.
Go down with specularity for the "waistcoat",this will make cool difference-distinguish between waistcoat and tshirt.
You could add some stuff at the waistcoat.
http://www.securityshop.fr/images/Gilets/gilet_tactique_intervention.jpg
------------------------------------------------------
Hi guys,
be careful about Your eyes - diZzy's AO is comming /images/graemlins/laugh.gif /images/graemlins/tongue.gif
http://www.miseryproduction.com/divers/envpropsao2.jpg
How I've promised this morning, I've started 3DS Max to see what I can get with a mental ray. Honestly , before I look at GOOGLE search IMAGE "ambient occlusion" to get some basic idea.There's many images and various rendering.
I think this is THE BEST ONE (http://www.antropus.com/private/custom_portfolio/characters/oldlady/ambient001.jpg) what I've seen. /images/graemlins/crazy.gif /images/graemlins/cool.gif
commander_keen
09-20-2007, 03:58 PM
Phobos, awesomeness again /images/graemlins/smile.gif
Marshal Banana
09-20-2007, 06:29 PM
Sparda
http://i93.photobucket.com/albums/l43/Marshal_banana/sparshot.jpg
This, Alastor, Rebellion, and Force Edge are for a Devil May Cry weapons pack for JKA
Spacey
09-20-2007, 07:49 PM
Marshal Banana - Nice start. Hope you're looking for some crits...
I'd lose the black background with the glow around the object. No matter how "FUCKING ROCKIN'!!!!!" it is, once I took it away, there was some more depth and detail I didn't see at first. I haven't played Jedi Knight, so I don't know what looks best in game, but here are some things that could add to interest to the swords:
- Some things need to play off each other more (like the handle to the guard and the skulls at the bottom). Adding shadows will help make it feel like things are all incorporated with each other.
- There's an orb in the middle of Sparda that's actually faceted. Why not make it that way? It'll add another element of texture that will also add interest.
- Turn the spiral on the handle some to give it that gnarled look. Instead of almost horizontal lines, go with 45* or even more.
- Adding little, hotter highlights on Sparda will make it look even more slimy/alive and push those areas out even further. Similarly, adding some specular and shadow on the guard will help push the gold bits out and make them less flat.
- Some areas are just flat color with a little bit of texture overlay on them. You could fake geometry with the texture in these areas and make them less boring (ex: the bone area on Sparda and the blade on Force Edge).
http://i4.photobucket.com/albums/y121/wootmonkey/marshal_po.jpg
Marshal Banana
09-20-2007, 08:54 PM
Great crits, Spacey, they helped a lot. Still need to do some shadows and figure out how to make the orb facetted.
http://i93.photobucket.com/albums/l43/Marshal_banana/sparshot_newr.jpg
the black background with the glow was merely for presentation.
Good start Snowfly. His eyes bug me a little , perhaps eyelids are not prominent enough. nice style so far though.
Mop. Nice work man
diZzyWalnut - cheers man. i might add some accessories, but since he is meant to be a journo, he proably would n't have that much stuff attached to his jacket.
Armanguy
09-21-2007, 12:15 AM
http://img.photobucket.com/albums/v92/armanguy/wipsweet.jpg
Flewda
09-21-2007, 07:47 AM
Hey Mop, did you just use Zbrush to bake the normals? Or did you use Max or some other program?
Japhir
09-21-2007, 07:48 AM
i redid the uv's because there was a lot of stretching going on:
http://img523.imageshack.us/img523/9567/wipav1.jpg
shagspear
09-21-2007, 08:27 AM
[ QUOTE ]
pior, you sexy thing! /images/graemlins/cool.gif
[/ QUOTE ]
Pior, SupRore, awesome model and awesome texturing!
On a side note, I am just curious, how good is Enzo compare to Deep Paint 3D?
Flewda: I baked the normals in Max, ZBrush baked them pretty well but it doesn't have the control over raycasting needed to stop the normals distorting on the ends of the cylinders.
Here's my pass on the textures now:
http://www.greveson.co.uk/tenten/wip09.jpg
Crash
09-21-2007, 09:28 AM
MoP: Looks nice enuff, but what material is the purple and red stuff? It looks very... shiny.
The dark red cylinder around the centre is meant to be treated red leather, the pink bits are meant to be painted/decorated wood slats around the paper. Gold metal trimmings.
I guess I should try to focus the materials a bit more.
diZzyWalnut
09-21-2007, 09:42 AM
Mooooopppp - it's killing me. Such simple object and such perfect work !!! /images/graemlins/cool.gif /images/graemlins/crazy.gif
Love it.
Japhir
09-21-2007, 10:09 AM
great stuff mop!
finally a serious texture update, crits/comments are most welcome!
http://img89.imageshack.us/img89/156/wipny0.jpg
Joseph Silverman
09-21-2007, 10:24 AM
Sweet base japhir, but right now it looks kinda flat, and the coloration seems pretty random. Play with highlights and darker shadows for contrast, and pull some more solid forms out of the face. Considering the texture size, it may help you to reference some PSP games, or artists like B1ll's work to see how they got sharpness out of minimal pixels.
Neo_God
09-21-2007, 02:55 PM
Here's the first figure I've sculpted from a live model.
I'm not unfamiliar with sculpture mind you, as it's my Major, but this is the first time I've done it from a live human. Nevermind the hand in the first pic, I barely touched it. It stands about 26" high and is made of water based clay.
http://img.photobucket.com/albums/v305/Neo_God/Firstfiguresculpt.jpg
Crash
09-21-2007, 03:09 PM
MoP: its the pink stuff that looks odd to me really. Otherwise good stuff mate.
peppi
09-21-2007, 03:11 PM
That's pretty awesome Neo
Laheen
09-21-2007, 06:07 PM
http://img216.imageshack.us/img216/7011/oksr7.png
Baddcog
09-21-2007, 07:55 PM
Japhir, deffinately work the shadows a bit more as suggested, maybe hilights a bit.
Tattoos! They could and some contrast on back, arms, hed. would be cool to see the tex flat too.
I think MoP's scroll is sweet. The red looks like a pretty decent leather to me. The pink/purple material I'm not sure, could use some tweaking to me. Not sure of it's just too busy, I think almost straight lines would be better than with the added details. the straights and squigglies don't work together imo.
I think straights and maybe a little overlay it could look like silk or something.
I know it's not an in game render but I think the normals aren't strong enough on the gold rings at end of purple material. I think how the gold rings have shape on the red material it really minimizes the effectiveness of using normals on the other gold rings and the model looks too flat there for the texture.
Laheen
09-21-2007, 08:35 PM
http://img228.imageshack.us/img228/1534/oshiibj6.png
Snowfly
09-21-2007, 09:51 PM
Nice sculpt Neo! Mop- that scroll brings a tear to my eyes.
http://img.photobucket.com/albums/v353/chrisdejoya/Sculpt2.jpg
ironbearxl
09-21-2007, 10:47 PM
nice cloth snowfly!
progress on her:
http://i84.photobucket.com/albums/k30/ironbearxl/shae_d.jpg
Neo_God
09-21-2007, 11:21 PM
Thanks Peppi n' Snowfly.
That is some ace cloth work you've got going on there Snowfly.
rollin
09-22-2007, 12:08 AM
nice real-live sculpt neo-god!
realy cool face
nice work neo!
can you tell me a bit more about it,
looking at the big pipeline going in, did you weld a frame together?
are you going to bake(if even possible..) it or cast a mold from it?
great work as allways snowfly /images/graemlins/grin.gif
SyaPed
09-22-2007, 04:16 AM
Body proportions are looking a bit iffy to me. I'm trying for tall, wide shoulders and long limbs...
http://img.photobucket.com/albums/v138/Syama/Number12.jpg http://img.photobucket.com/albums/v138/Syama/Number1.jpg
Japhir
09-22-2007, 04:36 AM
great stuff everybody!
thanks a lot guys!
i've been working on the shadows of the face/torso a bit and here is a small update. i think i'm going in the right direction /images/graemlins/laugh.gif
http://img223.imageshack.us/img223/6919/wipwc5.jpg
and here are the texture flats, 256^2
http://img474.imageshack.us/img474/46/texturecr3.jpg
Default
09-22-2007, 05:34 AM
japhir- it all looks cool, but the texture is kinda blurry. try using some hard brushes maybe?
Japhir, not bad... certainly coming along well.
Default is right though, you should go in with some harder brushes and pick out planes that light hits, to better define the volumes and shapes that the mesh can't get.
I hope you don't mind, I did a quick paintover to show what I mean:
http://www.greveson.co.uk/dhalsim-po.jpg
Basically I think your light sources are a bit weird at the moment, light seems to be coming from the sides which doesn't look very natural, i'd pick a stronger light source from above and use that to illuminate the upward-facing parts of his face, hopefully you can see what I've done there.
Also I put some subtle blue light coming from underneath, cos that's always fun /images/graemlins/wink.gif
Keep it up!
Japhir
09-22-2007, 06:24 AM
amazing! thanks a lot mop! i'll work on it soon! what settings do you use on your brushes to create that effect? just hard round brushes at 100%? i draw at 100%, but then smudge it so the colors blend nicely... i guess that's what makes it look so blurred.
thanks again!
Yeah, hard round brushes, but pressure sensitivity is linked to the opacity, so if i press harder with my stylus, the stroke is more solid.
Are you using a graphics tablet, or just a mouse?
Davision3D
09-22-2007, 07:49 AM
http://www.daxx-web.de/bilder/lola.jpg
@ Japhir
Yes, dont use the smudge tool for color blending!
This small Tutorial about different ways to blend may help you:
http://www.furiae.com/images/blending-thoughts.jpg
but a tablet is a must have! /images/graemlins/smile.gif
http://img218.imageshack.us/img218/2320/facece1.jpg
playing with xnormal, baking and stuff.
Japhir
09-22-2007, 08:02 AM
i do have a tablet offcource, but it's a really old one that doesn't respond that well anymore... :S i guess i need to either live with it or buy a new one. thanks guys! good to see the results of blending compared!
hetsch
09-22-2007, 09:13 AM
MoP: is that an identify scroll from diablo 2? better save deckard cain!
Blaizer
09-22-2007, 09:57 AM
http://www.blog.whiteblaizer.com/wp-content/uploads/2007/09/alienn11_003.jpg
My first try with Zbrush 3, a practice with a head design of the ones i've done in modo, i'm very happy with this new version ^^
Joseph Silverman
09-22-2007, 10:07 AM
Still playing with enzo
http://i2.tinypic.com/67h1h07.jpg
redmond_david
09-22-2007, 10:40 AM
Haha, thats wicked suprore, love the style
Neo_God
09-22-2007, 11:19 AM
[ QUOTE ]
nice work neo!
can you tell me a bit more about it,
looking at the big pipeline going in, did you weld a frame together?
are you going to bake(if even possible..) it or cast a mold from it?
great work as allways snowfly /images/graemlins/grin.gif
[/ QUOTE ]
Yeah, there's a pipe bolted to a large wooden base and at the end of the pipe going into the model there's a wire armature connected to it.
After we're done with it, we're just tearing all the clay off and reusing the armature for the next model. But I'm considering on making a quick waste mold over it and making a cast in plaster, or perhaps an expanding foam so it will be lighter. If it were a polymer I'd bake it, but since it's waterbased it needs to be fired in a kiln, and you can't fire something with an armature in it, well you can, but I think it will screw everything up.
Man, there's some really good stuff to look through the past few days, those Naruto contest entries are really shaping up!
Neo_God: Must be fun to sculpt something so huge, the face is really nice. Hope you get to make a "copy" of it to keep.
I posted this down in my wip thread in the forums, but thought I'd throw it up here too:
http://www.angelfire.com/wa3/emilyogle/alleywip69_forweb.jpg
diZzyWalnut
09-22-2007, 04:44 PM
let's blow up that -
http://www.miseryproduction.com/divers/envpropsao3.jpg
Brice Vandemoortele
09-22-2007, 05:52 PM
http://www.mentalwarp.com/~moob/show/shaders/GenericBRDF/shaderGeneric01.jpg
Fun with cgfx. This is a multipurpose super slow shader I wrote to train myself. I might release it if anybody is interested (should be optimized first tough). Features Blurry cubemap reflection with, ramp shading, fresnel, thin surface translucence, emmissive, cubemap ambient etc
ironbearxl
09-22-2007, 08:33 PM
http://i84.photobucket.com/albums/k30/ironbearxl/shae_e.jpg
A few more accessories, then unwrap and mudbox. /images/graemlins/smile.gif
aniceto
09-22-2007, 10:02 PM
Nice shader Brice, I'd love to try it out!
shagspear
09-23-2007, 02:37 AM
[ QUOTE ]
Still playing with enzo
http://i2.tinypic.com/67h1h07.jpg
[/ QUOTE ]
Hey Superoe, pretty sweet texturing, but I was wondering how does Enzo compare to Deep Paint 3D?
Japhir
09-23-2007, 06:13 AM
so i've been working on the texture without using the smudge tool and i think it definetely has paid off! only problem is that i don't know where i can make the pen pressure have influence on the opacity, i'm using photoshop 6, and i don't know if it supports that.
so here is where i'm at:
http://img230.imageshack.us/img230/5008/wipdm6.jpg
EDIT: i've only been working on the face, and a little bit on the torso
Yeah, photoshop 6 supports pen pressure as opacity. I think it's found as a checkbox in a little drop-down menu along to top tool bar when you have the brush tool active.
The updated version is looking much cooler i think, has a kind of Blizzard-style to the textures too /images/graemlins/smile.gif
Japhir
09-23-2007, 06:46 AM
thanks! immediately after writing it i found the drop-down menu and forgot to mention i found it :P damn, drawing is much easier and much more fun this way! thanks again!!
S'alright!
http://www.greveson.co.uk/tenten/wip10.jpg
Ramucho
09-23-2007, 08:16 AM
Notice to mop:
Female model screengrabs HAVE TO include back shot, otherwise U FAIL!!
/images/graemlins/tongue.gif
Japhir
09-23-2007, 08:18 AM
i love my new way of painting! /images/graemlins/laugh.gif
http://img523.imageshack.us/img523/7235/texturezi6.jpghttp://img221.imageshack.us/img221/5400/wipiz5.jpg
perna
09-23-2007, 08:19 AM
That's some fairly wild hip to shoulder width ratio you got there mop /images/graemlins/smile.gif Cool looking feet/boot
great character mop!
are you going to detail those hair knots or ?
makes me wanna start sculpting again
Sectaurs
09-23-2007, 12:13 PM
love that silhouette mop!
Armanguy
09-23-2007, 12:25 PM
No Normal/spec and the metal fence thing protecting thedriver is not finished ye thats why it looks wird and out of place.
http://img.photobucket.com/albums/v92/armanguy/wipsweet-1.jpg
Joseph Silverman
09-23-2007, 01:15 PM
[ QUOTE ]
[ QUOTE ]
Still playing with enzo
http://i2.tinypic.com/67h1h07.jpg
[/ QUOTE ]
Hey Superoe, pretty sweet texturing, but I was wondering how does Enzo compare to Deep Paint 3D?
[/ QUOTE ]
No idea, never used it. There's a thread in technical talk about it, someone there might have said. /images/graemlins/smile.gif
jmiles
09-23-2007, 01:24 PM
here's something i started last night.. still trying to narrow down the tris a bit, but i dont think i can narrow them down any longer without getting too minimalistic, however i know that's what we do here.. just seeking a balance and the over all silhouette.. creating this guy from an illustration i did in april.. tell me what u think..
http://img231.imageshack.us/img231/8219/demigodwipsmalleraq4.png
here's a link to the illustration if u care to take a look
ArtofJmiles.blogspot.com (http://img225.imageshack.us/img225/9241/javelinthrowerye9.png)
http://img.photobucket.com/albums/v332/Jacoh/ZBbet1.jpg
High poly base for a character I'm working on (WWII Nurse), most of the body won't be visible but I did it for practice.
almighty_gir
09-23-2007, 01:52 PM
it looks like there is something wrong with the hands.....
Vitor
09-23-2007, 02:58 PM
Long long time i don't post anything from me... finally found a few hours to modeling something personal. Still a long way to go, female body modeling still hard to do.
http://img212.imageshack.us/img212/8074/09mj7.jpg
http://wip.global-illusions.com/sketch/Gouken_Stage_hadoken.jpg
gotta start texturing it, flatcolors right now :/
vahl: Awesome
almighty_gir: better?
http://img.photobucket.com/albums/v332/Jacoh/ZBbet1Tw.jpg
Brice Vandemoortele
09-23-2007, 03:56 PM
procedural vertex animation in realtime shader (maya). mmm looks a bit like chocolate, maybe with a bit of caramel ^^
http://www.mentalwarp.com/~moob/show/shaders/waves.avi
Awesome stuff as always, guys. Not sure if I posted this here...
http://www.gavimage.com/illithid/mf_texture_03.jpg
http://wip.global-illusions.com/sketch/Gouken_Final.jpg
finished!!
Jaco, Brice, Gavimage : cool stuff guys !
Joao Sapiro
09-23-2007, 05:31 PM
gavin that looks like a protoss/zeg hybrid ! i always pictured it like that nice way to go man !
Vitor : Winsauce, she looks likke my old history of art teacher, her but may be a too much "round" ?
Vahl : turned out really good man !! maybe a tad more detail on the rooftop ?
Blaizer
09-23-2007, 06:15 PM
Wow simply wow ^^
Excellent stuff guys.
Here's something more i'm working on, some day i will broke my head on the keyboard, lots of problems, bugs and limitations with the programs. Damm, God give me patience!
http://www.blog.whiteblaizer.com/wp-content/uploads/2007/09/test_desplc_mental.jpg
Rwolf
09-23-2007, 06:22 PM
Cool sculpt Blaizer.
http://www.trevortang.net/3D/wip/beastwip1.jpg
Working on this atm, Kinda a orcish/beast thing. Just finished a basic rig on it, aiming to do some mudbox'in and texturing next week.
ironbearxl
09-23-2007, 07:28 PM
Holy Shit!! Page 338 was epic!
Rwolf is the mohawk temporary? Nice btw.
mudtime:
http://i84.photobucket.com/albums/k30/ironbearxl/shae_mud_1.jpg
tremulant
09-23-2007, 07:30 PM
BIGGER IMAGES PREEZ! Blaizer
looks fantastic
tacit math
09-23-2007, 08:13 PM
little work on gamabunta's gear
:
http://orderindebris.exorsus.net/images/gamabunta_wip_3.jpg
Emil Mujanovic
09-23-2007, 08:20 PM
[ QUOTE ]
http://wip.global-illusions.com/sketch/Gouken_Final.jpg
finished!!
Jaco, Brice, Gavimage : cool stuff guys !
[/ QUOTE ]
Damn sexy vahl!
-caseyjones
PolyHertz
09-23-2007, 08:55 PM
Gavimage: That is awsome! Is he just a head or is their going to be a body too?
Vahl: Nice. I think the hands details (ex: tendons) could come out a bit more though. Also, how'd you make that fireball?
Japhir
09-24-2007, 01:21 AM
here is my final entry to the game artisans mini comp. /images/graemlins/laugh.gif
http://www.gameartisans.org/contests/mini/uploaded_minichallanges_images/3-character-603-1190653598-img.jpg
thanks everyone for your support! it's my first completed competition!
EDIT: updated with a better presentation!
aniceto
09-24-2007, 01:23 AM
I think thats quite rad Tacit.
I like how you draw the viewers eye straight to his crotch zone =D
ThatDon
09-24-2007, 02:42 AM
My high poly so far for the GA Mini Comp.
http://img230.imageshack.us/img230/464/wip8rb5.jpg
smedjeback
09-24-2007, 03:55 AM
http://i217.photobucket.com/albums/cc202/smedjeback/truck1.jpg]http://i217.photobucket.com/albums/cc202/smedjeback/truck1.jpg
Spacey
09-24-2007, 09:08 AM
Yay! Street Fighter!!!
http://i4.photobucket.com/albums/y121/wootmonkey/Art/chunli_06.jpg
Rota626
09-24-2007, 09:45 AM
Amazing work everyone!!!
This years Orc from me:
http://www.rota-art.com/orc.jpg
Rota
snake85027
09-24-2007, 11:51 AM
gavimage, that head is killer, love the colors.
Toomas
09-24-2007, 12:02 PM
Spacey = pwn
almighty_gir
09-24-2007, 03:04 PM
Rota: Warhammer = Ork, not Orc (geeeeky lol kthx)
looks sexy though =]
Justin Meisse
09-24-2007, 03:14 PM
They're called Orks in 40k and Orcs in Warhammer Fantasy
skrubbles
09-24-2007, 03:24 PM
Gavimage, Blaizer, Tacit, Spacey, Rota - HELL YEAH!!!
Joseph Silverman
09-24-2007, 04:23 PM
http://i23.tinypic.com/16krokw.jpg
this is boring!
100% ZBrush 3.1
0% reference.
http://www.greveson.co.uk/schoolmarm01.jpg
Joao Sapiro
09-24-2007, 05:08 PM
stop beeing awesome mop , i cant have another stroke !
she reminds me a lady i saw in the bus some time ago...freaky !
perna
09-24-2007, 05:24 PM
lol, everytime someone brags they didn't use reference, I feel like saying "why didn't you, idiot"
tacit math
09-24-2007, 05:38 PM
since sumea won't let me register. the base i knocked out a couple weeks back for the god of war comp they're having
:
http://orderindebris.exorsus.net/images/rmn_turns.gif
Slaught
09-24-2007, 05:59 PM
Lots of awesomeness on this page! /images/graemlins/grin.gif
@Japhir
You should´ve made his leg extend to the upper corner of the screenshot. /images/graemlins/laugh.gif
Nice work dude!
@suprore
Looks promising...SDK when you´re done? /images/graemlins/wink.gif
Just a small thing I whipped up in half an hour, not sure what to do with it tho.
http://img178.imageshack.us/img178/5233/anefacepv0.jpg
Josh_Singh
09-24-2007, 06:28 PM
very inspiring page!
larolaro
09-24-2007, 09:05 PM
Spacey - friggin awesome!
Eclipse
09-24-2007, 09:08 PM
Didn't get a chance to rig him so I did a quick vertex pose (hence why it's so poor). This is my Vega or the Mini comp over at GameArtisans.
http://brandonmorris.info/showoff.jpg
Rwolf
09-24-2007, 11:50 PM
So many SD street fighters /images/graemlins/crazy.gif
[ QUOTE ]
Holy Shit!! Page 338 was epic!
Rwolf is the mohawk temporary? Nice btw.
[/ QUOTE ]
Yeah, I'll be putting CG hair after I'm done everything else.
Just Started Mudding the beast.
http://www.trevortang.net/3D/wip/beastmudstart.jpg
Sa74n
09-25-2007, 01:17 AM
killer art, everyone
jibowski
09-25-2007, 02:55 AM
nice head Mop!
spacey, i love your big-legs-chunli! /images/graemlins/tongue.gif
Turoid
09-25-2007, 11:21 AM
Nice art you all!
I tried some new way of painting,
http://img.photobucket.com/albums/v679/jopiedopie/lp2.jpg
100% Per's mum
http://www.greveson.co.uk/schoolmarm02.jpg
tacit math
09-25-2007, 03:24 PM
sshhhhh !
killingpeople
09-25-2007, 03:44 PM
nice, MoP. love the asymmetry in the lips and crooked nose.
Jeremy Lindstrom
09-25-2007, 04:22 PM
[ QUOTE ]
pior, that is awesome, man. Really dig that turtle, low odor.
I've been working sparsely on this guy, but I'm not really sure what to do with him at this point - besides refine haha /images/graemlins/tongue.gif
http://www.funkybunnies3d.com/Work/harvey4.jpg
[/ QUOTE ]
You could always put him in a hammock. He'd be in a banana hammock. /images/graemlins/laugh.gif
gavku
09-25-2007, 04:37 PM
nice Mop, craploads of character....
tacit math
09-25-2007, 07:13 PM
little more toad :
http://orderindebris.exorsus.net/images/gamabunta_spins.gif
Armanguy
09-25-2007, 09:21 PM
crits on texture please:) no normal yet.
http://img.photobucket.com/albums/v92/armanguy/wipsweet-2.jpg
diffa
09-25-2007, 10:35 PM
hinata hyuuga, 4,9k tris
http://www.alphapolygon.com/pics/works/hinata-hyuuga-_08.jpg
aww shes cute /images/graemlins/laugh.gif
But maybe the hands and feet are a little too small?
thnom
09-26-2007, 03:20 AM
http://i10.photobucket.com/albums/a136/thnom/unityagent/model1.jpg
Doing a re-make of a character, though you won't recognise it or anything ("generic head"), this is the head /images/graemlins/wink.gif
NeoShroomish
09-26-2007, 07:43 AM
http://img212.imageshack.us/img212/1103/sightskg8.png
Attempting to figure out how to smooth my lowpoly /images/graemlins/crazy.gif
http://img.photobucket.com/albums/v332/Jacoh/ZBbet2.jpg
Still need to fix the titties and finish the head, hands and hair.
MAUL0r
09-26-2007, 12:32 PM
[ QUOTE ]
http://www.trevortang.net/3D/wip/beastmudstart.jpg
[/ QUOTE ]
I imediately thought of http://www.retrojunk.com/img/art-images/panthro10.jpg
very nice!
Baddcog
09-26-2007, 08:47 PM
Armanguy
The one thing that stands out is lack of bullet damage anywhere else on the van. that many holes in window there's gotta be a couple stray bullets too.
can't tell if the pink dot by ICE is cut off or just dented and hidden from view a bit.
I'd change the color of the gun too. probably just green or camo so it looks more like an add on. black would be ok but I think a clashing green camo would really make it fit better.
Unless of course the owner purposely gave it a polka dot paint job after it was turned into a combat vehicle. but I still don't think the small dots look good with the big dots, maybe if it was just all white or all pink.
nealb4me
09-26-2007, 08:51 PM
Jaco, don't know if it's been said but the pinch straight through the kneecaps strikes me as odd.
Slipstream
09-26-2007, 10:40 PM
quick max render of my entry for the naruto contest over on GameArtisans. Need to go back and fix some areas of the sculpt before I move on to building the low =/
http://img.photobucket.com/albums/v416/temetry/sakuraModel008.jpg
Armanguy
09-26-2007, 11:48 PM
thanks baddcog ill add some bullet holes but i personally love the minigun's color scheme i might get rid of the pokidots.
Crash
09-27-2007, 04:35 AM
diffa: might wanna size them feet up a bit. theyre tiny
MAUL0r
09-27-2007, 07:50 AM
ah well they messed up my pic, it was of panthro from thundercats though
Japhir
09-27-2007, 01:51 PM
learning how to draw digitally, i hope you recognise it as a hand :P somehow drawing textures is waaaay easier for me, so if i learn how to draw (digitally) properly i figure my texturing skills will improve too /images/graemlins/laugh.gif
http://img204.imageshack.us/img204/7290/handdz2.jpg
Marshal Banana
09-27-2007, 03:10 PM
My first human head
http://i93.photobucket.com/albums/l43/Marshal_banana/dantehead1.jpg
almighty_gir
09-27-2007, 05:12 PM
female pred /images/graemlins/blush.gif
http://img146.imageshack.us/img146/5868/predwiper6.jpg
hawken
09-27-2007, 10:43 PM
I'd hit it
jaalto
09-27-2007, 10:48 PM
marshalbanana:
He needs a proper skull /images/graemlins/smile.gif. Back of his head is too flat.
Thanks nealb4me, I'll take a look at it.
Just another normal mapped head:
http://img.photobucket.com/albums/v332/Jacoh/Head.jpg
Joao Sapiro
09-28-2007, 03:15 AM
this female head is a great improvement jaco , i love it , the cheekbones maybe a tad too stong, but gives her charisma , also i like alot the lips /images/graemlins/smile.gif congrats /images/graemlins/wink.gif
cursedDice
09-28-2007, 09:03 AM
First time posting in this massive thread. There is some great stuff in here...makes me feel timid posting my stuff sometimes...but I thought I would drop in finally with this work in progress of mine. I just have to finish modeling the high poly handle, render the normal map and ambient occlusion for it, and then I can start on the color and specularity maps.
Concept is from Mythic's WarHammer...as usual. Polycount stands at 434 tris. Modeled and normal map generation done with XSI. Please send the crits my way.
http://www.curseddice.com/pcImages/maceWIP01.jpg
Thanks Johny /images/graemlins/smile.gif
Nice hammer cursedDice, looks a bit boxy though, I'd chamfer some of the more prominent sharp edges.
cursedDice
09-28-2007, 09:27 AM
I was considering that, but couldn't decide which edges to bevel that wouldn't make all the non-beveled edges stand out...which led me to try beveling most the edges. That shot up the polycount too high though. So I settled on no beveled edges on the low poly to keep it really light poly wise. I'm still open to some beveling...any thoughts on which edges you'd consider 'prominet' and what an acceptable poly budget would be to add in these extra edges (it stands at 434 now).
The Keen
09-28-2007, 10:52 AM
Some great looking normal maps you got there cursedDice!
Brice Vandemoortele
09-28-2007, 12:29 PM
You could bevel the highpoly version. This way the normal match will catch these details and produce nicer highlights on the edges. The tricky part is to deal with uvs borders and hardedges, but if you place them wisely it's not that of a problem.
commander_keen
09-28-2007, 06:54 PM
the low poly needs to use only 1 smoothing group when rendering and displaying the normal map.
larolaro
09-28-2007, 07:18 PM
Doing some light and colour tests,
http://img222.imageshack.us/img222/4500/bibiwavefinal2vs4.jpghttp://img222.imageshack.us/img222/9335/bibiwavefinal2vs3.gif
NeoShroomish
09-28-2007, 08:19 PM
great stuff rob
Marshal Banana
09-28-2007, 09:52 PM
almost done
http://i93.photobucket.com/albums/l43/Marshal_banana/dan1.jpg
I think it's pretty good for my first human.
CheapAlert
09-28-2007, 11:19 PM
A DAMN GUN GODAM I HATE CONVENTIONAL WEAPONS!! 1.5k messy tri /images/graemlins/frown.gif
http://openarena.ws/crap/shootangaem/gun1.jpg
okkun
09-28-2007, 11:22 PM
[ QUOTE ]
the low poly needs to use only 1 smoothing group when rendering and displaying the normal map.
[/ QUOTE ]
Nope, greater or close to 90 degree angles should have a separate smoothing group. Otherwise you'll get smoothing errors.
commander_keen
09-28-2007, 11:50 PM
[ QUOTE ]
Nope, greater or close to 90 degree angles should have a separate smoothing group. Otherwise you'll get smoothing errors.
[/ QUOTE ]
Its best to not have 90 degree angles at all(chamfer). But if you have to then you should use the same smoothing group or you will lose any edge smoothing highlight. I say separate smoothing groups should only be used on things that are supposed to be sharp like the blade of a knife.
mvelasquez
09-29-2007, 02:51 AM
hot stuff mr. robg
another (awful?) celebrity likeness from me
please someone recognize him..
http://www.mvelasquez.com/images/gg002.jpg
almighty_gir
09-29-2007, 03:08 AM
the dude who recently played Sirius Black? was also the bad guy in The Fifth Element?
warby
09-29-2007, 03:29 AM
you mean gary oldman ?
Yeah I'm seeing gary oldman in there. Either that or a grizzly edward norton
dupikus
09-29-2007, 04:34 AM
http://img502.imageshack.us/img502/434/zochaut5.jpg
just a post-apocaliptic girl /images/graemlins/confused.gif 5k tris
okkun
09-29-2007, 09:09 AM
Yes, you'll get better results if you avoid 90 degree angles but your polycount will go through the roof so it's not always an option for realtime assets.
You can still maintain highlights on hard edges, just requires a little more tinkering; moving the cage, adding extra padding and such.
all depends on the engine, some engines support very well more than 90 degrees angles.
diZzyWalnut
09-29-2007, 12:53 PM
mvelasquez
Looks great ! /images/graemlins/cool.gif
I love Gary.
http://i.imdb.com/Photos/Events/3155/GaryOldman_Cohen_5173048_400.jpg
ThatDon
09-29-2007, 01:12 PM
Hell yeah, that's the badass drug lord from The Professional.
awesome likeness man!
osman
09-29-2007, 02:02 PM
Trying to model one of the killzone 2 vehicles
http://www.onepunchmachine.com/highpoly/scr2.png
dupikus looking pretty nice. would like to see some more colour in her costume though
Armanguy
09-29-2007, 04:12 PM
http://smg.photobucket.com/albums/v92/armanguy/wipsweet-4.jpg
things that i know of lighting issue with the hood, i need to put bullet holes in the car it self.
mvelasquez
09-29-2007, 05:58 PM
I'm glad you guys could recognize him. Yup its Gary /images/graemlins/grin.gif
Nice work dupikus, was her top Leeloo inspired?
Baddcog
09-29-2007, 06:19 PM
http://img338.imageshack.us/img338/6340/gargoylepu7.jpg
start on the gargoyle I've been putting off for years.
Joseph Silverman
09-29-2007, 06:24 PM
wtf, cheapalert second account
ironbearxl
09-29-2007, 09:59 PM
Nice gun Cheap!
Took a break from playing TF2: /images/graemlins/smile.gif
http://i84.photobucket.com/albums/k30/ironbearxl/Shae_mud_2.jpg
Robbiek1000
09-29-2007, 10:43 PM
Very nice WIP dupikus, I'd love to see a wire frame!
leilei
09-29-2007, 11:25 PM
[ QUOTE ]
wtf, cheapalert second account
[/ QUOTE ]
???
anyway GUN IS ANIMATED AND SHOOTING (http://www.youtube.com/watch?v=mjaF55ok23c)
dupikus
09-29-2007, 11:44 PM
Ruz you're definitely right, she's going to have a rusty Levis':P
mvelasquez I think there are more thing which was Leeloo inspired, anyway I didn't paint it.
http://img225.imageshack.us/img225/3282/wirezochall0.jpg
osman
09-30-2007, 11:42 AM
update
http://www.onepunchmachine.com/highpoly/scr4.png
larolaro
09-30-2007, 06:11 PM
Yay all finished,
http://img223.imageshack.us/img223/2070/bibiwaveyo0.jpg
HonkyPunch
09-30-2007, 08:20 PM
Rob, that's not 3d is it?
it's hard to tell with you
larolaro
09-30-2007, 08:50 PM
hehe, i guess i am a little sneaky. Nah its not, i just used a little 3d scene to mock up the shadows so i could paint from them.
http://img.photobucket.com/albums/v332/Jacoh/Freak1.jpg
http://img.photobucket.com/albums/v332/Jacoh/Freak2.jpg
Davision3D
10-01-2007, 09:12 AM
Thats cool Jaco!
I love the face from the side but i dont like it from the front /images/graemlins/smile.gif, the silhouette from the front ist too simple and it looks more like a mask becaues of that.
Maybe make the horns towards the back, that it looks more like spoiler, i think that would fit good to his long neck.
Spoon_of_death
10-01-2007, 12:24 PM
Guess who this little headless fellow is and win a free pizza!!! (you'll have to pick it up at my house tho)
http://www.tookie.nl/bobby/Luneth.gif
Eclipse
10-01-2007, 04:10 PM
Spoon that Luneth, looks great btw! Now do Cecil!! :P.
exactly, that model is flawlessly recognizable /images/graemlins/laugh.gif
Slipstream
10-01-2007, 10:19 PM
Hard Edged modeling is kinda fun
http://img.photobucket.com/albums/v416/temetry/morphballSmall.jpg
spitty
10-01-2007, 11:28 PM
http://www.ericspitler.com/images/skinlessjoe_wip01.jpg
finally getting a chance to mess with zbrush 3, and trying to get a better handle on anatomy. i started using a base mesh arshlevon posted a while ago, thanks! i totally messed up his hands trying to use transpose, and i need to make the level of detail all over the model more consistent.
Armanguy
10-02-2007, 12:30 AM
http://img.photobucket.com/albums/v92/armanguy/outdoorclockbeutyshot.jpg
Joseph Silverman
10-02-2007, 06:58 AM
That's cool, spitty. Right now it kinda looks like all of the details are the same... Weight, for lack of a better word. Everything is cut in the exact same amount when in reality, naturally, these muscles aren't all the same. Dunno if this ref will help: http://www.reybustos.com/04er/er.html
Vitor
10-02-2007, 10:11 AM
I think Spitty aproach is a lot more realistic then that link SupRore, on a real body muscles aren't easly divided, is it all just a big mess of meat and fat and sometimes you can just name them from the origin/insertion on bones.
Joseph Silverman
10-02-2007, 10:44 AM
What spitty is making looks like muscular/structural study, though, not a real body with fat/real skin/all that fun stuff.
Vitor
10-02-2007, 11:08 AM
indeed not skin, but he has fascias and some arteries modeled, so not just a muscular study, more a dissection work study.
Japhir
10-02-2007, 11:21 AM
either way, at least i found the link usefull /images/graemlins/laugh.gif so thanks!
Funky Bunnies
10-02-2007, 11:52 AM
Jaco, major sweetness. I agree about the front of the face, though. It doesn't have the same cool style as the side view.
Spitty, it looks pretty accurate, but I think I agree that some areas may be a little washed out.
looks like he's going for Freedom of Teach's anatomy model (http://s25520.gridserver.com/images/fig_male_02.png)
spitty, it looks really sweet, though the torso is kinda soft compared with the rest, give the bodom of the chest a harder edge and see if that compansates
Renardin
10-02-2007, 02:23 PM
http://moddb.com/images/cache/mods/63/631/gallery/water_69515.jpg
CnC Reborn Mod : Tiberian Sun FPS (I am still looking for artists to help on 2 soldier textures if anyone feel like helping me...see the section for requests.)
These mechs are for GDI. I did all the textures, same for Hover MRLS.
Xenobond
10-02-2007, 03:02 PM
@renardin- Heard of smoothing groups? I see none. Or does renegade not support them? If not, you can split the edges and achieve the same effect.
Could also just be your render.
Hope that GDI symbol on the hovertank isn't mirrored exactly on the other side. Would be... unfortunate.
spitty
10-02-2007, 03:03 PM
thanks for all the comments about my model. funky bunnies is right, its based on the freedom of teach model. i don't have the actual model just the poster. this thread on cgtalk is what got me started on it. i guess this is called an ecorche... http://forums.cgsociety.org/showthread.php?t=509909
thanks for the additional reference suprore. my ref doesn't show some parts too well.
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