View Full Version : So what are you working on?
low odor
10-22-2007, 02:07 PM
Booo! less drama ...more cool art. Here's a model my wife just finished on the 15th
http://img.photobucket.com/albums/v186/andrewhunt/naomi01.jpg
My little stinker Naomi
Davidson..cool zombie head
perna
10-22-2007, 02:09 PM
Hey nobody throws shit on these forums but me. You kids better simmer down real soon or I'm gonna kick your asses. And RUZ, change your avatar right now, it hypnotized me to put babies in the sewer. Damn babies.
demoncage
10-22-2007, 02:09 PM
i don't know, i guess these things can be easily misinterpreted, but his first post to me seemed to be sarcastic, and the second one had what would be construed as mocking statements, which only led me to verify that his first post was without respect. that's how i read it. i don't think it's beyond belief. but whatever.
aesir
10-22-2007, 02:09 PM
Post deleted by MoP
demoncage
10-22-2007, 02:14 PM
you to my man.
HonkyPunch
10-22-2007, 02:19 PM
Post deleted by MoP
Johny
10-22-2007, 02:21 PM
low odor : Congrats man /images/graemlins/laugh.gif
P.S - cool name /images/graemlins/wink.gif
ScoobyDoofus
10-22-2007, 02:26 PM
Ironic that a guy named "low odor" would call his kid a "little stinker" eh?
Demoncage: Give your character some 'roids or HGH to beef him up. It'll add to the desired imposing nature of the character.
leilei
10-22-2007, 02:31 PM
But nooo! It's Paul Schafer.
demoncage
10-22-2007, 02:35 PM
stones (http://www.mehrangizkar.com/english/azadeh/archive/stoning%20to%20death.jpg)
[ QUOTE ]
And RUZ, change your avatar right now, it hypnotized me to put babies in the sewer. Damn babies.
[/ QUOTE ]
hey it works -
congrats on that lowodor BTW
Lee3dee
10-22-2007, 02:58 PM
so cute /images/graemlins/wink.gif congrats!
Ghostscape
10-22-2007, 03:10 PM
Post deleted by MoP
demoncage
10-22-2007, 03:15 PM
Post deleted by MoP
leilei
10-22-2007, 03:27 PM
Post deleted by MoP
Right, that was fun. For some reason ElysiumGX's post was completely deleted (sorry Elysium) but everyone else's just got "post deleted by MoP" text put in it.
If anyone tries to continue this pointless argument they'll get a temporary ban.
Congrats on the new baby, low odor /images/graemlins/smile.gif
Feel free to continue posting artwork here! Here's mine:
http://www.greveson.co.uk/tenten/wip15.jpg
Asherr
10-22-2007, 03:44 PM
very nice. /images/graemlins/laugh.gif
ElysiumGX
10-22-2007, 03:44 PM
[ QUOTE ]
Right, that was fun. For some reason ElysiumGX's post was completely deleted (sorry Elysium)
[/ QUOTE ]
that's fair. it wasn't important anyway.
here's what I'm working on:
http://youtube.com/watch?v=qTe9HJwCkBQ
some context: learning Hammer, and got Portal maps working.
Johny
10-22-2007, 03:46 PM
mop that is awesome /images/graemlins/smile.gif
Justin_Meisse
10-22-2007, 03:46 PM
hot diggity dawg Mop, that's some sweet lookings!
Here's something I probably won't finish, doodly-doo style
http://www.artbyjustin.com/wip/angrysword.jpg
Joseph Silverman
10-22-2007, 03:47 PM
Yeah, looks great MoP.
edit: Also justin, awesome. Finish!
few points that are funky
-her face, i think its in the cheeks and the bone structure around the eyes.
-her toes, they look too wurmy at this distance,
-the boots need some more color, maybe adding some colored loops at the top or in the paterns will fresh it up
and whatsup with the butter knives? /images/graemlins/wink.gif
great work mop, specialy the mid section!
ScoobyDoofus
10-22-2007, 03:56 PM
woohoo! Nice stuff Mop! Great colors.
Something about the proportions of the face seems odd to me though. Could just be a stylistic choice, but the eyes seem too high on the head/face for me. Maybe Im off, but something looks funky there.
Obsti
10-22-2007, 03:57 PM
yay.. less talk more art.
just finished this happy little fairy. 100% selfillu with slight spec
http://www.obstology.com/secrets/BouT/Troll-fin.jpg
ChaosEidolon
10-22-2007, 04:02 PM
Love the hips MoP. It's nice to see such a polished model.
If I had to find a crit, id say theres a bit of harshness to the angles of her face (may just be the way the light is hitting though) and the nostrils are a teeny bit wide for a Caucasian face.
Very much just personal preference though, id say even if you didn't touch her again youve got a winner of a piece.
edit: Haha! cool obsti =)
damn obsti, that is killer.
Japhir
10-22-2007, 04:10 PM
obsti/images/graemlins/ooo.gif! that is amazing! love the style and bulky feeling /images/graemlins/tongue.gif. any chance for wireframe and flats? /images/graemlins/laugh.gif
demoncage
10-22-2007, 04:11 PM
i apologize for the scene i created. me and suprore ironed stuff out through pm so we're cool. i just haven't slept in a while and have been pushing hard on the model. just got a little frustrated.
anyway, MoP and obsti, looking sweet.
aesir
10-22-2007, 04:21 PM
kickass obsti!
Wires and flats por favor?
Davision3D
10-22-2007, 04:22 PM
@Geezus
thx,
Started this as an experiment to push my limits of making something very ugly and now i think i need a texture to make it really ugly looking.
No snot, that are maggots coming from his nose and ear, hmmmm a lot of slime hanging in his mouth could be cool. /images/graemlins/smile.gif
@ MoP
Looks great! I want to see more screens!
Especially a view from the bottom! /images/graemlins/wink.gif
@ Obsti
Awesome Texture!
Looks like you put a huge amount of details in this creature. I would love to see the texture flats.
Geezus
10-22-2007, 04:28 PM
@Obsti: Very nice style. I totally dig the creature. Personally, I would get rid of the smiley face. It places the creature in a more modern setting, when everything else screams kick ass fantasy. I take it the rider is a hunter of sorts? Can't wait to see him/her/it!
Obsti
10-22-2007, 04:42 PM
Here are the wires. Its not completely optimized / bit messy in places but thos 5200faces are totally in the limit.
Ill have to show you the flats later cause i finished the texture at work.. no accesso at the momento
http://www.obstology.com/secrets/BouT/BouT-Troll-wire.jpg
glad you like him. Cheers
Joseph Silverman
10-22-2007, 05:02 PM
Obsti, that texture is incredible. The back doesn't look near as impressive as the rest, though. Still good, but nowhere near as compelling as the arms or front. Anatomy seems vague/invented, and the shading all and all looks really flat, compared to how your painted the rest of it.
Still, awesome work!
perna
10-22-2007, 05:24 PM
MoP, I've really liked this model of yours. The overlaying silhouettes makes it look more organic and interesting than most models. I even love the base she's on. Now you know I'm not just hatin' when I say: The face, man, it really brings the quality down a lot and I'm sure you can do much better than that. Could be just a style choice of yours that I'm not getting, but she's neither accurate not attractive nor interesting or original. ... you know what I'm gonna say next, hehe /images/graemlins/wink.gif
edit: You're probably going to ignore my comments on the face /images/graemlins/smile.gif So here's something you may pick up on: the forearms, they look way too uniform in size then suddenly shrinking to fit into the glove. Is that just the render or? She's so skinny that her fleshy parts should all be very defined, not soft, rounded like now.
Who broke the page formatting?
The last few posts definitely make up for the gay drama before it..awesome work MoP and Obsti, any chance you can post some flats?
Cheers,
Gav
demoncage
10-22-2007, 05:59 PM
i was just in a bad mood. ever happen to you? let's just move on.
MoP : looks cool, nice pose nice design
BUT the face man...dunno what happened here, maybe it's not how I like them or whatever but I find it way less subtle and polished than the rest of the model, just lacking ay expression, any subtle shape, etc..maybe that's just me though
great entry nonetheless
kiril0t
10-22-2007, 09:26 PM
ElysiumGX: thats ridiculously awesome,to me.
Obsi: the layering looks great on the skin would you post texture sheets?
ElysiumGX
10-22-2007, 09:54 PM
thanks.
http://youtube.com/watch?v=OnxKfzIMYuw
just playing around, getting things to work.
time to start something nice.
dfacto
10-22-2007, 10:06 PM
*puts on his snooty waiter pants*
http://img145.imageshack.us/img145/2025/vatheadjv3.jpg
Neo_God
10-22-2007, 10:25 PM
I don't really know what it is Dfacto, but I dig it.
Here's a little thing I did for fun,
http://img.photobucket.com/albums/v305/Neo_God/grumpy.jpg
Slipstream
10-22-2007, 10:47 PM
@Obsti: My jaw dropped when I saw that. Really great work.
Illusions
10-22-2007, 10:48 PM
dfacto: is...is that a vibrator wearing a tuxedo!?
spitty
10-22-2007, 11:31 PM
here's a team fortress 2 inspired version of gordon freeman. i'd like to make this model and get it in game if its possible. or maybe i'll make a character from the venture bros. either way i want to get something in game.
http://www.ericspitler.com/images/gordon-tf2.jpg
larolaro
10-23-2007, 12:12 AM
http://img134.imageshack.us/img134/6011/scuttlebot2se2.gif
I'll post a larger pic where there's more to see. In the mean time, here's a sample of the direction:
http://www.adambromell.com/crap/ft_colourwip1.jpg
snake85027
10-23-2007, 01:08 AM
http://i93.photobucket.com/albums/l74/spawn85027/myprogresss-11.jpg
Smirnoffka
10-23-2007, 01:43 AM
Spitty, frickin' rockin! That is an awesome take on him, very fitting for TF2. RobG, you still continue to shit pure gold. Awesome stuff in this thread!
tacit math
10-23-2007, 05:05 AM
you're a freak RobG. a freak
Obsti
10-23-2007, 05:32 AM
Here are the flats (lots of wasted space as usual)
http://www.obstology.com/secrets/BouT/troll-diffuse-seamless.jpg
Thanks for all the comments.. i'll definitely consider reworking the back now.
Spitty: That Gordon has tons of style! great concept!
dfacto
10-23-2007, 06:10 AM
[ QUOTE ]
dfacto: is...is that a vibrator wearing a tuxedo!?
[/ QUOTE ]
No... but that's a damn good idea!
demoncage
10-23-2007, 06:55 AM
RobG that's fucking sweet. kinda reminds me of oddworld a bit. the only issue i have with the walk cycle is that the front middle leg doesn't seem to have much traction. really creative piece though.
Yeah I thought the same about the front leg there RobG. It seems to cover nearly twice as much distance as the back leg in the same time, makes it look like it's slipping a bit. Really cool and interesting work though.
That Gordon Freeman is awesome, spitty. In fact, everything on this page pretty much owns.
Justin_Meisse
10-23-2007, 07:23 AM
tiny drawings
http://www.artbyjustin.com/images/zomzom01.jpg (http://artbyjustin.com/blog/)
kakikukeko
10-23-2007, 09:05 AM
Nice page!
RobG so while you are doing all those models do you have a programmer working on the game? :P or we will have to wait for you to finish the programming before we can have something to play with?? :P /images/graemlins/laugh.gif
keep it up, it's really great! /images/graemlins/smile.gif
here is a model I started a while ago but never finished..
still need a bit tweaking here and there and should be done.. ?
http://kakikukeko.free.fr/still/3dstudies/sumea%20posing%20decor.jpg
and a turnaround (http://kakikukeko.free.fr/still/3dstudies/turnaround.mov) 1.7Mo..
killingpeople
10-23-2007, 09:56 AM
kakikukeko:
i'm definitely a fan of your work, sweet stuff, thanks for sharing.
obson
10-23-2007, 10:02 AM
nice job kakikukeko, he looks great!
kakikukeko - looking ace man.
Funky Bunnies
10-23-2007, 02:29 PM
kakikukeko, I was hoping we'd see that guy again.
Really inspirational work, man!
aesir
10-23-2007, 02:41 PM
Spitty, you gotta get gordon into team fortress. Kickass design.
HonkyPunch
10-23-2007, 06:28 PM
Or make a co-op mod called team half life where all the enemies look like that
FAT_CAP
10-24-2007, 06:35 AM
Not sure if this is too big? If it messes up the forum scaling just shout at me and I'll resize!
http://www.fatcapdesigns.com/New_Works/ogre.jpg
ironbearxl
10-24-2007, 08:44 AM
A few more bits of hair and hipoly's done:
http://i84.photobucket.com/albums/k30/ironbearxl/shae_g-1.jpg
Fat_cap that looks ace man, you did perfect on that "velvet/swade" robe, love the color scheme too...
killingpeople
10-24-2007, 09:39 AM
FAT_CAP!
living on awesome street. i can't believe i don't have a folder for you until now. nice ogre, man. i would love to see a game in this style. can i get a better shot of those hands?
FAT_CAP
10-24-2007, 09:46 AM
Hahah - thanks for the luuuuuuuurrrve guys!
Killingpeople: I'd love to see a game in this style too... one day we'll infiltrate far enough into the ranks to make it happen goddamnit!
Davision3D
10-24-2007, 09:54 AM
The hair is on fire! /images/graemlins/wink.gif Nice details on her clothes.
She looks a bit sad.
@ FAT_CAP
cool creature and the texture is great, the only thing that bugs me are the shoulders that look detached from the body.
kakikukeko
10-24-2007, 10:35 AM
I was going to say the same as above /images/graemlins/smile.gif
it seems nothing can hold the deltoids except skin.. otherwise vey nicely done!
FAT_CAP
10-24-2007, 01:22 PM
Yeah I get what you're saying about the chest reagion - it's more a consequence of the quick and dodgy skinning job than anything else I think. Unfortunately I've lost the rigged version now so no chance to remedy that :-(
Geezus
10-24-2007, 02:48 PM
Dumpstah!
http://img142.imageshack.us/img142/9085/wiprend02lu7.jpg
dfacto
10-24-2007, 03:27 PM
Nice dumpster Geezus, dig the texture. Cculd probably throw in some horizontal and diagonal scratches too. I've looked at stuff like that in real life for texturing ref, and sometimes trashcans and dumpsters have some really crazy scratch patterns, probably because of the dump truck machinery.
http://img503.imageshack.us/img503/5520/skullfucker3yi4.jpg
Unfortunately, the dildo idea has been momentarily retired. /images/graemlins/frown.gif
Illusions
10-24-2007, 08:34 PM
Nice Dfacto...and thats a really kickass dumpster geezus. Dfacto is right about it needing scratches around the area where the truck's lifter would interact with it, and possibly some rust/grime around the bottom where liquid garbage could've leaked out and messed it up.
FAT_CAP
10-25-2007, 01:55 AM
Hahah - thats pure win DFACTO - no chance of giving the cigar an extra edge to make it 5 sided though?
Sectaurs
10-25-2007, 09:05 AM
painted this the other day while I waited for the rain to stop.
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/Avatar_01.png
JKMakowka
10-25-2007, 10:33 AM
@ironbearxl: what looked like a really nice cartoony model has now a "too realistic" look, which makes it look bad as a cartoon-like model.
quick bastardized bastard sword highpoly for baking, to import into mount and blade <3
http://img90.imageshack.us/img90/5707/bastardwipxa8.jpg
ironbearxl
10-25-2007, 01:57 PM
Thanks JKMakowa, I went back and checked the concept,
It's a challenge trying to walk the line between cartoony
and realistic. I think if I sharp bevel some areas I can
get the cartoony look back into it.
I realized one of the chin loops was too far back, and
spent some time tweaking the face. She's just about ready
for a normal map after I give her a once over again.
/images/graemlins/smile.gif
http://i84.photobucket.com/albums/k30/ironbearxl/shae_i.jpg
Mark Dygert
10-25-2007, 03:29 PM
[ QUOTE ]
Dumpstah!
http://img142.imageshack.us/img142/9085/wiprend02lu7.jpg
[/ QUOTE ]
I will call him Danny, and he shall be known as Danny the Dumpster from here on out. I really like it. You gave it personality and kept it looking like it belongs in the real world, nice work!
Johny
10-25-2007, 03:32 PM
could use some scratchings yeah but looks pretty good /images/graemlins/smile.gif
killingpeople
10-25-2007, 05:17 PM
nice ian /images/graemlins/smile.gif
Joshua Stubbles
10-25-2007, 11:58 PM
http://www.ivassago.com/pcount/36/sconce5.jpg
Texture will be mush in the end though. I think it'll end up being 128x128 or something.
That's a really nice lamp.
ThatDon
10-26-2007, 03:14 AM
I concur, but the emissive needs more color variation and needs a better way to resolve at the ends.
perna
10-26-2007, 03:51 AM
Sectaurs, cool stuff.
danpants
10-26-2007, 05:36 AM
First anatomy study trying to learn edge loops and practice more on modeling.
http://www.danpants.com/web_images/Coming%20Soon/danpants_work_in_progress.jpg
Jeremy Lindstrom
10-26-2007, 06:02 AM
[ QUOTE ]
Dumpstah!
http://img142.imageshack.us/img142/9085/wiprend02lu7.jpg
[/ QUOTE ]
Looks awesome mangs... already told ya in irc..
Only thing that looks odd to me is the the WM Logo, kinda not sure what happened to it, was it scratched off? Painted or sticker? Not sure what the issue is just looked beat up with no beatup marks around it, as if it had removed only the sticker and not the paint below it. (if that makes sense)
Secondly the scale of the "My Name is" stickers look a tad off, those are like 3x4 inches or so so they look a bit large if thats one of the large dumpsters.
Just my .02 and a half cents. It looks awesome tho...
Snowfly
10-26-2007, 06:18 AM
http://img.photobucket.com/albums/v353/chrisdejoya/redqueen1.jpg
I love lamp
hehe, but seriously good work, nice concept too snowfly, strong colours
Joshua Stubbles
10-26-2007, 07:45 AM
[ QUOTE ]
a better way to resolve at the ends.
[/ QUOTE ]
You mean just the top and bottom? Or where it meets any of the bars? It's all going to be very blurry in the end anyways. Like I said, it'll likely be a 128x128 texture when it's done. But I'll certainly take any tips you're willing to part with /images/graemlins/wink.gif
low odor
10-26-2007, 09:18 AM
Awesome Snowfly....remins me of the red queen from Alice
8FtSpider
10-26-2007, 09:36 AM
Vassago: love the lamp!
Snowfly: the queen looks nice. Her pose is really regal and haughty, maybe even a little sad, like she's feeling the weight of her crown. Very cool.
IronHawk
10-26-2007, 10:12 AM
great work Snowfly!
adam crockett
10-26-2007, 11:54 AM
Forgive me for not posting actuall cg work, but its still a game character, so that counts right?
This is my crappy photoshop paintover design for my halloween costume for this years competition at work. I've got the orange jumpsuit, Im just going to cut out stencils and spraypaint it.
http://i85.photobucket.com/albums/k63/adamcrockett/gordonFreeman_costume.jpg
I took some liberties with the design in order to make it look good on a jumpsuit, and basically only use one color.
The spraypaint I was going to use was the Montana brand (http://www.montana-spraypaint.com/) . Anybody used that? Ever used it on clothing?
cholden
10-26-2007, 12:08 PM
lol, you are a fucking nerd. Anyway, here's my chaos zealot wip
http://chrisholden.net/zeal01.jpg
zenarion
10-26-2007, 12:25 PM
God damn.. why the hell did i not think of this?
Nice costumes guys.
hobodactyl
10-26-2007, 12:46 PM
Here's my RenFest/ Halloween costume, and a mockup for a game idea:
http://uweb.txstate.edu/~is1010/renfest/costume3.jpg
http://uweb.txstate.edu/~is1010/renfest/costume2.jpg
http://uweb.txstate.edu/~is1010/renfest/costume1.jpg
http://uweb.txstate.edu/~is1010/pwnywip.jpg
diminished_Self
10-26-2007, 02:23 PM
montana is a good spray paint for general purposes. ive had much better luck with a fabric spray paint though. it breaths better, and doesnt get stiff, etc. i dont have any at the moment, but i normally pick it up at craft stores (michaels in seattle area) but do a quick search for fabric spray paint for a better idea of whats what.
j_bradford
10-26-2007, 02:25 PM
head practice...
http://www.jamesbradford.net/images/embok_01.jpg
nice j_bradford. lots of style
merecraft
10-26-2007, 03:20 PM
snowfly; thats an ace! I think some different color variations would be cool
Mark Dygert
10-26-2007, 04:16 PM
http://www.vigville.com/wip/KhadorDestroyer01b.jpg
4015Tris
256x2
Getting back into doing some personal projects by texturing some old unfinished business. I still have plans to put this in DoW... someday...
Pretty much a bad rip of a LoTR troll. Just for fun really, from ZSpheres in a couple of hours so far tonight. Might take this further if I can be bothered.
http://www.greveson.co.uk/models/ztroll01.jpg
Besides the queen from alice she looks like the wicked step mother of cinderella, from the snobish head turn pose she's in.
Nice work! oh yea sexy dumpster, love the lamp, and keep working on those loops dan pants, nice work vig show more!
seforin
10-27-2007, 01:10 AM
are we showing off some halloweenz outfitz?
http://img.photobucket.com/albums/v61/seforin/mariojpg.jpg
(ok thats like freakin me at 16 or whatever but still figured it was relevant /images/graemlins/tongue.gif)
kakikukeko
10-27-2007, 02:26 AM
Snowfly : nice!
Vig: cool! now you can update your avy.. /images/graemlins/wink.gif
here is the gear (90% done) of my future character (yeah next gen..)
http://kakikukeko.free.fr/still/3dstudies/stuntblade.JPG
nice aliasing uh? /images/graemlins/laugh.gif
tacit math
10-27-2007, 02:39 AM
among other things. i've a lot to learn about sculpting cloth
http://orderindebris.exorsus.net/images/hammerhead_spins.gif
Japhir
10-27-2007, 02:52 AM
@tacit math: that's amazing! the cloth that looks a bit weird to me is the crotch area only, nothing else looks off. LOVE IT /images/graemlins/laugh.gif
tacit math
10-27-2007, 03:14 AM
hey. thanks man. his mutant groin area certainly does need some. ahem ! love. he's still very WIPness so i'll sort that out as best i can
tacit math
10-27-2007, 04:05 AM
and working on his colt. which i'll eventually mangle in zb :
http://orderindebris.exorsus.net/images/colt.jpg
tacit math - looking ace. how did you build all that strap stuff btw
really liking that too vig . is it going to be shinier?
Zbrush's Extract button is probably what you want for all the strappy stuff.
cheers MOP. will have a look at that
gavku
10-27-2007, 07:30 AM
Nice Tacit.......Could probably beef out his butt a bit, as well as his back/shoulder blade area.
rollin
10-27-2007, 07:34 AM
tacit math.. his head is a little bit smal.. but well..he´s an alien.. *G*
NeoShroomish
10-27-2007, 10:26 AM
http://img134.imageshack.us/img134/5492/compilationub0.jpg
Compiled my gun for counter-strike:source :]
redmond_david
10-27-2007, 10:29 AM
http://img148.imageshack.us/img148/8937/wipyf4.jpg
934 tris, 256 texture.
Mark Dygert
10-27-2007, 11:18 AM
[ QUOTE ]
among other things. i've a lot to learn about sculpting cloth
http://orderindebris.exorsus.net/images/hammerhead_spins.gif
[/ QUOTE ]
600 kinds of awesome! Great pose, love the boots/shin guards.
Marine
10-27-2007, 12:00 PM
tacit, the feet look really long, might want to try pulling the toe cap back a bit.
adam crockett
10-27-2007, 12:06 PM
@tacit math: I love his boots! Those are nice. His little backpack is kinda "meh". Its not the size, its the lack of detail. It would be nice to see some pockets or stitches or some stuff hanging out of it or off of it. Something to bring the level of detail seen on his arms and legs etc onto his back.
Nice work man!
Davision3D
10-27-2007, 12:29 PM
Thats stunning Tacit!
Love the detailed anatomy and the cool clothes. The weapon is kinda funny... i think he needs huge hammer or something because he needs to use his big muscles somehow. /images/graemlins/wink.gif Maybe you can put a big close combat weapon at his back.
Tacit that rocks! I like the way youve deliberately exaggerated the anatomy /images/graemlins/smile.gif
Joseph Silverman
10-27-2007, 12:56 PM
I agree that the weapon is somewhat mismatched to his physique, but don't think you need to go with a melee weapon. He strikes me as doing a lot of running/climbing, though, so I kinda think 'hunter' more than gunslinger. Maybe a 1800s rifle to go along with the six shooter?
Wherever you choose to take it, looking awesome. I agree with whoever mentioned the crotch area though, see if you can find some ref of cloth like that, the folds should be much different.
Havok
10-27-2007, 03:46 PM
Tacit, dude, that is crazy! I have just started with this sculpting mumbo jumbo and wanted to know if you built your base mesh, used the zbrush primitive one, or something else. For this one, I just used the Mudbox primitive head. I have not done the ears or eyes yet. Cnc is greatly appreciated.
http://img120.imageshack.us/img120/3899/mud1ji6.jpg
EarthQuake
10-27-2007, 05:08 PM
Havok: I see you're trying to go in and add really sharp details before you really have most of the model fleshed out, dont even *think* of doing this. Work out your lower levels and put as much detail into them as you can first, and be carefull with the pinch tool as well, it can create some pretty nasty geometry if you want to go over those areas again and add more detail.
Johny
10-27-2007, 05:16 PM
some crap from me, might do a lowpoly version, was a modeling exercise, isnt very complex but was fun to do...
http://www.johnyontehspot.com/johny/50cal.jpg
Joshua Stubbles
10-27-2007, 05:20 PM
[ QUOTE ]
isnt very complex
[/ QUOTE ]
Not sure what world you live in, but that looks pretty damn complex to me. /images/graemlins/smile.gif
Outstanding work.
Smirnoffka
10-27-2007, 05:26 PM
[ QUOTE ]
isnt very complex
[/ QUOTE ]
You speaking privledges have been revoked Johnny.
Neo_God
10-27-2007, 05:40 PM
I mean, I don't have much knowledge on the workings of fire arms, but it looks complex enough to seem like it would have no trouble working.
rooster
10-27-2007, 05:59 PM
that looks awesome johny! tiny thing I wonder about, the welding on the front tripod leg doesnt look the same as the other two, is that intentional? very cool stuff!
nice gun johny /images/graemlins/smile.gif
an hour or two more... messed around with some colours too but got rid of them again because they were rubbish /images/graemlins/smile.gif
legs have had about 5 minutes work so far and it shows!
http://www.greveson.co.uk/models/ztroll02.jpg
thefatladysings
10-27-2007, 06:31 PM
This is the first mechanical model I´m working on, it´s not much so far but this mechanical modelling is killing me /images/graemlins/frown.gif
could anyone give me some pointers when I should start going highpoly and how?
Should I keep everything as seperate meshes or are intersecting meshes bad for your normalmap render?
And is it really that important to keep everything quads-only, because that seems almost impossible to me :/
anyways, here's the model:
http://i2.photobucket.com/albums/y38/skwuig/ontos01.jpg
based on the m50 Ontos
(threads and wheels are just placeholders)
Ghostscape
10-27-2007, 06:53 PM
[ QUOTE ]
AWESOME MACHINEGUN
[/ QUOTE ]
Johny would it be possible to hit you up for a wire frame of the front with the holes cut into the cylinder? did you boolean that?
Looks aces. How long did that take, just out of curiosity?
danpants
10-28-2007, 07:42 AM
Here's another model that I am working on. I should have finished him by now.
It was my first full character attempt at modeling. Mesh could have gone better,
edge loops aren't right. Going to texture him and be done.
http://www.danpants.com/web_images/Coming%20Soon/work_in_progress_render.jpg
flatHead
10-28-2007, 04:39 PM
thefadladysings:
Wether you should keep it all quads depends on what the purpose of the model is. As I understand it, quads are a very good idea for subdivision modelling and animated models that bend, twist, stretch etc (like characters). But for a low-poly mechanical model like yours there's really no reason to try and keep it all quads. So go nuts!
thefatladysings
10-28-2007, 04:50 PM
@flathead My idea was to make this a highpoly model which I'll use for making my normalmap /images/graemlins/smile.gif
dfacto
10-28-2007, 06:52 PM
Johny, you just rocked my fucking world dude. :O
Final texture on the little evil genius
http://img145.imageshack.us/img145/9926/skullfucker6pj6.jpg
Still can't figure out the damn raytrace alpha mapping fuckup I've got on the monocle. Guess I might have to ditch it. /images/graemlins/frown.gif
sama.van
10-28-2007, 07:03 PM
Blop!
On left model only bottom has an attempt with normal map.
On right self illumination with ambiant to black.
I continu to work on diffuse...
http://sama.van.free.fr/version4.0/3D/Esenthel/WIP_sama.van_Esenthel_Warrior_Human_Armor_B02.jpg (http://sama.van.free.fr/community/viewtopic.php?p=491#491)
Darksun
10-28-2007, 07:45 PM
First Highpoly head
Trying to use sculpt tools in Silo.. not the greatest...
If you are making a sculpt for a normal map, do you throw topology to the wind?
http://img.photobucket.com/albums/v355/darksungames/Garbage/head00.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/head01.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/head02.jpg
snake85027
10-29-2007, 02:08 AM
just finished this.
http://i93.photobucket.com/albums/l74/spawn85027/davidbaileyscreenshot.jpg
Snowfly
10-29-2007, 05:08 AM
Just a bit of polishing left to do, but pretty much done. Damn drapery!!
http://img.photobucket.com/albums/v353/chrisdejoya/redqueen2.jpg
dfacto
10-29-2007, 05:16 AM
Damn nice Snowfly. Her pose and attitude are great, and the foreground/background red/blue split really pop her out.
Can't say I like the spiky leg things and the rendering of the butt cloak she's got though. Looks to me like she has some sort of metallic forcefield apparatus in place to cup her explosive farts. :P
firestarter
10-29-2007, 06:56 AM
tacit_math, gorgeous modelling as ever from you!
Sectaurs
10-29-2007, 08:16 AM
snowfly, that is gorgeous
Mark Dygert
10-29-2007, 08:53 AM
Damn thats amazing Snowfly!
tacit math
10-29-2007, 10:02 AM
thanks for all the comments guys. there's a lot of tweaking to do and a lot more detail to go in. other weapons and such. trinkets. the revolver is there to play up the dirty mad max theme i want to run with. post apocolyptic mutant critter
:
http://orderindebris.exorsus.net/images/hammerhead_wip_1.jpg
http://orderindebris.exorsus.net/images/hammerhead_wip_2.jpg
Johny
10-29-2007, 10:16 AM
tacit the folds near his crotch still look realy werid, other than that i love it !
Darksun
10-29-2007, 10:33 AM
weee! Halloween ftw!
I'm in the front.
http://img.photobucket.com/albums/v355/darksungames/photos/uhhh_hi.jpg
ironbearxl
10-29-2007, 11:37 AM
GJ tacit math, anatomy looks great /images/graemlins/smile.gif
Badass costumes Darksun!
Started rendering out in Xnormal:
http://i84.photobucket.com/albums/k30/ironbearxl/shae_xn.jpg
No artifacts either /images/graemlins/laugh.gif
Crash
10-29-2007, 12:20 PM
--WIP--
http://crash.ichian.org/dump/boot01_v011.jpg
Still need to put more polys into the hair, loose some in the face and various other things... like new guns... that look, uhm. good?
cheers.
ChaosEidolon
10-29-2007, 12:25 PM
nice crash. i dig the direction of the design. like that collar.
Flynny
10-29-2007, 03:52 PM
Good stuff people /images/graemlins/wink.gif
Snowfly that awesome piece reminds me of the calendar ConceptArt.org had done a bit ago by all the women on that board /images/graemlins/wink.gif
Vitor
10-29-2007, 05:25 PM
Working on this rate this will take like forever....
http://img99.imageshack.us/img99/2315/11in5.jpg
Pedro Amorim
10-29-2007, 06:14 PM
lol vitor wtf..
she as extreme ass camel toe lol
and no toe on the front..
any less cloth and she will have her pubs showing up. lol
back of knees look hot
Johny
10-29-2007, 06:44 PM
think it looks really cool, its different than all the boob girls that are usually seen ahahah
Somthing i'll be pimping soon!
http://fourthewin.files.wordpress.com/2007/10/owl1.jpg
Don't know how to texture it, any ideas on some colors?
wat link?
EarthQuake
10-29-2007, 08:13 PM
why does that owl link to an okcupid profile, do you have some sort of owl fetish?
J Randall
10-29-2007, 08:23 PM
owl could use some feathers or whatnot on the back end.
Mark Dygert
10-29-2007, 08:29 PM
Is that the mechanical owl from Jason and the Argonauts? Ray Harryhausen FTW!!
Awesome getting comments already cool, uh no if I don't get banned LOL? I'll make a thread when I get some color on it, but i'd like to see what you mean vig, thank you for posting about my little owl.
Thanx: Jrandall I will do that, it's a good idea /images/graemlins/smile.gif.
EQ: whoo whoo woot!
greenj2
10-29-2007, 08:42 PM
Crash & Tacit Math> Cool designs and tight looking models guys. Look forward to seeing them develop. /images/graemlins/smile.gif
[ QUOTE ]
why does that owl link to an okcupid profile, do you have some sort of owl fetish?
[/ QUOTE ]
It's Next Level's (Super Mario Strikers) art test.
Jeremy Lindstrom
10-29-2007, 09:03 PM
Haha, the first thing I thought of when I saw this was the owl from "Clash of the Titans"
http://theseventhvoyage.com/images/Clash%20of%20the%20Titans/bubo2.jpg
Yep, i thought of Clash as well (so did Vig, but he was thinking of jason and the argonauts)
Dekard: LMAO! that was good thanx I needed that, if it wasn't ment to be funny sry I guess I just had to laugh.
Good idea for texturing though so it's useful either way /images/graemlins/wink.gif.
Uly:
Yea this is an art-test for nextlevel I had laying around.
J Randall
10-30-2007, 12:37 AM
http://i126.photobucket.com/albums/p102/earth2jeremy/asdw.jpg http://i126.photobucket.com/albums/p102/earth2jeremy/aws.jpg
Legs need work, threw a flat color texture on it, tired of looking at it with flat gray. Sorry if colors washed out with max default lighting. Oh and the hands need work, thats next.
Snowfly
10-30-2007, 06:47 AM
Just painting up an old sketch. It's an adventurer / tribute to good ol Errol
http://img.photobucket.com/albums/v353/chrisdejoya/buccaneer-paint.jpg
notman
10-30-2007, 06:55 AM
Damn Snowfly... you're exploding with awesomeness lately
Prs-Phil
10-30-2007, 07:29 AM
yeah, your color choice, very nice
Thought I would model something in the Halloween spirit. /images/graemlins/wink.gif
Like the render? /images/graemlins/laugh.gif
http://www.codywright.com/images/dseed.jpg
dfacto
10-30-2007, 10:44 AM
Needs more fresnel.
Davision3D
10-30-2007, 10:52 AM
http://www.daxx-web.de/bilder/falloutgirl2.jpg
I struggle with the clothes
Joseph Silverman
10-30-2007, 11:33 AM
Blah, practice.
http://i17.tinypic.com/62j1344.jpg
Vitor: that is really cool! I like how unconventional her whole body and clothing is. Very nice style and good character. However I don't quite understand why her pants' belt line is so low. Seems quite unlikely. But either way it's good, keep it up /images/graemlins/smile.gif
Snowfly: Awesome colours and the guy is very cool! I got the Flynn vibes straight away /images/graemlins/smile.gif
Head seems a bit small though?
Davision3D: The clothing and proportions are pretty cool, but her face is very scary at the moment. Is it meant to be scary? It's some combination of the eye shape and lip shape that just seems very freakish.
SupRore: HARDER EDGES!
Everything is soft at the moment, especially his lips. Although oddly enough his nostrils look really hard edged and sharp when they should be a softer part!
Eyes are too far apart and the shape of the eyelids is pretty weird too. He's got a decent amount of character but structure and detailing is lacking believability at the moment.
Dr_Graevling
10-30-2007, 12:21 PM
http://biphome.spray.se/frisken/bilder/f_trooper.jpg
Not sure what would be coolest, with or without the "lineart".
TheExpert
10-30-2007, 12:28 PM
Great Dr_Gravelin /images/graemlins/smile.gif
what brushes, tools have you used or method to paint like that such beautifull color variations ? (i'm newwbbie a lot)
For the outlines, I would say it looks better with them. Also, hawt.
crits: the shading on her rib cage and crotch area looks a bit off. I'd say lessen the highlight on the groin, it makes her look pseudo-pregnant, and smooth out the bottom edge of her rib cage highlight a bit, see how that looks. Overall lookin great, I'm sure my low poly chars would hit it.
Flynny
10-30-2007, 01:01 PM
http://www.kflynn.co.uk/Artwork/1stmodel.jpg
My 1st animated model into the source engine. Crap I know but it was a test to see how hard it was lol, wasnt all that bad an experiance /images/graemlins/wink.gif now for the real deal..
Snowfly thats a brilliant piece, makes me glad im a Flynn /images/graemlins/wink.gif
Joseph Silverman
10-30-2007, 03:24 PM
Hey, MoP, thanks a lot for the crits. At the moment I'm feeling a bit constrained by my computer -- I went up to subd level 7 and tightened a lot of edges up, but it's really chugging at this point.
http://i1.tinypic.com/4p3391y.jpg
Will keep refining, but, something more like this?
tacit math
10-30-2007, 03:26 PM
Snowfly. awesome
Vitor
10-30-2007, 03:27 PM
Pants are that low cause she is a slut /images/graemlins/shocked.gif
(uhmm....)
Snowfly, loving what you been showing latelly, really nice work. Very nice characters.
Mark Dygert
10-30-2007, 05:04 PM
I had some down time today and didn't feel like working on the texture so I did some animation.
http://www.vigville.com/forum_images/GroundPoundBig.gif
HonkyPunch
10-30-2007, 07:36 PM
Yeah, snowfly has sweet shit going on lately (and always)
Graevling, i see that and think "Solid snake" but with boobs
ng.aniki
10-30-2007, 08:28 PM
http://pix.nofrag.com/4/a/d/5896ae3608125d7bdf99f53c09ed2.jpg
I received really bad comments from someone on another board, now I'm really sad /images/graemlins/frown.gif
ChaosEidolon
10-30-2007, 08:48 PM
Vig, thats some hawtness right there
IronHawk
10-30-2007, 08:59 PM
Thats bad ass Vig!
PandaBurr
10-30-2007, 09:56 PM
[ QUOTE ]
Somthing i'll be pimping soon!
http://fourthewin.files.wordpress.com/2007/10/owl1.jpg
Don't know how to texture it, any ideas on some colors?
[/ QUOTE ]
gold and silver D:!
Flynny
10-31-2007, 05:09 AM
Well thought Id bore you lot with another update, learned UVing properly today /images/graemlins/wink.gif just having trouble rendering out an AO map, it comes out blank ;(
http://www.kflynn.co.uk/Artwork/door_open.jpg (http://www.kflynn.co.uk/Artwork/door_open.mov)
Starting to really accept Max now.
Gold and silver sounds good will do, thanx for the comments.
Cody really liked what you did with those cars, brought a smile to my face.
Alex
Mark Dygert
10-31-2007, 09:02 AM
Cat woke my daughter up nice and early today. Since I was up I finished this one off.
http://www.vigville.com/forum_images/GroundPoundBig00.gif
Older Version (http://www.vigville.com/forum_images/GroundPoundBig.gif)
Changes:
- Fixed the hickup in the arm when it meets the ground.
- Tweaked the particle effects to be more dramatic and de-spawn more subtly.
- Changed up the texture on the hand a bit.
- Added a few frames for a hand lock up... Hitting the ground might not be a smart idea when you're 100% mechanical, no one ever said Khador Mech's where smart =P
Japhir
10-31-2007, 09:58 AM
looks very alive and cool vig! especially the part where he looks at his own hand /images/graemlins/tongue.gif love it!
Davision3D
10-31-2007, 10:38 AM
More work on the girls head:
http://www.daxx-web.de/bilder/falloutgirl3.jpg
I know its Halloween and im also working on zombie but this is not meant to look scary it should look like a comic stylized beauty! Need some C&C here especially from you MoP! /images/graemlins/smile.gif
okkun
10-31-2007, 10:45 AM
Vig,
Try letting the arm pause for a little bit before slamming down. Will give a more forceful impression I think.
adam crockett
10-31-2007, 12:14 PM
what okkun said, plus:
close fist when he pulls his hand back, not before.
hold his pose on the ground a little longer, "settle" into the slam.
if fingers are rigged seperately, break up the timing of their motion as they open
torso twist as he stands up is really jerky, smooth it out.
center weight over planted foot as back foot moves up, plant foot, then settle his weight back to center
let the arm lag behind the body just a little bit, both on the smash, and the recoil.
I personally think he should step forward, not back, when he smacks the ground, personal opinion though.
Spacey
10-31-2007, 05:24 PM
LOL NORMAL MAPS
http://i4.photobucket.com/albums/y121/wootmonkey/Art/prince_04.jpg
Pretty much followed pior's tut for the diffuse/spec (thanks pior!).
Also, I get these dot artifacts (http://i4.photobucket.com/albums/y121/wootmonkey/prince_dots.jpg) when I bake out the CompleteMaps. Any ideas why this happens? (max8)
spacey: try turning off antialiasing in the render settings, but turn on global supersampler. dunno why but that usually eliminates any dots, and keeps the whole thing nice and smooth.
perna
10-31-2007, 06:10 PM
cool head and nice normals spacey! Really like the style. You could do a lot better with the lowpoly! I have faith in you, go go GO
diffa
10-31-2007, 06:19 PM
U never know .....
CLick here (http://alphapolygon.com/aatu.mov)
I'm working on a low poly pichu for a headcrab replacement in HL2.
http://img132.imageshack.us/img132/507/sp3220071031210925wu1.png
greenj2
10-31-2007, 07:25 PM
Haha, great idea Inix! /images/graemlins/laugh.gif Model is looking good too.
Nice animation Vig.
Xenobond
10-31-2007, 07:47 PM
It seems like forever and a day ago that I had actually worked on this. :S
Was building a set of textures for a city like scene. Just a lighting shot, and then early textures about the place. Nothing too worked up other than diffuse and normal map (just used the diffuse as the specular for the time being)
http://kman.cottages.polycount.com/images/wip/wip01.jpg
http://kman.cottages.polycount.com/images/wip/wip02.jpg
Enix- those eyes are MEGA creepy. ^_^
Johny
10-31-2007, 07:52 PM
enix that looks awesome, love the style, the next pokemon game should definately have that style.
Pedro Amorim
10-31-2007, 08:04 PM
[ QUOTE ]
enix that looks awesome, love the style, the next pokemon game should definately have that style.
[/ QUOTE ]
no more poke-me-mon games. k?
byethx
Thanks guys /images/graemlins/laugh.gif
@Johny: I wish they would take the time to put actual textures on all the models /images/graemlins/frown.gif.
I think I'm done for now :S. I will attempt to get it rigged and animated to be an actual headcrab replacement later.
http://img120.imageshack.us/img120/588/pirenderto8.jpg
Mark Dygert
11-01-2007, 01:21 AM
Humm maybe I should have started a thread instead.
- okkun, good idea, added.
- adam crockett, great feedback. At first I thought you where smoking crack but decided to put those suggestions in and it worked out pretty good, so I expanded on them a bit.
- MoP, shh... you. My characters feet never skate... Damn planted keys heh, fixed. Good eye, thanks.
http://www.vigville.com/forum_images/GroundPoundBig02.gif
Changes:
- Literally stuck the fist in the ground, and added a few keys of the mech trying to free it. I used the freed momentum to step the mech back and get it back into the root position.
- Added a pause to the pull back, as well as a forward step.
- smoothed out the torso twisting and set the torso to lead the arm, slightly.
- Offset the keys for the fingers opening. I left the fist closing before the pull back because it shows premeditation and when I closed the fist during the pull back the fingers where hidden behind the body.
Still a little drunk from a Halloween party, so I'm sure there is something I'll need to fix... in the morning.
merecraft
11-01-2007, 01:40 AM
Diffa: Hahaha, great one. Adolf also has nice net pantyhoses x)
Vig: I love the latest version /images/graemlins/smile.gif. I cant really see anything to fix.
SyaPed
11-01-2007, 04:36 AM
Latest one looks much better Vig. I think you could get some more weight into it by having the foot lead the torso, torso lead the shoulder and the shoulder lead the fist. Kinda like a whip. Right now the fist, foot and body almost strike at the same time, which looks a bit off to me.
Johny
11-01-2007, 06:01 AM
Enix : Make him smile ! i never saw a pichu that wasnt smiling ! MEANIE !
IronHawk
11-01-2007, 06:30 AM
cool start Xeno. Could be fun for a UT3 DM map.
jibowski
11-01-2007, 06:40 AM
http://jibifaak.free.fr/frms/zb_05.jpg
i'll try to make a normal mapped version of this one.
hehe vig i was actually referring to diffa's animation but i did notice the foot sliding on your initial one too /images/graemlins/smile.gif
the new anim is very cool!
Renaud Galand
11-01-2007, 07:11 AM
Cool 3D translation jibowski ! I really like this little guy. You should post the initial concept (which is Uber cool /images/graemlins/tongue.gif )you made for it.
jibowski
11-01-2007, 07:54 AM
hey thaks renaud!
here is the old painting i used as ref:
http://www.julienblanc.com/img/a/me_illust.jpg
and here is a little turntable (rendered in modo)
http://jibifaak.free.fr/frms/mickey_tt.avi
Sectaurs
11-01-2007, 08:16 AM
hey vig, that's looking great!
the only thing that I can pick out is that his left foot stays in the same exactly position through it all, and it looks a bit odd. perhaps he could shift/rotate it a bit as his weight is shifted around, or take a little balancing step with it at the end? the rest of him is so animated, it sort of looks like you forgot to touch it. no sliding, though! /images/graemlins/crazy.gif
Mark Dygert
11-01-2007, 09:02 AM
SyaPed, good idea, I see what you mean. That shouldn't be too hard to work in. Although there are only 2 frames between the top of the pull back pose and the fist hitting the ground so it could get tricky, I might have to get creative...
Sectaurs, No SLIDING!http://boards.polycount.net/images/graemlins/crazy.gif heh. Quite a few positional keys are based off that foot being locked down so I'm a little worried about moving it around. I have some room to work with and you bring up a good point so I'll try to work something in. I'm also not entirely happy with the recoil step forward and I think that might be because of the foot that never moves.
MoP, Opps... What do you mean the universe doesn't revolve around me, I'm shocked =P
jibowski, that looks awesome, I really like the style and the concept is top notch! Nice work so far!
Edit:
Didn't feel like cluttering up the thread with another post. I'm calling the animation done, its time to get cracking on the mini-environment while I still have some free.
http://www.vigville.com/forum_images/GroundPoundBig03.gif
spitty
11-01-2007, 09:08 AM
great model jibowski! i love all your 2d art on your website, so i'm really looking forward to seeing you texture this guy.
Super
11-01-2007, 10:44 AM
http://www.splitpoly.com/images/work/misc/gorilla.jpg
Jonas Ronnegard
11-01-2007, 11:14 AM
This is some Wip's from my first level project on psq. We are supposed to create a character with some sort of prop/weapon, a enemy and a level,
http://farm3.static.flickr.com/2147/1814924290_3ff37472fc.jpg http://farm3.static.flickr.com/2137/1814080141_6ef8178a93.jpg http://farm3.static.flickr.com/2067/1814924054_af7df88d33.jpg http://farm3.static.flickr.com/2061/1814923980_5f55b894e6.jpg http://farm3.static.flickr.com/2113/1814079835_f64eef0e6c.jpg
adam crockett
11-01-2007, 01:46 PM
Nice work, vig! Looks soooo much better now. There are other things I could suggest, but you sound ready to move on.
Mark Dygert
11-01-2007, 01:56 PM
I would love to hear them, I'm not bored with the animation its just that we're starting to go into crunch mode at work and I see my free time shriveling up. I kind of want to bust out a small environment for the mech as well as knock out a few meshes to toss out of the particle emitters. If the changes are easy, like most of the suggestions have been I'll put them in =)
demoncage
11-01-2007, 02:24 PM
jibowski, loving this little guy. really like the concept too, great style in your work. only real crits on the model would be that it would be cool to see a bit of an arc on the teeth rows, more like your concept, and som irregularity in the teeth angles and size. i like the thicker hands in your concept too. cool work.
Awesome gorrilla! Model is looking good so far. That facial expression cracked me up.
sama.van
11-01-2007, 05:56 PM
Helmet and gloves left...
http://sama.van.free.fr/version4.0/3D/Esenthel/WIP_sama.van_Esenthel_Warrior_Human_Armor_B03.jpg
Pedro Amorim
11-01-2007, 06:23 PM
thats very cool sama.van /images/graemlins/smile.gif
i tottaly like your work /images/graemlins/smile.gif
very cool /images/graemlins/smile.gif
katana
11-01-2007, 06:35 PM
The work here continues to be outstanding...RobG, I lokve your design style...Spitty and Obson, your TF2-like stuff is awesome...Thanks to everyone for sharing...guess I should get something up.
jgarland
11-01-2007, 06:39 PM
http://img229.imageshack.us/img229/787/sp3220071101212800lg1.png
http://img66.imageshack.us/img66/5427/sp3220071101212835xh1.png
http://img108.imageshack.us/img108/4564/sp3220071101212929gp2.png
I could really use some crits on this. I'm having trouble getting the head to look realistic, so some help is appreciated. /images/graemlins/smile.gif
Well I got that pichu ingame faster than expected, but with no animations yet. The scale is a bit off /images/graemlins/laugh.gif.
http://img514.imageshack.us/img514/545/pichuingameqi5.jpg
It was easier than I expected.
MAUL0r
11-01-2007, 08:31 PM
I must see a pichu-headed zombie!
JKMakowka
11-01-2007, 08:38 PM
bellybutton is way too low.
Enix, that is such a neat project you got going there. You definitely need to get a youtube video of that guy in action when your done!
I was wondering though, why is he so shiny?
jgarland
11-01-2007, 09:09 PM
[ QUOTE ]
bellybutton is way too low.
[/ QUOTE ]
Geez, thanks. How did I miss that? /images/graemlins/confused.gif I'll move it up to between the abs just above it.
Enix: That's quite possibly one of the best replacements I've ever seen. /images/graemlins/laugh.gif The specular definitely needs tweaking, but I know you're still working on it, so I won't harp. Good work. /images/graemlins/smile.gif
@Maulor: I've gotta do that man, brain sucking pichu XD.
@Keen & jgarland: Thanks /images/graemlins/laugh.gif. I have no idea, I guess that's just the shader it gave me by default, I will try and change it to a softer shader later. After I'm done I'm going to upload the model pack to HL2-files or something, and since I finally tried fraps out I will capture some video of some pichu killing in action.
I also have an idea for a bullet hole decal just for him.
[edit]
I think I scaled him down enough, and even though you really can't tell from lack of animation...they are attacking :P
http://img57.imageshack.us/img57/8683/pichuattackyy9.jpg
Laheen
11-01-2007, 11:40 PM
Sweeeet piccchhhuuuu!
Hopefully you can change the sounds they make too haha. /images/graemlins/laugh.gif
adam crockett
11-02-2007, 02:05 AM
@vig:
Allright, but remember, you asked for it.
<ul type="square">
Pose at the top of his "wind up" could be better. Pay attention to the silhouette, try to make it more dyanmic: fist up, cannon arm out for counterbalance.
Break up timing of hand and foot on the wind up, make them hit their "beats" on different frames.
Torso could settle into the punch more, instead of doing a little jerk (between frames 17-22) and then coming to a stop, let his weight follow through and settle down lower. (kind of a "moving hold")
fist raises straight up off the ground. Instead, "peel" it off the ground with a bit of rotation as it lifts
frames 78-82, body lurches to left then stops quickly
When he "shakes his hand out" the wrist is really stiff. Give it some bend as he jerks his arm around trying to open up. I think of how you might shake your hand out if it fell asleep or you whacked it on a table corner.
first hand shake is the same intensity as the second. It would be cool if he shook it harder the second time.
inbetween the handshakes a double take would be funny. Right now he just cocks his head over. What if he put his whole body into it, like, "hey,... wha...?" lean him to the right while holding his hand up on the left so he can look at it better. (not totally necessary, I just think it would be cute)
Overall, I think the cannon arm is pretty stiff. Thats a heavy looking piece of machinery, it should act as a counterbalance for most of the other moves, and react to his main body motion, bobing and weaving and lagging behind when neccessary.
The dangly bit of armor between his legs is pretty static. that could use some more motion. Flops and bounces, and settling into place when he's standing still.
when hes down on the ground, the knee behind the fist makes some motion all by itself that doesn't make sense to me.
When he jerks his fist up out of the ground, I'd leave his foot on the ground a couple frames longer.Hard to tell when exactly it takes off with the fist in the way, but I think it would look cooler if it was still there for a frame or two after the fist goes by.
[/list]
Nice animation Vig. I wouldn't bother commenting if I didn't think it was almost there. I love watching them evolve and improve.
Its hard to crit animations without being there in person, gesticulating wildly, and illustraing my points with verbal sound effects. ; )
Adam
Flynny
11-02-2007, 02:40 AM
"The dangly bit of armor between his legs is pretty static. that could use some more motion. Flops and bounces, and settling into place when he's standing still. " Damn you Adam you beat me to the 1 thing that was annoying me most /images/graemlins/laugh.gif
Enix, good job on the replacement, I cant believe how hard and confused I am at getting stuff into source I can get everything in + animations, but the textures never work lol, damn vmts bugger up ^^
Mark Dygert
11-02-2007, 05:11 AM
awesome crits thanks a bunch! I really like the idea about the double take on the stuck hand and getting the body more involved. The dangly armor bit is linked to the pelvis so it gets very little motion. I thought about adding a bone in the beginning but I wasn't sure how the DoW engines would handle it and I wanted to keep the rig geared toward easy import. I'm starting to think I won't import it and might just add the bone and make it a custom rig, for my portfolio only. My AD suggested that I play up the recoil when he pulls his fist out which lead me to do this yesterday (before reading your crits). I almost think the recoil now is too exaggerated.
http://www.vigville.com/forum_images/GroundPoundSide04.gifhttp://www.vigville.com/forum_images/GroundPoundBig04.gif
I have a few other crits from other forums I want to add in, plus what you suggested. The main one that everyone seems to be hitting on is the pose at the top of the pull back. People want to see less of haymaker punch and more of a fist over head ground pound like an ape. I went with the haymaker because of the armor on top of the shoulder doesn't let me raise the fist in that way with out clipping into it, but I might be able to disguise it. I'll have to play with it.
Thanks for all the help guys, it's gone from a simple rig test (http://www.vigville.com/forum_images/GroundPoundBig.gif) to something I'm going to add to my portfolio.
Sectaurs
11-02-2007, 08:20 AM
DoW allows for extra bones. Our characters have biped + bones all over the place.
hope you do end up importing it
Vig thats cool. nice to see some anims for a change.
jibowski - thats scarily nice - stylish concept
Enix - lookng good, is that roboblitz unreal editor?
jgarland - i like the look. Head from the side is odd. The brow of the nose/nose area should be set further back.
ear needs more detail. Overall looking nice though
laheen: <3<3<3
Flynny: Yea, it's a bit more cofusing this time around, I'm just glad that we don't have to deal with indexed 256 images and 512x512 texture limits from HL1 anymore. I would recommend reading the source dev wiki: http://developer.valvesoftware.com/wiki/SDK_Docs. That's were I learned it from.
@Ruz: I have no idea what that is XD.
This has been a very interesting project so far. I have had to learn how to use the max bone system, rigging, and animation along the way XD. I'm still not done but I did manage to get a basic idle animation done and compiled. I recorded this from HL2 model viewer:
http://img401.imageshack.us/img401/5207/pichuidle1apw5.gif
Mark Dygert
11-02-2007, 04:21 PM
http://www.vigville.com/forum_images/GroundPoundBig06.gif
I Worked on the texture, its not final but its getting there I need to work out the spec map and a decent bump. I fine tooned the animation. I say tooned because I added some "humor" to the hand stuck animation. I might not keep the humor. I also started the environment, which is just blocked out as is the lighting.
nice work vig. it's come a long way! It would be especially neat if he fell backward on his ass when he pulled his hand out :P
Japhir
11-02-2007, 05:15 PM
would also be cool for him to actually smash something, or make a crack in the ice on which he's standing, and then break through it /images/graemlins/laugh.gif
great stuff!
Yeah I think the part where he finally pulls it out and staggers backwards is too slow - if he staggered back more rapidly it'd give a better feeling of being caught off guard. At the moment that section looks like it's in slow-motion compared to the rest of the anim.
Turning out well though!
thefatladysings
11-02-2007, 07:07 PM
http://i2.photobucket.com/albums/y38/skwuig/ontos02.jpg
some more work on this one, still lots of detailing to do before I can start building the lowpoly /images/graemlins/frown.gif
btw MoP, can you tell me how the moving treads in QW are handled? from looking at the vehicles ingame I think it's some sort of moving texture, is that correct?
Marshal Banana
11-02-2007, 10:16 PM
I decided to model a unique version of Nightmare. Going with a sort of samurai-esque type of design. I still need to bulk him up.
http://i93.photobucket.com/albums/l43/Marshal_banana/mbnight02.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/mbnight01.jpg
NeoShroomish
11-02-2007, 10:52 PM
Awesome Enix, looking forward to using it /images/graemlins/laugh.gif
demoncage
11-02-2007, 10:57 PM
vig, this is looking pretty kickass. especially the model and texture. animation is looking really nice and can tell you've put a ton of work into it, but still not sitting right with me. do you have an avi file or .mov? would be easier to dissect. off the bat, i kind of prefered your logic with the haymaker and it seems you could still get a more powerful vertical arc with that if you played with the tilt of the torso a bit. also, i think the best part of the animation is him pulling his hand out of the ground and the ensuing off-balance momentum when he steps back. what bugs me is right after that when he steps back into position, seems like that imbalance ends too quickly and he loses that sense of weight. just my 2. looking sweet all around.
Asmuel
11-02-2007, 11:04 PM
Wow vig! Texture and render make it look much better!
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