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Pavel
11-21-2007, 07:08 AM
2 Neo_God
Yeah, man this look like separate words...
Check this up my feedback:
http://vampir.od.ua/temp/Victory.jpg

maybe this will be helpful

http://www.plakaty.ru/posters?cid=1&thumbs=1&full=1&page=6&sort=year&id= 25
http://www.plakaty.ru/posters?cid=4&part=1970&id=1430
http://www.plakaty.ru/posters?cid=1&thumbs=1&full=1&page=12&sort=year&id =707

ScoobyDoofus
11-21-2007, 07:58 AM
http://www.ryan-jackson.net/images/ZB_hands.jpg

Just some ZBrushings...

Neo_God
11-21-2007, 10:42 AM
Thanks a bunch Pavel! Though, What do those two words translate to? I figured (Or at least I was under the Impression) that The Words I put on the posters (Going from left to right) were "WORK STRONG", "INDUSTRY", and "GLORY HONOR". Though I did use Babel fish for the translations, so it may have fucked them up.

Oh, and Scooby, that's a pretty awesome looking hand, a little mat for my tastes, but it's within zbrush, which doesn't do spec maps.

shotgun
11-21-2007, 11:25 AM
good to see u post scoob.
i thought there was something incorrect about it, but.. i... gotta go eat.

hope all is well with u bro
what happened to that band u were supposed to "confer" with.... ?

perna
11-21-2007, 12:40 PM
shotgun, dude, I love you, but you have like the most confusing and anatomically incorrect overpaints on polycount lol

boostermoose
11-21-2007, 01:33 PM
Heres my fishing tackle box..or it could be a tool box or a lunch box, whatever. After a summer of half finished projects I've decided to start with small simple projects and work my way up. Here's the high poly, any suggestions before I start making the low poly?

http://i65.photobucket.com/albums/h201/boostermoose/Highpoly.jpg
http://i65.photobucket.com/albums/h201/boostermoose/Highpoly2.jpg

http://i65.photobucket.com/albums/h201/boostermoose/Highpoly3.jpg

Japhir
11-21-2007, 02:15 PM
a piece of cloth :P
http://img403.imageshack.us/img403/7134/clothsketchzm4.jpg

shotgun
11-21-2007, 04:18 PM
what? this makes perfect sense what are you talking about

besides, makkonz approved it.

i shall remove it, as a modest inclination.

ScoobyDoofus
11-21-2007, 04:42 PM
Eyal! Heya. No, I never did do that with them. I had a new opportunity just last week, but I dont have a job right now so I cannot afford that. Hopefully I'll talk to you soon!

DemonPrincess
11-22-2007, 02:39 AM
[ QUOTE ]
Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear.

[/ QUOTE ]

That's not necessarily true. The shields could have been painted in a base color all over and then the black could have been added on top in a second pass. And then the black paint could have peeled a bit showing the original layer underneath.

I agree with the other feedback though.

Slaught
11-22-2007, 04:45 AM
@rollins
Undead soldier = awesomness!

I´m trying to figure out how to get models and textures into the new UT and how the new materials work.

Simple shades for everyone:
http://img217.imageshack.us/img217/2042/shades2nz5.jpg

Joseph Silverman
11-22-2007, 09:28 AM
[ QUOTE ]
And then the black paint could have peeled a bit showing the original layer underneath.

[/ QUOTE ]

Peeled, yes, but smudged and blurred?

Japhir
11-22-2007, 12:56 PM
http://img146.imageshack.us/img146/9854/samuraihelmetwipph8.jpg
samurai helmet wip for the mini challenge over at gameatisans.org

Jesse Moody
11-22-2007, 01:04 PM
Slaugh if you are having some issues check out the basic ut3 tutorial on my web site.

www.artbyjessemoody.com (http://www.artbyjessemoody.com) under the tutorials page.

Shows how to make a basic collision although it's a bad collision model because of the amount of tris and what not but it shows how to get models, textures in and make a shader and apply it and save the upk file.

boostermoose
11-22-2007, 01:56 PM
http://i65.photobucket.com/albums/h201/boostermoose/Tacklebox.gif

madman
11-23-2007, 09:03 AM
boostermoose- I'm not only mad, I'm bad too /images/graemlins/laugh.gif
http://img2.freeimagehosting.net/uploads/c33e83818e.jpg (http://www.freeimagehosting.net/)

Davision3D
11-23-2007, 09:33 AM
Cool shades Slaught
Now make a Tutorial "how to get shades in UT3" please! /images/graemlins/smile.gif

EarthQuake
11-23-2007, 10:36 AM
madman: maybe for an LOD, but you'll likely fuck up his normals droping it that low.

perna
11-23-2007, 10:39 AM
madman: first of all there's absolutely zero need to ever optimize a 230 tri "nextgen" mesh. Second your optimizations would mess up the normal map raycasting, looks significantly worse and doesn't go as well along with quadstrip rendertime optimization.

Just saying /images/graemlins/wink.gif

Marshal Banana
11-23-2007, 11:06 AM
Tried my hand at a normal (bump?) map... looks weird.
http://i93.photobucket.com/albums/l43/Marshal_banana/nightnormal.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/nightnorms2.jpg
made with Crazybump.

rooster
11-23-2007, 11:14 AM
something's gone wrong there.. did you draw that map by hand then convert? Someone please correct me if I'm wrong, but isnt a major problem with converting a bump map that the converter doesnt know which way up the uvs are- so if the map is entirely converted that way and all your uvs aren't orniented 'upwards' you're going to run into problems
edit: so if you wanted to use it entirely for a character, would it not be better to apply the bump to the character and render off a cage normal map? if you were determined not to model a hi rez

MoP
11-23-2007, 11:20 AM
looks like a heightmap run through crazybump. it also looks like your green channel is inverted from the direction that your model viewer prefers.

Marshal Banana
11-23-2007, 04:58 PM
Looks a bit better. Rooster, I didn't understand a word.
http://i93.photobucket.com/albums/l43/Marshal_banana/nightnorm2.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/nightnorm4.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/Normalsfromnighttex.jpg

EarthQuake
11-23-2007, 06:02 PM
bang bang
http://johnyontehspot.com/pix/m705.jpg

Joseph Silverman
11-23-2007, 06:06 PM
That's awesome, EQ.

breakneck
11-23-2007, 09:27 PM
almost done modeling, need to finishing the wings. . .might p&p this project a little later to perfect it:

http://i83.photobucket.com/albums/j298/breakneck_rust/Untitled-1-3.jpg

PixelGoat
11-23-2007, 10:00 PM
Hmm I think you might have a few to many edges running along the upper arm.

Geezus
11-24-2007, 04:31 AM
@EQ: Sex in the form of polygons, uNF.

I've been throwing this around #md, figured I'd throw it up here as well. :]
I've been using this as something to help me build a better high poly/low poly workflow.
Few more tweaks here 'n there:
http://chriszdana.com/wip/tech_pillar_wip_collage_thumb.jpg (http://chriszdana.com/wip/tech_pillar_wip_collage.jpg)

madman
11-24-2007, 05:17 AM
earthquake/per- unfortunetly I have to disegree with You- in our company lead artist (we working on huge x360 project for ubisoft) usually killing dudes that making such nonsense wires- THIS IS A BOX! You can make such wires in case of vehicles (evrybody wants to ride a car that looking great or have a gun with evry crew) but NO ONE wants to look at the "awesome round" chest :P why? as I said- this is only the chest, it is better to optimize it and move that tris in to a car, weapon even character. Anyway- imagine that You have twenty boxes in one room...

Cheer!

BlackThief
11-24-2007, 07:37 AM
working on this head right now - it's ingame in D3 engine
however I'm not really content how it's turning out. Something's wrong with it, but I can't figure out what is bothering me...

http://img105.imageshack.us/img105/682/headingame2fm3.jpg

any suggestions? I've looked on it for long so I'm probably blind for the issues it's got.


it looked still alright with just the normalmap - so something of the texture seems to kill it....
http://img134.imageshack.us/img134/5473/headingame1oo0.jpg

Renaud Galand
11-24-2007, 07:57 AM
looking pretty awesome EQ /images/graemlins/smile.gif

perna
11-24-2007, 09:00 AM
mad: I'm just reiterating myself here. Your optimization would make no difference to performance. None. Zero. It would just make the asset look uglier. Those very few tris you removed in a model with overall very few tris will amount to absolutely nothing in rendertime compared to the render setups, state changes, pixel shader (that still processes the same amount of pixels, so no speed increase).

There's not simply a direct relevance between amount of polies and renderspeed.

Imagine a truck carrying 60 crates of bananas. It's overloaded and you'll want to pick some off the top so it can maintain any decent speed going uphill and won't break down.

But if the truck only holds 4 crates, removing 1 isn't going to improve the efficiency of the delivery in the slightest. Well, maybe on some microscopic scale that you could measure with scientific instruments but would have no real-world relevance. However, now the client receives 25% less bananas on that shipment, which is a huge negative.

You got to balance up your positives and negatives. Are you going to accept a huge negative for a positive that barely registers?

Yes, your art lead keeps things simple and just tells you less polies = better. The reality is faaaaaaar more complex than that. If you use the search function on the boards you'll find many discussions about it I'm sure. Your lead just tries not to confuse you too much. There are cases where you can add TONS of polies without any speed hit whatsoever, it just takes so much technical understanding to make that happen that art leads tend to not focus on it.

[ QUOTE ]

Anyway- imagine that You have twenty boxes in one room...


[/ QUOTE ]

That would save like at max 1000 tris with your optimization. Insignificant on powerful hardware like the 360.

Japhir
11-24-2007, 09:49 AM
http://img128.imageshack.us/img128/2641/samuraihelmetwipkn7.jpg
added the ropes /images/graemlins/laugh.gif

madman
11-24-2007, 10:06 AM
per- and here is the point- xbox360 isn't such powerfull as I tought before I knew specification for xbox artists- why xgames are awesome? postprocessing etc etc but for example it has very small memory for textures and next thing- You are right about the balance- prop like a chest, box, barrel etc must have less polies becouse level designer maybe wants to put a lot of them in one place

And the last- poly not poly, thing about vertexes too, vertex UV calculation etc

In fact- less polies=faster=better :P About confusing me- I'm not new in gamedev and I know what are You talking about. Anyway ingame after removing that polies on that chest THERE WILL BE NO DIFFERENCE in final effect. Good realtime artists doesn't think- I have 1k poly for that so model up whole details! Good cg artist think- I have 1k for that... how can I make that 800 tri with same quality? We have normal maps, we have parallax, we have specular- USE THEM!

Cheer!

EDIT: and something like "insignificant optimization" doesn't exist /images/graemlins/wink.gif

Marshal Banana
11-24-2007, 10:32 AM
It looks like his lips are pressed together. That's the only problem I can see.

EarthQuake
11-24-2007, 10:42 AM
So you go on to say that texture memory is the problem, but you should optimise your triangles more than anything, and then use things like parallax which require extra texture memory to get back the quality? You're really going in circles contradicting yourself with that one. In almost every case adding 50 or 100 polys is going to be wayyyyy better than throwing an extra texture map in the mix, you should know that.


Really it cant be stressed how important *draw calls* are, much more important that the # of polys that can be drawn, so if you've got 5 boxes, or 10, the hit you're taking is from how many draw calls you get per box, not that drawing 5000 or 10000 tris. And the difference between 4000 or 5000, or 8000 to 10000 is not going to be noticable, at all. If you throw 50 boxes in the scene the hit you'll notice will be from drawing 50 different objects. You'll hit that bottleneck way before you hit poly limits with a prop this simple. Thats why it makes virtually no difference.

perna
11-24-2007, 11:02 AM
madman: If you have any interest in learning, just use the search function. You'll find we've beaten this topic to death already, and you'll find your views are obsolete.

Simply put: If you think it's worth anything to poly-optimize a 228 tri next-gen object and think advanced shaders are good replacement for a low number of polygons, well, let's put it like this: You are not following any commonly accepted paths of understanding on this subject.

Rens
11-24-2007, 12:42 PM
another try, "albast" this time, a harder stonetype

http://www.rensedeboer.com/sculptures/stone02.jpg

Kevin Johnstone
11-24-2007, 12:52 PM
Mad: Your lead artist is wrong, sorry but he is. The mentality that drives the philosophy you described him as having ends up drawing more attention to the 1 and ignoring the whole.

Polycount is not the issue anymore, texture resolution / shader complexity is the issue on 360/PS3/PC.

On the surface, of course, optimizing everything is good sure but the optimization you demonstrated is half wrong because you detailed the need for taking out those horizontal edge loops which help ensure a nice smooth curve
on all axis.

It's fair enough to take out the middle edge loops on the
the corners all round, but you shouldn't state the need for the horizontal loops removal or the simplification of the handle because these are the key areas in implying the form is not just a box.

And with polycount, its more an issue of GPU vs CPU bound limits, you can optimize the polycount all day and it will reduce the load on one area but not the other.

In the end , in the case of this box chest, the best way to optimize it would be to ensure that each long and short side is mirrored so you can use double the texture res
and unwrap things into a fat L shape with the empty corner of the texture being saved for the handle.

In a case like this also it might actually be worth him leaving the middle edge loop in the corners for correct
mirroring on the texture in the mid point of the horizontal corners.

Thats the thing with normal maps, they are never going to render as sharply at the same res as the previous technology
so you really do need to use a little higher polycount to offset the damage from that and push much more optimized unwraps or reuse of textures across multiple assets.

r.

IronHawk
11-24-2007, 03:22 PM
Thanks for the import tut Jesse. /images/graemlins/smile.gif

Blaizer
11-24-2007, 09:42 PM
Optimization is the key and the bread of all days, for meshes, uvws, maps, etc. In this case, that box needs optimization in my opinion. There are too many polygons wasted. I think this kind of model will never be seen in game so close, so it's not needed so much detail.

I've bought the newest games of this november (gears of war for pc one), and sadly.. i'm shocked how slow they run in my machine. I turned geometry to medium levels of detail and the fps were more aceptable but inappropiate. Shaders, texture details and postproduction were in the highest level. So, i'm not agree with that point. All counts.

One optimization here, here, here and there, can save too many fps in a game.

Mesh load is still a problem in games. We can't forget this. A whole level of a game is composed of multiple parts, if we ignore the optimization of each part because we "do nextgen", bad. All the steps in the creative process can be optimized, this inlude textures, uvw, shaders, etc.

Mirrored textures produces the butterfly effect. This should be used only in certain parts. This is something that should be avoided in next gen due to the bad aspect.

Not all ppl can play with the ultimate pc for gamers, a Nasa super computer as users commonly say.

With this said, if you can optimize, optimize, programmers will do their optimizations too. If not.. they surely will need to do some patches to increase improvement heh.

Nice "bang bang" EarthQuake

Slum
11-24-2007, 10:25 PM
Blaizer, while I respect your work and talent, you are defending and perpetuating the incorrect idea that there is some very distinct connection between polycount and performance. "Less polys = better" is simply not the case, there are loads of other things to consider when talking about optimization. Lowering your polycount may not necessarily yield better framerates and in many cases you will end up sacrificing quality unnecessarily trying to reach some magic number.

Kevin Johnstone
11-24-2007, 11:10 PM
You sound offended by what I said Blaizer, looking back over what I said to Mad, I can see your reason, I probably could have chosen my wording better.

The heart of what you are saying is 100% true, until we make optimization our no1 priority in general, we will collectively, never make perfectly optimized games.

Fair enough, but that point doesn't have as much to do with
my own point about the fact that a lot of those optimizations you end up doing, don't affect things like FPS.

Oh and I wasn't sugesting he unwrap the cube and created that horrible mirror Rorschach effect, I hate that!! That's
partly why I chose my nickname /images/graemlins/smile.gif

I always advocate making one side and 1 length of the box
be unwrapped and then duplicated and rotated around 180 degrees.

r.

Sandbag
11-24-2007, 11:51 PM
I'm a little surprised to hear such "veterans" say something like this...

The real issue isn't even can the systems handle it, it's will you even see it. How big is that box, 1 foot wide? Less? If you put that box on a tv screen in the background of an environment it's going to be microscopic. There is no way you will ever notice the extra detail put into smoothing the sides or defining it to be "more than a box". At the size you will see it it will look like a perfectly straight sided box, period. You'd have to be far more dramatic in your shapes to actually have them read at in-game size.

Not to mention I have an extremely hard time believing that the optimizations mentioned would make it impossible to achieve the same normal mapped effect. Sure, you'd have to re-render the normal maps, but oh no, 5 seconds of your time has been wasted!

The only difficulty you'll ever face normal mapping with less edge detail (on this scale) would be if you were trying to portray those edges as large curves with details that run perpendicular to the curve. (for example if it was a 4 sided "cylinder" that was to be a hose with ridges going down its length).

Rounding hard edges are exactly what normal maps are SUPPOSED to do.

EarthQuake
11-25-2007, 12:04 AM
Sandbag: LODs man, if its not going to be close its going to be LOD'd anyway, so what you're saying is sort of moot. Theres no reason that he couldnt use that amount of detail on the highest level LOD model.

I dont think anyone here was every arguing that optimising is bad or useless, just that being extremely anal retentive about polygon usage is not the end-all-be-all to getting a game running smooth. Infact far from it.

MoP
11-25-2007, 03:47 AM
EQ: Why the hell would you want to LOD a tiny box? That's probably just gonna reduce performance (either through dynamic LODing or extra memory required to load the LOD mesh *as well* as the main mesh).
Gotta say in this case I agree with Madman and Blaizer, it's a tiny box which is going to be maybe a foot or two wide in a game, the visual difference between 2 bevels on each edge and one will be nothing at all, and while everyone is just talking about rendering polys, what about collisions? It can really add up if you just have loads of polys everywhere without an optimised collision hull. Also for drawing decals onto the surfaces, it will be slower the more polys you have.

I think madman's point here wasn't "make everything look like a box cos normalmaps will do all the work", but in fact "in this specific case, optimising the mesh will improve performance (even if just a tiny amount when used on a large scale) WITH NO VISUAL IMPACT AT ALL."

Also I agree with Rorshach /images/graemlins/smile.gif

Anyway this has pretty much derailed the thread now but I don't really have much to post. Have a picture of a blockout map.

http://www.greveson.co.uk/dump/rig_01.jpg

eld
11-25-2007, 07:37 AM
Optimization is king.

madman
11-25-2007, 08:39 AM
blaizer/MoP/eld- amen!! thanx for rescue /images/graemlins/laugh.gif

CrazyButcher
11-25-2007, 09:16 AM
optimization isnt always king, but lets move this discussion out of here

I started a topic here:
http://boards.polycount.net/showflat.php?Cat=0&Number=249534&an=0&page=0#Post2 49534

fogmann
11-25-2007, 09:16 AM
Here's some unoptimized high poly /images/graemlins/blush.gif

http://fogmann.com/uploadpics/wip/so01.jpg

http://fogmann.com/uploadpics/wip/b02.jpg

perna
11-25-2007, 09:40 AM
you have some of the more interesting, appealing and solid stuff on the boards fogmann. The only thing that strikes me as missing there are some harder planes. With too much softness shapes can become too wishy-washy and not make a statement. Even just some small indication of hardness in the nasal cartilage or chin bone would do wonders here, I think. The depressed nasal bridge on both characters looks a bit off to me.
Very nice!

fogmann
11-25-2007, 10:32 AM
Danke, Per! And good points, I'll see what I can do - it isn't anything final yet so I'll be back with updates. These two guys are from the Italian comic Alan Ford, which is for me and many of my countrymen an all time favorite:
http://fogmann.com/uploadpics/pc/23.jpg

indian_boy
11-25-2007, 02:37 PM
messin with unreal engine...
lamps and pillars are mine... from that little side project i'm working on...
http://i174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/Untitled-1.jpg

GoSsS
11-25-2007, 04:07 PM
Hi !

Like indian_boy, i work on the UnrealEditor4, but, not the GoW version ... the Roboblitz one.

Screens below are done in the editor.

http://img517.imageshack.us/img517/9972/map1mv1.jpg

http://img517.imageshack.us/img517/4889/map2tw4.jpg

I have placed lights to see something but I'll rework the entirelightning when all details will be done and placed.

Joao Sapiro
11-25-2007, 05:55 PM
nice man, reminds me of a red steel level . really nice !

fonfa
11-25-2007, 08:32 PM
dealing with poly pushers is a pain in the ass
"next gen hardware can handle it easily"

but do players miss this extra detail? are they willing to spend more cash on frequent upgrades to see a slightly rounder edge?

why not spend the extra horsepower on interactivity instead?

that's the difference between cg artists and video game artists. we do more with less.

EarthQuake
11-25-2007, 10:12 PM
[ QUOTE ]
dealing with poly pushers is a pain in the ass
"next gen hardware can handle it easily"

but do players miss this extra detail? are they willing to spend more cash on frequent upgrades to see a slightly rounder edge?

why not spend the extra horsepower on interactivity instead?

that's the difference between cg artists and video game artists. we do more with less.

[/ QUOTE ]


http://boards.polycount.net/showflat.php?Cat=0&Number=249534&an=0&page=0#Post2 49534

Jesse Moody
11-25-2007, 10:29 PM
[ QUOTE ]
Thanks for the import tut Jesse. /images/graemlins/smile.gif

[/ QUOTE ]

hey no problem...glad it worked for ya.

ScoobyDoofus
11-26-2007, 09:56 AM
http://www.ryan-jackson.net/images/quincy_sculpt.jpg

More Zbrushing WIP.
Im going to chop these hands off and replace them with the good ones I made here:

http://www.ryan-jackson.net/images/ZB_hands.jpg

At some stage this guy will get another thread of his own, or I'll resurrect the old concept thread.

b1ll
11-26-2007, 10:33 AM
wow and he as skin cancer? the gloves too ! skin cancer!! double disease!

gauss
11-26-2007, 11:00 AM
you're an ass, b1ll. a great big butt.

haven't seen work from you in a while scoob. would like to see this guy finished up inside a decade though /images/graemlins/smile.gif

perna
11-26-2007, 11:20 AM
Lé magnifique derriére alá eurotrash /images/graemlins/smile.gif
Show more hipolies b1llster.
Scoob: You might wanna get rid of that low frequency noise. For less cancer. /images/graemlins/smile.gif

Mark Dygert
11-26-2007, 11:36 AM
[ QUOTE ]
dealing with poly pushers is a pain in the ass
"next gen hardware can handle it easily"

but do players miss this extra detail? are they willing to spend more cash on frequent upgrades to see a slightly rounder edge?

why not spend the extra horsepower on interactivity instead?

that's the difference between cg artists and video game artists. we do more with less.

[/ QUOTE ]Agreed, but why spend hours/days optimizing something when you can use that time to create more. It's not really about adding in more detail but taking out too much. Hump one object for a week to satisfy some personal goal the player won't appreciate or pump out 3-5 things they will.

Being a good game artist isn't just about making the most of every poly, but making the most with the time you have.

ScoobyDoofus
11-26-2007, 11:40 AM
Thanks all: The freckles is just me introducing some noise via ZB scatter brush. I did want a mottled sun-damaged skin, but this is a bit much.

This diffuse will get baked down to the low & serve as a base for my final texture. So, yeah. less cancer, more w1n.

marro
11-26-2007, 02:00 PM
some fine work in this thread!

here's a big dude i'm working on at the moment.

http://img75.imageshack.us/img75/1229/popspop2pa5.jpg

dur23
11-26-2007, 02:07 PM
Marro wins....period.

b1ll
11-26-2007, 02:19 PM
ROFL! i love that. thats just LOL!
Id paint that for sure.

thefatladysings
11-26-2007, 02:22 PM
SDK! SDK! :O

Kovac
11-26-2007, 03:43 PM
hahaha awesome marro! looks like a short/fat version of steve zissou

MacD
11-26-2007, 08:24 PM
A quite wip genie@5880 tri's, kinda low poly with high poly parts and some apparel missing.

http://img.photobucket.com/albums/v506/MacD/ifrit_genie_wip.jpg

Still working on fat/fleshfolds and the bottom of the belly is gonna be alpha'd out to blend with the air swirl. The bottom smoke twister thing is placeholder geometry and texture, but maybe appart from some contrail/swirl stripes it might resemble final...not sure yet exactly what I'll do. Still some anatomy scale/position problems to work out too, I feel...wish I'd decided if it's vert placement or lack of polies /images/graemlins/smile.gif

indian_boy
11-26-2007, 08:39 PM
awesome marro! lol

well yea:
http://img508.imageshack.us/my.php?image=blavx8.jpg
5 hours of work... i CANT believe i did this much this fast. i'm feeling proud of myself, and am having a good week already, so if u could please bring me down to earth with the crits, id be happy... lol
yea. still got some nmapping to do, and gotta add diffuse, and do a spec.... and then put it in UE3.
lemme know wat u guys think pls.

cheers

Makkon
11-26-2007, 10:08 PM
You rock, Marro. You seriously freaking rock. I've never had a decent grasp on cartoonism. I need to start studying it more instead of reverse caricatures.

http://img.photobucket.com/albums/v671/Makkon/aang004.jpg

eld
11-26-2007, 11:11 PM
indian boy, there's a big baking error and a seam in the middle /images/graemlins/smile.gif

demoncage
11-27-2007, 12:11 AM
love these updates Makkon, keep em coming. by the way, was curious, is this intended as a game model? will you be making the body into a high poly model? just asking cause of the difference in resolution between body and hair atm.

IronHawk
11-27-2007, 12:12 AM
http://home.comcast.net/~halljesse7/image_folder/wip1skate.jpg

Skate deck wip.

Armanguy
11-27-2007, 12:37 AM
ironhawk nice board man but the front and back points look off? see how this board curves at the top, your board seems to have a kinda weird curvyness going on at the ends. i like it so far though! if you want to see really nice game art skateboards check out skate! or download the demo on Xbox live.

http://z.about.com/d/skateboard/1/5/F/M/3Slide_Board.jpg

perna
11-27-2007, 03:48 AM
indian_boy: Ok, here's how to get fast:
If you redo that asset now, you'd spend a lot less time, right? Since you would make all the right choices immediately instead of messing around.

Protip 1: Make the right choices the FIRST time instead of messing around.

OK, now that you've remade the asset minus spending time on fumbling you've increased the speed a lot. But how can you be even faster? Take apart every step of the process and find alternate ways of doing everything. Be creative with your tools and push them to the limit. What is the ideal, quickest way to model out every shape you have there?

protip 2: Know your tools and pick the best approach for each challenge.

Now after doing this stuff you're probably at a place where you can model the hipoly, lowpoly and bake in around 20 minutes and you're not working any harder, just smarter.

Crash
11-27-2007, 05:04 AM
Per: Less talk and more pimp, you whore. Love and peace out!

indian_boy
11-27-2007, 06:14 AM
woah thanks Per.
i'll be making more 'gateways' / doors... in like.. the VERY near future. so i guess my newfound 'skill' of makin arches quickly will come in handy [nothing amazing, but like.. my polies dont get screwed anymore]. but yea.. ill take those tips into account for the next asset. i noticed that making the highpoly pillars were faster this time around too.
as for knowing my tools. yea, i should really get exploring in max... im sure theres shit i dont know about yet. lol.
20 minutes. damn i hope so. the only thing that really took me time in this project was the UV template and the projection cage setup. i hate templates.
oh, on the topic of speed. how long does a pro artist normally get to complete an asset of this... 'importance'? like, textured and all.... one day? just wondering. lol

thanks by the way! liked th tips... will follow them for the future assets.
On another note, this one _is_ looking good right? trying to get it all Gears of Wars-esque.

thanks again.
cheers

jibowski
11-27-2007, 09:42 AM
good job makko !

http://jibifaak.free.fr/frms/head1_baked.jpg
well, if someone knows a good way to paint diffuse of chair it will be very helpfull /images/graemlins/smile.gif

Japhir
11-27-2007, 11:56 AM
http://img526.imageshack.us/img526/7038/samuraihelmetwipxr6.jpg
lowpoly done, now on to my first high poly that i will actually try to bake /images/graemlins/laugh.gif

arrangemonk
11-27-2007, 12:05 PM
http://img441.imageshack.us/img441/5272/cockpitmm3.jpg (http://imageshack.us)
its some kind of cockpit for helicopters and something

marro
11-27-2007, 12:38 PM
here's todays sailor, i'm gonna do a whole bunch of these.

http://img507.imageshack.us/img507/9694/popspopshomieah2.jpg

Rens
11-27-2007, 12:43 PM
i picked kate as reference again xD, this time not digital but tradition, trying to work on drawing "realistic". and again the paper is too big to use a scanner /images/graemlins/wink.gif

http://www.rensedeboer.com/drawings/kate-drawing-part-1.jpg

rooster
11-27-2007, 12:44 PM
genius marro!

rollin
11-27-2007, 12:47 PM
haaarrrrr

http://www.maginot.eu/space/mgto/3dlow/uv-mania.gif

nice stuff here!

marro.. why do his heands have so many polys??

PixelGoat
11-27-2007, 01:05 PM
http://www.pixelgoat.se/projects/MinigunHP.jpg

Working with the lowpoly atm and polishing on the Highpoly from time to time aswell.

marro
11-27-2007, 01:07 PM
[ QUOTE ]
haaarrrrr

http://www.maginot.eu/space/mgto/3dlow/uv-mania.gif

nice stuff here!

marro.. why do his heands have so many polys??

[/ QUOTE ]

i'm lazy and took them from another model, gonna fix'em up tomorrow.

Joseph Silverman
11-27-2007, 01:39 PM
http://i1.tinypic.com/80vn0k1.jpg

few minutes of mudbox doodling. blob ears!

MoP
11-27-2007, 01:47 PM
Blob ears? More like blob everything! Sharpen it up! Eyes are also looking a little strange, not the right shape or volume. The inner parts (nearest the nose) look too far forward from these angles.

perna
11-27-2007, 01:59 PM
ditto on mops stuff, but this looks more like a stylization exercise than anatomy to me, and I like the style

b1ll
11-27-2007, 07:07 PM
ahah Marro, love it

boostermoose
11-28-2007, 11:40 AM
Haha good ole involuntarily starting flame wars lol..But yah I get artifacting when I delete those edges on my model due to the way I UVed it.

http://i65.photobucket.com/albums/h201/boostermoose/tacklebox-1.jpg

EarthQuake
11-28-2007, 11:48 AM
oh you know, you should re-uv it and re-bake all your maps, for something that will have just about no actual effect on performance, that sure does make sense. =D

Joseph Silverman
11-28-2007, 11:49 AM
This is the most I can get out of mudbox on this computer. 213353 tris on screen... subd7 from a box.

http://i15.tinypic.com/727o702.jpg

Should I be getting more detail/sharpness out of this polycount? Still kinda unsure about the subtleties of sculpting. Eyes still have a lot of issues, good call, mop -- this is just idle scribbling, but on my next serious sculpt I'll pay a lot of attention to the eye shape. Thanks, both of you, anyway. /images/graemlins/smile.gif

EarthQuake
11-28-2007, 11:51 AM
You could get more detail out of that count if you re-topo'd it and get better meshflow that actually worked with the shapes you're trying to create. Thats the best thing you can do =)

Rens
11-28-2007, 12:32 PM
little update

http://www.rensedeboer.com/drawings/kate-drawing-part-2.jpg

ThatDon
11-28-2007, 02:53 PM
suprore for some reason all your face sculpts look like they have the eyes too far spaced from each other

http://www.postimage.org/image.php?v=aVKFQaJ

HandSandwich
11-28-2007, 03:29 PM
Severed Zombie Hand
http://i24.photobucket.com/albums/c44/deadxiii/SubmissionPC.jpg
My submission for my friend's Hitote Project (http://hitoteproject.deviantart.com). Good graphic styley fun.

Jeremy Wright
11-28-2007, 03:38 PM
ooh, love the zombie hand!

Ruz
11-28-2007, 03:38 PM
SupRore - perhaos you should get some more reference for this. its seems a litle made up. the lips are quite nice, nose is too big, rest of it seems a bit too loose.

AHotHandSandwich - looks great man, love the colors

East
11-28-2007, 04:28 PM
Sup, the eyes could perhaps need a little bit of pushing togeter, though it gives the guy character, but don't change the nose, there's nothing wrong with it. Contrary to popular beliefs, there -are- people with big noses.

I'm getting a bit tired of the hunt for perfection. X amount of heads in the length of a person, this and that many eye-widths in a head. These are good guidelines, but by no means rules set in stone. Nature breaks them all the time, so why shouldn't we?

J Randall
11-28-2007, 04:29 PM
awesome, kinda had to stop and ponder is that 3d or concept for awhile congrats ... I made it all the way through without saying handjob ... DOH!

Jeremy Lindstrom
11-28-2007, 04:41 PM
[ QUOTE ]
Severed Zombie Hand
http://i24.photobucket.com/albums/c44/deadxiii/SubmissionPC.jpg
My submission for my friend's Hitote Project (http://hitoteproject.deviantart.com). Good graphic styley fun.

[/ QUOTE ]


Looks good just remember there are two bones in your forearm.... /images/graemlins/ooo.gif

pliang
11-28-2007, 05:02 PM
http://i30.photobucket.com/albums/c348/pliang/Spectre.jpg

Otherwise known as the "Phantom" in the N64 007 Shooter...

greenj2
11-28-2007, 05:23 PM
Rens> Looking tight dude, nice rendering.

AHotHandSandwich> Nice! Dig that style, I'd love to see an entire zombie survival-horror game done like that.

pliang> Instantly recognized that baby, don't think I've ever seen it in any other game but Goldeneye. Although I can't work out what those extra things around it are. Logic says they're extra mags, but they don't appear to be the same as the one that's loaded, hard to tell though. They look a bit like butterfly knives to me. /images/graemlins/grin.gif

pliang
11-28-2007, 05:36 PM
Thanks...just something I built on the side as something quick to finish off.

The magazine next to the Spectre was actually from a different model, forgot to mention that.

I'll be looking to add a formal post with the updates later on.

Ruz
11-28-2007, 05:55 PM
East - you can only break the rules when you master them.
Pete Townsend has a big nose but he is not aesthtically pleasing imho:)

Joseph Silverman
11-28-2007, 06:24 PM
[ QUOTE ]
East - you can only break the rules when you master them.
Pete Townsend has a big nose but he is not aesthtically pleasing imho:)

[/ QUOTE ]

I wasn't making aesthetically pleasing, or trying to study the rules. Just scribbling out forms in mudbox, and learning some of the tools I haven't used before. I appreciate the crits from all of you, I'll definitely address them in future pieces, but this was just a speedy little sketch -- no more than an hour and a half in total on it, and no ref or attempt at photorealism.

Ruz
11-28-2007, 07:36 PM
yeah jackablade I realise you were kind of going for the sketchy type of thing, but i still think it needs a little refining. (being the anal preectionist I am)
I was just kidding with the pete townsend comment:)

Emil Mujanovic
11-28-2007, 09:26 PM
A bit of downtime at work and was sucking at starting a concept for a UT3 character, so I busted out BoBo's Brunt model and started up a texture. I really need the practice.

http://www.itsonlikedonkeykong.net/polycount/SDK/BoBo/WIP-brunt-001.jpg

Just nutting out the forms and shapes and seeing where things take me, then will add a colour pass. I will most likely attempt the entire model, not just the head.

-caseyjones

Martin Henriksson
11-29-2007, 02:52 AM
http://static.pici.se/pictures/EGZHNJOxe.jpg

Enemy WIP for a arcade style sidescrolling beat em up we are making as a school project. Kind of in a hurry to finish it so i can help with the level.

Oh and i dont know what the rules are for political symbols in images but if its a problem ill remove it.

SyaPed
11-29-2007, 04:51 AM
Trying out different viewers. head is bleh right now. xNormal needs a skinshader /images/graemlins/wink.gif. Hoping to put him in crysis.

http://www.syaped.com/Misc/Scout.jpg

jibowski
11-29-2007, 05:31 AM
http://jibifaak.free.fr/frms/head1_maps.jpg

JKMakowka
11-29-2007, 06:00 AM
@syaped: you realize that he has some serious anatomy errors, right? When was the last time you saw someone with arms reaching to their knees? And the hands are HUGE.

Slaught
11-29-2007, 09:12 AM
@SyaPed
I think the arms are too long, but I love the overall look of the model.
Very stylized with a good amount of realism. /images/graemlins/grin.gif

dfacto
11-29-2007, 09:25 AM
Actually Warhammer40k Spacemarines are genetically and surgically altered quite drastically, and do in fact have some pretty messed up proportions.
http://www.miniaturespace.net/images/40K/Grey%20Knights/Grey%20Knight%20term%20front.jpg

Sectaurs
11-29-2007, 09:27 AM
yes, but not the proportions his model has

dfacto
11-29-2007, 09:31 AM
Actually yes and no. The proportions vary depending on the art/model, and I think that's not a full space marine anyways.

It's 40k, don't argue.

xysdf
11-29-2007, 10:13 AM
looks fine jibowski! - great understanding of characteristics

Japhir
11-29-2007, 01:23 PM
i dug up an old character of mine (about a year ago) and worked on it some more. concept is by blizzard entertainment (although i slightly changed it while modeling)
http://img153.imageshack.us/img153/5987/nagasirenwipyb8.jpg
C&C welcome!

EDIT: and obviously the middle nose- and fleece edges will be removed once i no longer need the symmetry modifier.

Renaud Galand
11-29-2007, 02:14 PM
nice little head jibowski ! /images/graemlins/smile.gif

SyaPed
11-29-2007, 02:56 PM
[ QUOTE ]
@syaped: you realize that he has some serious anatomy errors, right? When was the last time you saw someone with arms reaching to their knees? And the hands are HUGE.

[/ QUOTE ]

Haha yeah. He's meant to have some superhuman anatomy but I didn't realize how long his arms were until I rigged and put his arms down like that.

Thanks Slaught /images/graemlins/smile.gif

dfacto - Yeah he's a space marine scout, a space marine in training.

pliang
11-29-2007, 03:00 PM
Keep in mind that arms tend to extend to the waistline/

Next time you can draw a circle around the character for guidelines if you want to..worked for me when building arms for a character.

Armanguy
11-29-2007, 03:38 PM
working on a guitar hero styled self model :P Its my third attempt at character art as i am a level artist i want to have at least one character in my portfolio so that future employers can see i would/will be able to make more complicated geometry. i need crits also ill post up the wires in a bit as soon as 3ds max stops crashing on me /images/graemlins/frown.gif

http://img.photobucket.com/albums/v92/armanguy/guitarheroarmanwip.jpg

TheMadArtist
11-29-2007, 03:45 PM
[ QUOTE ]
http://i30.photobucket.com/albums/c348/pliang/Spectre.jpg

Otherwise known as the "Phantom" in the N64 007 Shooter...

[/ QUOTE ]

Ah, brings back memories /images/graemlins/laugh.gif Awesome looking model.

Emil Mujanovic
11-29-2007, 03:52 PM
[ QUOTE ]
Its my third attempt at character art as i am a level artist i want to have at least one character in my portfolio so that future employers can see i would/will be able to make more complicated geometry.

[/ QUOTE ]
That isn't such a good idea, as it will confuse most employees as to what role/position you're applying for when presenting your folio/demoreel. If you're going to apply as an environment/level artist, then you really should focus on that and make sure all your work is polished rather than attempting a character just to show your versatility. It'll do more harm than good.

But not to derail this thread, the start on your model is looking good so far, possibly posting some wires or maybe even starting your own thread to get some crits and advice seeing as this is your first character model.
Keep it up.

jibowski: That's awesome!

-caseyjones

Jesse Moody
11-29-2007, 04:10 PM
not 3d but i've been working on this guy for a while.

http://artbyjessemoody.com/clone_sculpt/1129.jpg

Sectaurs
11-29-2007, 04:12 PM
[ QUOTE ]
It's 40k, don't argue.

[/ QUOTE ]

ha. motto i've had to live by for the last 8 months

SyaPed
11-29-2007, 04:27 PM
[ QUOTE ]
[ QUOTE ]
It's 40k, don't argue.

[/ QUOTE ]

ha. motto i've had to live by for the last 8 months

[/ QUOTE ]

Holy crap sectaurs is working on the 40k mmo

Joseph Silverman
11-29-2007, 04:46 PM
No, he's working on an expansion pack for the rts.

Iron lore + relic, remember?

dfacto
11-29-2007, 04:51 PM
Yeah, if you're working on the RTS Sectaurs then I'm sure you know gorilla hands are par for the course. :P
http://www.battlereports.com/users/dustbiter/dow1/image1/bloodr.JPG

rooster
11-29-2007, 04:57 PM
difference is it kind of looks right on big power armoured dudes with massive shoulders etc, but this guy has pretty form fitting armour and the stylised proportions are brought into focus without the counterbalance. I think the modeling and texture are great, but would prefer slightly reduced arms/hands myself

Armanguy
11-29-2007, 07:20 PM
http://img.photobucket.com/albums/v92/armanguy/guitarhero3wires.jpg

here are the wires /images/graemlins/smile.gif

Slaught
11-29-2007, 07:42 PM
Anyone remember this guy? /images/graemlins/cool.gif
http://img504.imageshack.us/img504/6175/rem01yv1.th.jpg (http://img504.imageshack.us/my.php?image=rem01yv1.jpg)

Zwebbie
11-30-2007, 04:21 AM
A test to see if I can get an Art Nouveau style without fussing about with tons of difficult shaders.
http://img518.imageshack.us/img518/3184/caesariustestcw3.jpg

After all the talk, I almost dare not ask about polygon counts anymore, but it IS polycount.net after all. From what I understood, the only polygon count that matters is the amount of polygons being rendered. By that logic, a shell with inversed normals wouldn't count as double the polycount, but more like 1,5 times, because most of it is blocked by the regular model. Is this correct?

Davision3D
11-30-2007, 05:09 AM
@ Slaught
Good looking head
Do you found a Tutorial for getting it in the game or do you figured it out by yourself?

@ Armanguy
Head looks nice but the loops are very strange and the polys you put in the ears are too much compared to the rest.

@ ComradeJ
Cool Style!

Slaught
11-30-2007, 10:09 AM
I figured it out myself. /images/graemlins/grin.gif
Haven´t found any tutorials on the net so far.

Japhir
11-30-2007, 12:42 PM
damn i feel really dumb now, but somehow i can't get these uv's right... usually after fiddling around a bit it all comes together but this time it seems to me like it's impossible to create efficient uv's..
so that's why i would really love the person who can make a paintover of this image to show me a way to do it. (and if your not really in to me loving you i might just really like you /images/graemlins/tongue.gif)
so here is the puzzle:
http://img404.imageshack.us/img404/9526/nagasirenhelpuvsjx1.jpg

and when the puzzle is solved and the uv's are done (and maybe after some tweaking the model a bit more) i will release this one as an SDK if anybody is interested.

Armanguy
11-30-2007, 03:46 PM
Still working on this model be gentle with the crits:P this is the farthest i've ever come to completing a character :P my last 2 tries i stopped and the head :P but since its been over a year and i have learned alot from all my enviroment work i decided to make this baby im having alot of fun with it. what does everyone think? also if anyone know any good ref sites for the human body can you hook it up thanks.

http://img.photobucket.com/albums/v92/armanguy/guitarheroarman.jpg

Japhir
12-01-2007, 05:40 AM
http://img160.imageshack.us/img160/5919/samuraihelmetwipdg9.jpg

i still need help on my nagasiren uv's!

pliang
12-01-2007, 06:38 AM
@ Arman - To be gentle...I'd say you need to be a little bit more gentle with his shoulders...they seems to rigid and tense to be relzed...it'd be nice to adjust it a little bit more.

@ Japhir - The helm looks great but to me I think the mouth piece seem a little wider than the ones I've seen before.

Spacey
12-01-2007, 08:06 AM
ComradeJ: Now you just need to apply it to a pretty lady and you'll be set!

Japhir: I think it might work best on a 1:2 texture sheet. If you need more room for the fins or don't like the distortion, you could move the head to another texture sheet. You should also consider straightening out some of the edges. Sure, you'll get some distortion, but it shouldn't be noticeable and will make your painting job easier. There's still some wiggle room so you might be able to move/tighten/squeeze some stuff around to make room to give the top arm (from shoulder to wrist) some unique texture space.

Or just giving the model more unique texture space in general will help to fill the 1:1 texture sheet.

http://i4.photobucket.com/albums/y121/wootmonkey/japhir_uv.jpg

Japhir
12-01-2007, 11:36 AM
Thanks a lot spacey! i finished the uv's and i'm going to upload the SDK very soon in a seperate thread. In the end i chose one 256^2 texture and one 128^2
thanks again, the SDK should up to download pretty soon in a seperate thread!

MoP
12-01-2007, 11:42 AM
messin' around with the quake2 bitch

http://www.greveson.co.uk/dump/bitch_wip2.jpg

CrazyButcher
12-01-2007, 12:05 PM
SWEETHEART

IronHawk
12-01-2007, 12:06 PM
I hated her in Q2. Nice one Mop.

SyaPed
12-01-2007, 04:32 PM
Some more texture work and resized his arms.
http://syaped.com/images/Scout1.jpg

commander_keen
12-01-2007, 07:15 PM
Almost done with this, textures are 256x256 or smaller and some are temporary or missing. Lit and rendered in UE3.
http://www.keenleveldesign.com/pimp/texturingandlighting/shotcomp1.jpg

thomasp
12-01-2007, 07:31 PM
http://thomaspecht.de/randomstuff/TPS_shader.jpg
testing out a friend's fx-shaders with a wip-model of mine. micronormals (left), ao map-blending, sss-fake, multiple lightsources (right), etc. the eye shader rocks in motion. i'm not even using half of the features so far.

the moustache is painted, tho. /images/graemlins/wink.gif

perna
12-01-2007, 08:30 PM
nice eyes, thomas. If that's a girl, drop the moustache

Enix
12-01-2007, 09:59 PM
I'm working on a goten model for some reason...I guess it's just something I have always wanted to do since I started playing esf a few years ago.

http://img520.imageshack.us/img520/9338/sp3220071201235107qy3.png

IronHawk
12-02-2007, 12:31 AM
http://home.comcast.net/~halljesse7/image_folder/highScreenGrab.jpg

Further along on the skate deck.

rollin
12-02-2007, 02:58 AM
[ QUOTE ]
nice eyes, thomas. If that's a girl, drop the moustache

[/ QUOTE ]

NO!

g.j: nice 1 .. ..is there a way to give the right one a sss-fake with warm dark tones? (left ist too greyisch and the skin bump doesn´t come out so nice)
on the other hand the bump is too strong on the nose and chin (right)

why you never post?.. at least i know your new webpage now /images/graemlins/tongue.gif

hawken
12-02-2007, 08:17 AM
[ QUOTE ]
nice eyes, thomas. If that's a girl, drop the moustache

[/ QUOTE ]

just found my new sig

Pedro Amorim
12-02-2007, 11:00 AM
http://img134.imageshack.us/img134/7239/bin2va0.jpg

Joao Sapiro
12-02-2007, 11:47 AM
ahahahha awesome pedro !!!!

Pedro Amorim
12-02-2007, 12:08 PM
aha thanks men. i guess you me and vitor are the only ones that can fully apreciate this model. lol.
this bin is for portuguese ppl the same way the dumpster is for our americans friends. /images/graemlins/smile.gif lol
enix: looking really good! very cool resemblance!
IronHawk: looking cool as well. might do one skate board as well. /images/graemlins/smile.gif eeh

pliang
12-02-2007, 12:27 PM
I like that bin...except people might get it confused for other "uses"...lol

fonfa
12-02-2007, 01:19 PM
lusitanos pirados

Uly
12-02-2007, 01:22 PM
Looking great, Keen.

Japhir
12-02-2007, 01:51 PM
quick and very dirty color blockin, mostly photosourced just to get an idea /images/graemlins/laugh.gif
http://img122.imageshack.us/img122/8949/samuraihelmetwipnu0.jpg

steady
12-02-2007, 02:21 PM
i think the mustache is a realistic touch!
i meet many chicks that need to wax their shit

Vitor
12-02-2007, 04:02 PM
lol Bitmap, awesome one. Um grande ecoponto amarelo /images/graemlins/wink.gif

GoSsS
12-02-2007, 04:02 PM
Update of the map I've posted some posts before ...
I think I've finished this one and I'll now work on the UT3 's version of the editor.
This "map" was just an exercise to understand this editor ...

http://img47.imageshack.us/img47/6938/screenawn6.jpg

http://img232.imageshack.us/img232/3531/screenbor9.jpg

http://img509.imageshack.us/img509/9362/screencmx7.jpg

http://img509.imageshack.us/img509/7834/screendjb2.jpg

http://img90.imageshack.us/img90/8307/screenewz8.jpg

Et voila !

Water is done with the really helpfull Hourence's tutorial (http://www.hourences.com/book/tutorialsindex.htm). I've used it but deleted one group and simplify an other (this way i understand it better).

Armanguy
12-02-2007, 05:02 PM
little update i made a lot of little changes to the feet and shoes also the butt :P i attached the hands to the forearms and took some polies off of it. i also added a little bulge at the top of the forearm where the bicep would be.and i fixed the elbow joint alot! tell me what you think.

http://img.photobucket.com/albums/v92/armanguy/guitarheroarman-1.jpg

Default
12-02-2007, 09:58 PM
That's really neat GoSsS. looks kinda empty behind those ridges though. can't wait till i get UT3, I'll finally be able to try out the editor.

breakneck
12-02-2007, 11:16 PM
http://i83.photobucket.com/albums/j298/breakneck_rust/Untitled-1-4.jpg

Pedro Amorim
12-03-2007, 12:57 AM
http://junqueira.files.wordpress.com/2007/07/ecoponto1.jpg
This trio of bins are called ecoponto. and you can find them here in portugall all arround. they used for recycling. each bin is used for one kind of trash.
yellow: plastic and metal
green: glass
blue: paper and cardboard

they are approximately 1.70m high.

CrazyButcher
12-03-2007, 04:27 AM
looks like Gonk's older brother /images/graemlins/wink.gif

diZzyWalnut
12-03-2007, 06:42 AM
Hey GoSsS ,
[ QUOTE ]
Update of the map I've posted some posts before ...
I think I've finished this one and I'll now work on the UT3 's version of the editor.
This "map" was just an exercise to understand this editor ...


[/ QUOTE ]

Comme "exercise" ce n'est pas mal du tout....trčs joli !
Looks cool /images/graemlins/wink.gif

JonEdwards
12-03-2007, 07:53 AM
Here of couple of low poly environments I put together this weekend. I have been trying to bulk up my website with low poly work such as these, since I’m trying to break into that industry. I want to get into development for hand held systems like the DS or PSP so I’m trying to keep the tris pretty low.
http://3dandmore.com/images/3D/GraveYard.jpg http://3dandmore.com/images/3D/CryostasisTunnel.jpg

dur23
12-03-2007, 08:18 AM
JonEdwards: For the graveyard scene i would suggest you take certain parts out of that big texture for the objects and also do some better tiling.
The fence: Just do one chunk. (1 vertical bar and one inbetween) Throw that on 32vx16h.
The brick wall: Could be 1 64x64 thats tiled over the whole thing.
Ladder and woodcross: 1 tiling 32x32 wood texture.
Grave stone: 1 32x64. (if you want the RIP on there)
plants: 1 16x16. (they're sooo small).

Remember to use vertex colors to do your lighting. You can pull off a tonne of sweet effects with vertex colors. (radiosity, cast shadows, multiple light sources, etc.)

For the subway, again i would break up your texture into smaller and better tiling parts. Use less lighting in your texture and rely on vertex colors to that for you.

Hope that helps.

JonEdwards
12-03-2007, 11:06 AM
Thanks for the great feedback Dur23. I will take a look at getting stuff on smaller individual textures with more tiling going on.

retleks
12-03-2007, 11:58 AM
http://www.beneoff.com/01.jpg

shotgun
12-03-2007, 12:45 PM
badass!!!

caseofchill
12-03-2007, 01:21 PM
Looks like a little bit of meltage on the face, well done.

fonfa
12-03-2007, 05:25 PM
[ QUOTE ]
JonEdwards:
Remember to use vertex colors to do your lighting. You can pull off a tonne of sweet effects with vertex colors. (radiosity, cast shadows, multiple light sources, etc.)


[/ QUOTE ]

so, how do you make that?

JonEdwards
12-03-2007, 06:20 PM
Fonfa: I didn’t really know anything about Vertex Colors ether when Dur23 mentioned it. I just opened up the Max help under Vertex Paint and it giving the illusion of shading on your model based on a color and opacity linked to a vertex.
http://3dandmore.com/posts/GraveYard2.jpg

tacit math
12-03-2007, 08:48 PM
http://orderindebris.exorsus.net/images/barbaWiian_WIP01.jpg

tacit math
12-03-2007, 10:47 PM
http://orderindebris.exorsus.net/images/barbaWiian_WIP02.jpg

retleks
12-03-2007, 11:04 PM
http://beneoff.com/03.jpg

Ape.of.Gods
12-04-2007, 12:27 AM
Why did I think that monster guy from the Goonies when I saw your character, tacit math?

tacit math
12-04-2007, 02:55 AM
ha. i think 'cause what i have is pretty much an inadvertent lift of sloth. i'll have to claim it as homage

Joshua Stubbles
12-04-2007, 09:03 AM
Looking good, GoSsS. But you need MOAR BLOOM.
No seriously, you need to tone that shit down /images/graemlins/laugh.gif

The level is looking nice so far though.

ThatDon
12-04-2007, 10:42 AM
Damn cool tacit math

caseofchill
12-04-2007, 10:55 AM
Looking good tacit, are you going to give him a tub of rocky road ice cream.

Kristian
12-04-2007, 11:03 AM
Retleks, I feel a bit silly posting this since its such a minor change and your version could well be an aesthetic choice, but i liked the front view so much and felt that the way the neck tapers sort of clashes with the fatter look you have going in the profile. Anyway, maybe just slimming it up a bit to something like this?

http://www.kristianvik.com/03.jpg

I like the look, dude seems worn out and determined.

sebas
12-04-2007, 03:25 PM
Helping out on a project called 'Artika'...

http://www.sebasmartin.es/Artfolio/Soldier-ML.jpg

hobodactyl
12-04-2007, 05:09 PM
Cool stuff, everyone! Here's a dude I'm working on for the comp at threedy:

http://uweb.txstate.edu/~is1010/craven_wip.jpg

The bunny ears were going to be raven's wings, but I'm thinking of changing the helmet entirely to make it more viking-like.

Slum
12-04-2007, 05:30 PM
Damn tacit, you've got some Gwot going on there :P And thats a good thing

achmedthesnake
12-04-2007, 06:46 PM
always wanted to model this mignola character..
http://i56.photobucket.com/albums/g192/achmedthesnake/lobster_progress01.gif

rooster
12-04-2007, 06:59 PM
class!

Uly
12-04-2007, 07:00 PM
omg lobster johnson

indian_boy
12-04-2007, 08:29 PM
had to slow down... too much tension from school etc.
http://i174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/gateway01_WIP01.jpg
tadaaaaa!

tell me how it is! UnrealEd model viewer... normal, spec, diff

PixelGoat
12-04-2007, 10:16 PM
Started texturing mah minnehgunh!

Since every darn reference pic I found of miniguns show them in almost "just out of the factory-pristine" condition, I decided to go completely the other way and wear mine down comepletely, like it just survived a nuclear holocaust then put into a very big kitchen blender for an hour only to be left out in the rain by some fool (whom I pity!)

http://www.pixelgoat.se/projects/ColorWIP.jpg
Still in the very early stages of the colormap, no specular whatsoever so far!

EarthQuake
12-05-2007, 12:39 AM
A lot of those whiter spots you will want primarilly in the spec, its better to have that just subtly in the diffuse, and really do the nice scratched edge detailing with a spec map.

Oh also, do an ambient occlusion bake! and multiply it onto your diffuse and spec maps.

PixelGoat
12-05-2007, 01:00 AM
Ah yes, the AO is there.. I just set the layer opacity to like 10% at some point and forgot to turn it back up >.<

Also will tone down the white just like you said /images/graemlins/smile.gif

gauss
12-05-2007, 01:04 AM
comradej: REALLY digging the art nouveau test. would be lovely to see a period-appropriate game executed in that style, would be such a breath of fresh air.


MoP: dammit, i was just thinking about reworking that ol dame /images/graemlins/smile.gif

Neo_God
12-05-2007, 05:19 AM
Pixel Goat, what's funny is that I would say 90% of the guns presented here look like someone dropped them in a massive garbage disposal. I really don't know how these weapons can get so scratched up, I mean, I have several guns that were manufactured in the early part of the 20th century, and 1 of them went through ww2, and it's in better condition than that.

Anyway, I think you need to plan out your scratches and dirt better, you pretty much covered the entire thing. You need to think how the gun would be used, where it would most likely get scratched. I know it's silly to think that deeply about a piece, but it really gives it that extra zing.It's a great model the texture just looks overly scratched.

NeoShroomish
12-05-2007, 07:40 AM
Looks great goat, I think that maybe what you have now would make a great specular map, and then maybe dull it down a bit for the diffuse? Just an idea.

Slaught
12-05-2007, 12:45 PM
Time to get into the holiday mood! /images/graemlins/laugh.gif

http://img138.imageshack.us/img138/388/santahat22ut8.th.jpg (http://img138.imageshack.us/my.php?image=santahat22ut8.jpg)

Anyone know how the Teamskins in UT3 work?
I tried adding _VBlue and _VRed but that didn´t work.

PixelGoat
12-05-2007, 12:52 PM
Awesome Slaught /images/graemlins/smile.gif

@Neo_God: I'll tune down the scratching some and look over the placement of said scratches, but since I've already started this and down want to change direction midtexturing I am still going to keep it pretty darn worn down. I promise that I will try to make my next piece more "realistic" in terms of wear and tear /images/graemlins/smile.gif

ironbearxl
12-05-2007, 12:54 PM
new max splash screen:

http://i84.photobucket.com/albums/k30/ironbearxl/splash.jpg

ThatDon
12-05-2007, 12:54 PM
Slaught you're my hero!

monkeyboy_garth
12-05-2007, 04:39 PM
Tacit, I love it!

Mark Dygert
12-05-2007, 05:17 PM
http://www.vigville.com/forum_images/F4_Corsair.jpg
A little warm up for a personal project I'm cooking up.

Slipstream
12-05-2007, 05:29 PM
creature wip
http://img.photobucket.com/albums/v416/temetry/BHC001.jpg

Marshal Banana
12-05-2007, 07:43 PM
I call it 'Metalhead'
http://i93.photobucket.com/albums/l43/Marshal_banana/metalhead.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/metalheadwire.jpg
concept
http://i93.photobucket.com/albums/l43/Marshal_banana/metalhead-1.jpg

PixelGoat
12-05-2007, 10:25 PM
ok attempt number two /images/graemlins/smile.gif

Toned down the scratch and dirt some. Tried to focus most of the wear on places of impact (for lack of a better word). Like the parts of the gun that would touch the ground when put on the floor, the handle, the parts that would come in contact with the body when being held. Focused most of the dirt on recesses and keep parts that are out in the open atleast a bit more clean.

http://www.pixelgoat.se/projects/ColorWIP2.jpg

Chai
12-06-2007, 03:30 AM
More shields.

http://www.svartberg.com/wip/gothic_battle_shield_04.jpg

PixelGoat: I love the direction of this piece, very post apocalyptic, and the contrast of the yellow sticker with the rest is really nice.
The handle can use more loving, and it's too low detailed compared to the rest.
1. You can add some rubber grip texture, make a simple pattern in photoshop and fill where it's needed. (you can check guns.ru for handle refs)
2. A handle would get quite some wear/dirt from sweaty palms /images/graemlins/smile.gif
This wear is usually distinctive by great color variation over the grip pattern, and also some goo like the one you have around your mouse /images/graemlins/smile.gif

conte
12-06-2007, 05:40 AM
tacith, i like him, but he does having only 2 joints on the fingers.

Peris
12-06-2007, 05:44 AM
[ QUOTE ]
new max splash screen:

http://i84.photobucket.com/albums/k30/ironbearxl/splash.jpg

[/ QUOTE ]

ha cool, how did you do that? I want to get rid of that damned ugly snake model picture aswel

IronHawk
12-06-2007, 06:31 AM
stylin little plane there Vig.

Cool shields chai.

breakneck
12-06-2007, 07:48 AM
Peris: how i do it is like this: create yourself any 600x300 pixel image and then save it in the max directory as SPLASH.bmp (allcaps). 24bit, and next time you start max there you have it!

**now i need to figure out how to do in maya**

Mtg_kirin
12-06-2007, 08:14 AM
Hey awesome minigun. You are aware that its a paintball gun our modelling right? nonetheless great work. I too am working on a minigun though urs is better.

BassAckwards
12-06-2007, 09:31 AM
as of now all i need to do is texture and rig
http://i228.photobucket.com/albums/ee78/auerbeckt/repost.jpg

Mark Dygert
12-06-2007, 09:35 AM
PixelGoat, Nice! It's looking a lot better now that you bumped up the AO and resorted the damage to high traffic areas. It made that jump from "Oh well nice attempt" to "now it has that something special". I think it needs a really nice spec map applied to it and you'll be able to call it fini.

IH, thanks. My wife has been pushing me to do more cartoon-ish light hearted stuff. I'll have to toon it down a bit for the project it's going into. Hopefully I can keep some of the character, we'll see.

Sectaurs
12-06-2007, 10:29 AM
looking good, pixelgoat.

not too keen on the warning sticker, though. looks like you put wear and tear on it exactly like all the metal, instead of what would happen to a sticker/decal

chai - what's the reasoning behind those vertices on the back of the shield?

ironbearxl
12-06-2007, 11:02 AM
[ QUOTE ]
[ QUOTE ]
new max splash screen:

http://i84.photobucket.com/albums/k30/ironbearxl/splash.jpg

[/ QUOTE ]

ha cool, how did you do that? I want to get rid of that damned ugly snake model picture aswel

[/ QUOTE ]

Peris: Make a ~600x300 .bmp and copy it to the max root folder.

There's more info in this old cgatlk thread:
http://forums.cgsociety.org/showthread.php?f=6&t=284136&page=1&pp=15

http://img296.imageshack.us/img296/8174/splash2zs.jpg

Joao Sapiro
12-06-2007, 11:17 AM
AHAHAHHAHAHAHAHHAHA ! i want it.

Joseph Silverman
12-06-2007, 12:02 PM
eh, more unfinished doodling. Arshbase.

http://i5.tinypic.com/6s6xvgm.jpg

thefatladysings
12-06-2007, 12:11 PM
http://i2.photobucket.com/albums/y38/skwuig/biker02.jpg

jeremy price
12-06-2007, 12:23 PM
I've been pulling some points around on this car, its a 1973 plymouth valiant.
The exterior is still wip, (these are old screen shots actually) after its done i have the bottom/interior to do. not sure yet if i'll try to tackle the slant 6 under the hood:)
http://www.jeremyprice.org/misc/wip1.jpg
http://www.jeremyprice.org/misc/wip2.jpg

ChaosEidolon
12-06-2007, 12:35 PM
Nice SupRore

Where the hell is this arsh base i keep hearing about? Ive half assedly looked for it a few times but havent been able to track it down.

Joseph Silverman
12-06-2007, 12:41 PM
[ QUOTE ]
Nice SupRore

Where the hell is this arsh base i keep hearing about? Ive half assedly looked for it a few times but havent been able to track it down.

[/ QUOTE ]

Arshlevon's base mesh, he originally posted it here, but the links are dead:
http://boards.polycount.net/showflat.php?Cat=0&Number=177956&page=0&fpart=1&vc =1

East mirrored it here:
http://www.davidostman.se/blog/2007/10/22/arshlevons-baseman-and-basebust/

Psyk0
12-06-2007, 02:04 PM
[ QUOTE ]

http://img296.imageshack.us/img296/8174/splash2zs.jpg

[/ QUOTE ]

Bwahahahaha thanks for the new splash! /images/graemlins/laugh.gif

caseofchill
12-06-2007, 02:52 PM
Nice splash....daddy like. Think I'm gonna change mine.

PixelGoat
12-06-2007, 04:00 PM
[ QUOTE ]
Hey awesome minigun. You are aware that its a paintball gun our modelling right? nonetheless great work. I too am working on a minigun though urs is better.

[/ QUOTE ]

Looks like a real gun to me /images/graemlins/frown.gif
http://www.epicycle.org.uk/images/minigun2.jpg

Chai
12-06-2007, 04:12 PM
[ QUOTE ]
chai - what's the reasoning behind those vertices on the back of the shield?

[/ QUOTE ]

Not sure which you're reffering to ...

Ged
12-06-2007, 05:47 PM
nice head sculpt thefatladysings , its got some character, not too generic /images/graemlins/smile.gif

PixelGoat
12-07-2007, 12:04 AM
Some quick experimentation with rust, not sure if its a keeper or not?
http://www.pixelgoat.se/projects/ColorWIP3.jpg

Thegodzero
12-07-2007, 12:37 AM
I like it, it needs oil/grease stains on parts the move.
Also if it has rust on the painted parts then why wouldn't it be rusty on the parts where the paint has been scraped off?

PixelGoat
12-07-2007, 12:42 AM
That is a good question hehe /images/graemlins/smile.gif *opens photoshop*

Thegodzero
12-07-2007, 12:51 AM
Every object tells us a story.
In my mind this guns story is that it was hardly used for years then sat for years in a damp bunker, and has been pulled back out greased up and put back to work to take on the zombie hoard.

Add some grease on parts where he would hold it to grease it up then to use it.

rooster
12-07-2007, 06:18 AM
thats a placeholder sticker right?

PixelGoat
12-07-2007, 06:54 AM
[ QUOTE ]
thats a placeholder sticker right?

[/ QUOTE ]

I thought it would be funny with a Minigun that might just randomly go off at times /images/graemlins/wink.gif Anyway, continuing this in my newly created work dump thread!

thefatladysings
12-07-2007, 07:48 AM
http://i2.photobucket.com/albums/y38/skwuig/biker05.jpg

Sectaurs
12-07-2007, 08:46 AM
[ QUOTE ]
[ QUOTE ]
chai - what's the reasoning behind those vertices on the back of the shield?

[/ QUOTE ]

Not sure which you're reffering to ...

[/ QUOTE ]

on your wireframe there are cuts at the bottom point and along the top on either side that aren't adding anything to the shape.

Japhir
12-07-2007, 09:53 AM
http://img520.imageshack.us/img520/6739/samuraihelmetwipdx4.jpg
still WIP, crits welcome!

Ape.of.Gods
12-07-2007, 10:58 AM
PixelGoat: Looks cool, but maybe try adding some different materials in there, it's a common issue I see with a lot of weapons on the net is that people just put down one metal and go "done" I'd try to make the bars or canisters have a different metal type and/or colour; Along with the grip as well.

Also, your warning sign doesn't feel like it's in the right place, its a logo over a pretty big panel line and just doesn't feel right, I'd flip it around or place it somewhere on a smooth surface.

Japhir
12-07-2007, 01:36 PM
I am working on normal maps in photoshop and crazybump and this is what i came up with thus far. I don't want to do a highpoly really... kinda hate that sculpting :P (i suck at it, so that's probably why /images/graemlins/wink.gif)
http://img149.imageshack.us/img149/7513/samuraihelmetwipoy9.jpg
C&C welcome!

tokidokizenzen
12-07-2007, 01:42 PM
Looking great Jeremy price! I know its still a wip but don't forget to give the inside walls of those tires some lovin. also when you're done it would be cool to see some sag on the bottom of the tire where it sits on the ground for that extra realism.

indian_boy
12-07-2007, 06:48 PM
im complete ass at texturing:

huge image i warned thee! (http://i174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/gateway01_WIP02.jpg)

tell me wat u think?
thanks in advance guys

now lets see... i LOVE that splash screen lol!
and.. okay fat lady, thats an amazing head, though the lips seem too wide. if u ask me.
Sup, thats looking AWESOME! love the head. all he needs is a scar, and he could be one of those 'marine' heads!

Joseph Silverman
12-07-2007, 06:59 PM
Went a different direction with it, a little. Needs hair, still highpoly, gonna bake down to normals tomorrow or something.

http://i5.tinypic.com/867i1ci.jpg

Chai
12-07-2007, 09:45 PM
[ QUOTE ]
on your wireframe there are cuts at the bottom point and along the top on either side that aren't adding anything to the shape.

[/ QUOTE ]

Ah those, the upper ones add more convulation to the shape, the bottom one is a waste I know - thanks for the heads up /images/graemlins/smile.gif

PixelGoat
12-07-2007, 11:58 PM
[ QUOTE ]
PixelGoat: Looks cool, but maybe try adding some different materials in there, it's a common issue I see with a lot of weapons on the net is that people just put down one metal and go "done" I'd try to make the bars or canisters have a different metal type and/or colour; Along with the grip as well.

Also, your warning sign doesn't feel like it's in the right place, its a logo over a pretty big panel line and just doesn't feel right, I'd flip it around or place it somewhere on a smooth surface.

[/ QUOTE ]

I blame the man or woman who made the original design /images/graemlins/smile.gif Thats the way the sticker plate is placed on every reference pic I found of that particular model. Granted its not a warning sign on the real weapon. Never found a picture with high enough resolution to see what it actually says /images/graemlins/frown.gif

perna
12-08-2007, 01:05 AM
haha sup your heads make me happy. I want to with the latest one grab the upper parts of the ears and pull them out slightly so you get an S shape there and it would be perfect.

hobodactyl
12-08-2007, 02:42 AM
Trying to finish this for the threedy comp

http://uweb.txstate.edu/~is1010/craven_wip.jpg

Texturing all tomorrow, and still gotta make his weapon... ourgh.

Japhir
12-08-2007, 06:15 AM
cool hobodactyl! although i wouldn't sculpt the beard, seems plastic because of that...
playing with a silhouette concept:
http://img61.imageshack.us/img61/1413/wiicharacternj2.jpg