View Full Version : So what are you working on?
skrubbles
12-29-2007, 10:53 PM
wip...
http://img174.imageshack.us/img174/9828/headwip002nk4.jpg
adamlewis
12-30-2007, 06:14 AM
Thanks Bobo and Neox. I made the hands smaller with a bit more length to the fingers, probably still gonna tweak them a lot more though, I agree they fight with the rest of the design.
Here's an updated full body shot with a super quick polypaint. Lower half is still in rough stages.
http://www.adamvfx.com/beelzebub2.jpg
Renaud Galand
12-30-2007, 06:42 AM
Really cool design adam !I like the clean/sharp sculpting you have there /images/graemlins/smile.gif The torso/general proportions reminds me a bit of a model Kolby Jukes made during the first mudbox beta test.
Keep up the good work !
indian_boy
12-30-2007, 11:35 AM
wow this project is going slow for me:
http://i174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/gateway01_WIP03.jpg
removed all the dirt, cuz i was told to change it drastically... also, changed the brick 'style' or what not? added some wear...
as of now, theres only a bit of dirtying... i just wanted to show the base before i attempt the dirt.. any general tips on the process are welcome!
and obviously crits on the current state too!
its rendered in 3ds max btw... 3 lights
thanks for all the help so far!
Playing a bit with my high polygon version in ZBrush, doing some polygon painting. I'd love to be able to transfer this texture over to a texture map, but I think I'd have to import a retopologised mesh that is the final model with UV's and project onto this mesh for shrink wrapping.. The polygon painting would probably disappear then.
Still, fun trying to come up with a human facial expression. I don't do this stuff normally /images/graemlins/smile.gif
http://www.davidostman.se/blog/wp-content/uploads/2007/12/mac-0051.jpg
ScoobyDoofus
12-30-2007, 03:58 PM
East: You can convert your poly colors to a texture within Zbrush and re-export your highpoly w/ auto UV's. Then you can bake your colors and normals/etc in your app of choice. Just apply the output texture from ZB to your High poly prior to baking. I've done that a few times. It requires cleanup in PS, but works just fine.
gavku
12-30-2007, 05:08 PM
adamlewis - nice...
snip...
http://img176.imageshack.us/img176/6286/crabbyxn2.jpg (http://imageshack.us)
BoBo_the_seal
12-30-2007, 06:53 PM
Nice crustacean!
- BoBo
Asmuel
12-30-2007, 07:52 PM
[ QUOTE ]
The torso/general proportions reminds me a bit of a model Kolby Jukes made during the first mudbox beta test.
[/ QUOTE ]
Look a the name, its cool but a bit unoriginal TBH /images/graemlins/frown.gif
Marshal Banana
12-30-2007, 10:13 PM
Just a sword
http://i93.photobucket.com/albums/l43/Marshal_banana/beholdthesword.jpg
adamlewis
12-30-2007, 11:09 PM
Thanks Renaud, I love the model you're referring to and referenced it while working on the character, which is the reason for some of the similarities.
Asmuel: I'm disappointed to hear that, but appreciate the criticism. I'll try to keep my designs a bit fresher in the future.
ThatDon
12-31-2007, 12:41 AM
Don't listen to Asmuel, he's just butt hurt, Your design is pretty rock'n mate.
Asmuel
12-31-2007, 03:46 AM
[ QUOTE ]
Don't listen to Asmuel, he's just butt hurt, Your design is pretty rock'n mate.
[/ QUOTE ]
@ don: Hahaha
@ adamlewis: If you google Beelzebub, you'll find kolby's interpretation is very different to most interpretations, more bat like than fly with distinctive forms/proportions etc. That's why I said it feels unoriginal, the close similarities to a very "outside of the square" design. I should have written more constructive critisism, rather just a blunt negative comment. It's really cool man, very very clean. Its likeness is the only thing that I would criticize it on, which doesn't necessarily need to be remedied, its cool anyway. IF you want it to look less like Kolby's you could change the crotch area up a bit, thats one of the main things that makes it look similar.
Not trying to shit on your work man, just trying to give an honest opinion. Very nicely executed /images/graemlins/smile.gif
Sectaurs
12-31-2007, 08:43 AM
I thought it was based off of Barlowe's Beelzebub?
conte
12-31-2007, 10:47 AM
nice fly, but hands and legs looks out a bit.
dig subtle details.
pliang
12-31-2007, 11:31 AM
You got crabs...
The bumps and details on the exoskeleton's really subtle.
Hey Adamlewis, cool creature! I like the feel of it, looks like some kind of weird unknown material. There is something odd about the renders tho, I read it as very flat? Like a cardboard cutout. Maybe it's because of the strange castshadows, makes it look squashed somehow. I'd love to see a proper 3/4 perpective view.
adamlewis
12-31-2007, 12:46 PM
ThatDon: Thanks!
Asmuel: It's fine man, I understand and appreciate your honest criticism.
conte: Thanks. I agree the hands/legs still look a bit weird, I might overhaul those parts of the design to deal with it.
pior: Thanks. And yeah I've been struggling to get a good screengrab out of Zbrush. Here's one from Mudbox viewport:
http://www.adamvfx.com/beelzebub3.jpg
madman
12-31-2007, 01:42 PM
gavku- like the balance of ur "bug" /images/graemlins/wink.gif
sad demon WIP...
http://img178.imageshack.us/img178/5192/demonwip3ln4.jpg
madman!
thats a killer, sweet work
only suggestion i can give, is maybe bringing the horns closer together.
kolbyjukes
12-31-2007, 01:49 PM
@adamlewis: Hey, I did see this a couple days ago, and had to look at it for a bit. I really like what you did with the head, and I dig the insectoid legs and arms, but the hands and feet feel really awkward to me, don't really have the elegant feeling of the rest of the model. I agree the crotch and torso feel very similar to my thing, but whatever.
Your piece has a very nice, almost barlowe feel to it. Have you got Barlowe's Inferno and Brushfire? If not, stop referencing my crappy models and go get those books, way more inspiring.
Silva_Spoon
12-31-2007, 01:50 PM
Wow you are a fucking madmad!
madman
12-31-2007, 02:18 PM
Thanx guys!
Silva_Spoon - LOL
indian_boy
12-31-2007, 02:42 PM
madman.. how many polies in that piece of genius u provided us to wank off to?
oh wait.. am i the only one? c'mon i CANT be!!
its bloody awesome!!!
u jackass, u forgot the [RANDOM STIFFY] warnings... now theres a hole thru my computer table....
lol i kid... amazing stuff man! aMAZE-ing
madman
12-31-2007, 03:03 PM
It's about 1,7 mln polygons, next subdivision will be over 7mln... so I have to cut horns and import them as subtool. Thx fot the good word.
adamlewis
12-31-2007, 03:20 PM
Thanks Kolby I really appreciate the kind words. I'm a big fan of your work so your opinion means a lot to me. I'm definitely going to go back and fix the hands/feet to try to remove some of that awkwardness that's bringing down the design.
And yeah, it's not a coincidence that it feels similar to Barlowe. My whole inspiration for starting the set was after stumbling on his website and being totally floored by his incredibly creative depictions of Hell. I'm planning on getting one of his books soon but not sure which of the three would be best; any suggestions?
commander_keen
12-31-2007, 05:12 PM
Started this a couple days ago. Its basically a Geometry Wars Clone.
http://www.keenleveldesign.com/pimp/kwars/kwars_wip1.jpg
kolbyjukes
12-31-2007, 07:32 PM
@adamlewis: Go with Brushfire, that's my fav.
achmedthesnake
12-31-2007, 08:54 PM
lobster:
http://i56.photobucket.com/albums/g192/achmedthesnake/lob_mdbx03.jpg
working on building it up slowly, to avoid my usual generic blobby details..
eye trails ftw. looks ace.
commander keen: nice, but I say move onto something else.
Grid Wars was shut down: http://www.incitti.com/Blitz/ (5th project down)
Davision3D
01-01-2008, 05:17 AM
http://www.daxx-web.de/bilder/bullmonster.jpg
BoBo_the_seal
01-01-2008, 09:13 AM
Lobster Johnson is looking great! One of my favorite characters.
- BoBo
Starting on a UT3 character. It's a concept I've been willing to put it ingame since a while now hence I thought I could get over it now that the new UT is out! I plan to go much more realistic with the face to make it contrast as much as possible with the overdone armor.
http://img.photobucket.com/albums/v242/pior_ubb/pior_copwip_002.jpg
ironbearxl
01-01-2008, 12:25 PM
That's a nice concept pior!
adamlewis
01-01-2008, 12:35 PM
kolby: Thanks for the recommendation, I ordered it this morning.
pior: Really nice concept; great looking forms and weight to it.
Marshal Banana
01-01-2008, 02:17 PM
Practicing polyflow and such
http://i93.photobucket.com/albums/l43/Marshal_banana/basemesh1.jpg
aesir
01-01-2008, 02:18 PM
pior... good luck rigging that thing. oh the intersections!
Martin Henriksson
01-01-2008, 05:55 PM
http://static.pici.se/pictures/swKbxXGEB.jpg
just trying to figure out normal mapping. Ignore the shades /images/graemlins/tongue.gif
The tattoos are made by a friend of mine.
Marshal Banana
01-01-2008, 06:18 PM
Now I'm stuck. I'm not sure how to go about modelling the hands. Can anyone suggest a model or something I should look at?
http://i93.photobucket.com/albums/l43/Marshal_banana/basemesh2.jpg
Baddcog
01-01-2008, 09:01 PM
Marshal, what I've found to be easier than extruding the hands from the arms is to trace the shape of the hand with a line tool.
Couple ways to do it, take a pic of your hand, scan your hand... then trace with the line tool and try to put the verts where you want it segmented (at the finger joints...)
Either use that pic as a back drop in 3d program or trace it with pen tool in photoshop and export the ai file, import the ai into 3d...
Then extrude the outline. Then tweak the thickness as needed, attach the hand to the end of arm.
Asmuel
01-01-2008, 09:11 PM
I cant wait to see that in 3d Pior!!!!!! U MUUUUST FINISH!!!
Fucking rock, Achmed. Self-inflicted justice.
madman
01-01-2008, 10:41 PM
pior- great concept, like the colors! I only can't understand that... "handle" thing behind his head /images/graemlins/wink.gif
up to date... or something...
http://img216.imageshack.us/img216/8836/demonwipsl4.jpg
Marshal Banana
01-01-2008, 10:44 PM
Thanks, Baddcog. I like that method.
http://i93.photobucket.com/albums/l43/Marshal_banana/basemesh3.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/basehand1.jpg
Sectaurs
01-01-2008, 11:12 PM
madman - that is beautiful and i wants it.
commander_keen
01-02-2008, 12:00 AM
Some more progress. Its got support for duel analog stick GamePads and a full functional menu and ini saving system.
@Keg, I think I can make it different enough that it wont infringe on their IP.
http://www.keenleveldesign.com/pimp/kwars/kwars_wip2.jpg
_Eclipse_
01-02-2008, 04:40 AM
Hello everyone, I was only a lurker but now I'm joining the forum because I'm also doing 3d in my spare time /images/graemlins/smile.gif
Here's a model i'm working on for a FPS techdemo i'm making alone, It's a scifi guard\soldier /images/graemlins/smile.gif
I plan to make it also zbrushed and normalmapped
Crits and suggestions are welcome!
I'm a coder not a 3d artist, and I'm a real beginner in modelling so don't be rude /images/graemlins/crazy.gif
http://i5.tinypic.com/8eihuzr.png
diffa
01-02-2008, 05:13 AM
...
Dork the Orc WIP
http://www.alphapolygon.com/pics/works/veikko_007.jpg
almighty_gir
01-02-2008, 07:28 AM
ugh, why do people model orc's as just big men with green skin and pointy ears? where's the character gone from their race?
at the very basic level, tolkeins orcs were once elvish and had vastly different proportions. at the very extreme you could look at warhammer orcs as a comparrison.
but what you've got there is a cop out.
i think people can interpret orc however they fucking want
low odor
01-02-2008, 08:06 AM
http://www.kempa.com/blog/images/this-is-not-a-pipe.jpg
I agree. Orcs come in all shapes , sizes, and interpretation. If one wants to depict them gorilla muscled and green it fits the archetype...it's a good start
conte
01-02-2008, 08:44 AM
yeah, everyone can make orcs as they see, but in many cases people does making big green gorilla. And that's some stupidly generic.
Sectaurs
01-02-2008, 08:49 AM
gir - there's no real 'right' way to portray an orc, as it's a fictional creature... but i'll agree that seeing all these Blizzard orcs running around is a bit disappointing. i hate the warhammer orks, though, so at least i don't have to see that.
this mesh looks to be in the early early stages, so hopefully he'll get tons more character in him. his face is still pretty human, basically only his ears make him recognizable as not human
Nick Carver
01-02-2008, 10:09 AM
Long time lurker, first time poster. I love checking out what everyone's up to. Here's some grabs of a sculpt I'm working on in Zbrush.
http://i3.photobucket.com/albums/y95/oishiiniku/test4copy.jpg
http://i3.photobucket.com/albums/y95/oishiiniku/test2copy.jpg
http://i3.photobucket.com/albums/y95/oishiiniku/test3.jpg
http://i3.photobucket.com/albums/y95/oishiiniku/test5.jpg
http://i3.photobucket.com/albums/y95/oishiiniku/test6.jpg
BoBo_the_seal
01-02-2008, 10:26 AM
HAHA that is SOOOOOO nice! I love that old geezer! Welcome to the boards.
- BoBo
almighty_gir
01-02-2008, 10:34 AM
reminds me of one of my science teachers bahahaha i love it /images/graemlins/laugh.gif
fogmann
01-02-2008, 11:03 AM
Haha great sculpt, lovely!
Looking forward to seeing more of your work, and welcome to Polycount /images/graemlins/smile.gif
Renaud Galand
01-02-2008, 11:49 AM
haha ! awesome concept Nick /images/graemlins/laugh.gif welcome on polycount !
Psyk0
01-02-2008, 11:52 AM
Geriatric emo hairstyle ftw! /images/graemlins/laugh.gif
adamlewis
01-02-2008, 12:10 PM
Early wip of another character...
http://www.adamvfx.com/mnyn.jpg
Ahh, 'bout time you started posting around here Nick, I love your artwork! Keep it coming! /images/graemlins/smile.gif
Adam Lewis: Cool stuff, I love the really defined planes and edges you keep pulling out.
pliang
01-02-2008, 04:14 PM
That's a nice devilish smile you got on that face...
ImSlightlyBored
01-02-2008, 06:36 PM
detail break barrier for a mix up between art nouveau and tech
http://img91.imageshack.us/img91/5329/renderzf3.jpg (http://imageshack.us)
Hi poly of course
Cables gonna be just image planes, old school ftw. Things meant to be tileable but isnt at the moment.
Looking at the concept I think the piano hinges of the front panels need to be more pronounced to break up that flat plane and the front panels need more depth or at least need more support to stand them up. Oh and of course more mandatory nuts and bolts but thats without saying. No need to model them!
excuse the typing my bloody space key is borked
addendum:I also dont like those sharp edged sticks, will round them off with a detail or something.Any ideas??
Skeptical Nate
01-03-2008, 12:11 AM
That old guys awesome Nick
Heres a stylized violin I'm working on for fun.
http://i38.photobucket.com/albums/e117/SkepticalNate/ViolinWIP1.jpg
Nick Carver
01-03-2008, 03:37 AM
Cheers for the kind words, all! I've made a turnaround movie of the bust in Zbrush but I don't have a website currently. Can anyone recommend somewhere I could host the file for free?
aesir
01-03-2008, 03:44 AM
youtube?
Asmuel
01-03-2008, 04:06 AM
Nice Nick, makes me think of the Triplets of Belleville for some reason.
Nick Carver
01-03-2008, 06:08 AM
I've put the video up on google video, but all those streaming vid thingies seem to compress movies horribly. If anyone's got a better alternative, then let me know.
Cheers, Nick.
EDIT: See post below.
adamlewis
01-03-2008, 06:30 AM
Nick, check out Stage6 (http://www.stage6.com). As far as I know they have virtually no restrictions on the size or quality of the video being uploaded. The only downside is you need to use the Divx or Xvid codec with your movies.
diffa
01-03-2008, 10:30 AM
update on my orc...
http://www.alphapolygon.com/pics/works/orc_medium.jpg
killingpeople
01-03-2008, 10:39 AM
very rad anatomy play adamlewis. i'm loving beelzebub2.jpg, hell, all your beelzebub sculpts make me drippy.
haha nice, Nick Carver, the second image made laugh.
madman
01-03-2008, 11:52 AM
Nick- haha awesome form /images/graemlins/smile.gif
-------------------------------
http://img222.imageshack.us/img222/725/demonwip4uc4.jpg
killingpeople
01-03-2008, 01:08 PM
diffa: your guy's back muscles look like a vagina.
diffa
01-03-2008, 01:31 PM
killingpeople : cool! Well that's just makes him unique.
Orc with a vagina on his back. You didn't see that coming.
Nick Carver
01-03-2008, 03:04 PM
Thanks again for the kind words, folks!
Made a few tweaks and tried to make the expression into more of a wink:
http://i3.photobucket.com/albums/y95/oishiiniku/stillgotit.jpg
I got some free webspace to host the turnaround. Apologies if it goes bye-bye:
http://www.freewebs.com/oishiinku/turnaround.mov
Thanks, Nick.
jibowski
01-03-2008, 03:43 PM
HAPPY NEW YEAR EVERYBODY !!!
http://jibifaak.free.fr/frms/machine_02.jpg
dupikus
01-03-2008, 04:08 PM
Madman - emejzing! /images/graemlins/laugh.gif
Nick - haha, looks great!
http://img122.imageshack.us/img122/4642/brianmh5.jpg
thnom
01-03-2008, 05:33 PM
Dupikus that looks rather nice BUT that shirt needs to be flipped around. Male shirts buttons are usually on the right as are symbols/motifs/logos etc on the left.
Martin Henriksson
01-03-2008, 06:12 PM
http://static.pici.se/pictures/iwbybTOLp.jpg
Working on a full landsknecht kind of character, im actually gonna try to finish this one for once, normalmapped and all. CnC welcome as always, its all very much WIP atm.
ironbearxl
01-03-2008, 11:09 PM
nice prop jibowski!
Davision3D
01-04-2008, 06:17 AM
New Char for UT3:
http://www.daxx-web.de/bilder/mouseut.jpg
Its a model that i made some time ago, i have made a 2nd skin that i will import later. He will also get some shoulderpads and helmets.
Hopefully EPIC will release a Patch soon that allows custom Factions!
Japhir
01-04-2008, 09:50 AM
cool davision3d!
i made a head:
http://img143.imageshack.us/img143/4843/headwipvx1.jpg
adamlewis
01-04-2008, 11:42 AM
Davision that looks wicked in-game.
Spent more time on this guy. Debating whether or not to shorten his legs, but I like him kind of freakishly tall. Still need to refine certain areas like his hands.
http://www.adamvfx.com/moloch.jpg
8FtSpider
01-04-2008, 03:35 PM
Adam Lewis, I love this stuff, man. Keep hammering away at these devils. I don't think you need to shorten the legs, btw.
commander_keen
01-04-2008, 05:25 PM
Davision3D: Cool, does it use standard ut3 animations? It looks kinda stiff in the screenshots.
SHEPEIRO
01-04-2008, 06:28 PM
man it seams like ages since ive had the time to post on these pages,
loads of cool work esp the character stuff....adam i think the thing needs sommit weird to set it off like a walkman or an Ipod
Armanguy
01-05-2008, 12:20 AM
hey guys just throwing something in here :P working on my own mod right now 2 man mod actually with a coder friend ofmine im in charge of the models,levels and mostly everything of the art side and hes in charge of coding one of the first things ive completed is the healthpack for the main character he is pre-teens so he cant really use med kits so the way he gets his health back is from these lunchboxes:
http://img.photobucket.com/albums/v92/armanguy/TIHEALTHPACK.jpg
ironbearxl
01-05-2008, 12:41 AM
Neat pickup Armanguy, it could use some surface dents though since it looks like it's taken a beating.
Armanguy
01-05-2008, 12:50 AM
thanks man never thought of doing that ill be sure to add that in /images/graemlins/smile.gif
MightyPea
01-05-2008, 04:09 AM
AdamLewis: I really like your stuff, but have you ever considered adding some 'clarity' of shapes? That sounds vague, I realise, but for instance: the legs and feet are absolutely perfect in that regard. They mix large plain surfaces with smaller surface variations, whereas the torso has too much visual noise in the belly-area. The chest really works for me, but the belly suddenly demands all attention, without adding much to the interest of the character, I feel. This may ofcourse change drastically once you get to the texture maps (using colour and specular to draw attention elsewhere) when everything won't look quiet this crisp, but have you tried it with a less busy belly?
Davision3D
01-05-2008, 05:25 AM
@ commander_keen
It use the Krall Skeleton and animations, the Krall move this kinda funny. I think it fits good to the mouse. /images/graemlins/smile.gif
@ adamlewis
Cool style!
How do you make it this extreme sharp and clean, just using the pinch and smooth tool a lot?
nkoste
01-05-2008, 06:35 AM
Awesome Davision! I haven't put anything in a game since HL. I like the texture of the skin.
Japhir
01-05-2008, 07:29 AM
update:
http://img523.imageshack.us/img523/4421/headsdkwiptw5.jpg
I want to make the hair as in my simple concept sketch (http://img515.imageshack.us/img515/5306/head040108px2.jpg) , but i have no idea how to do that, so any ideas about that?
Johny
01-05-2008, 07:48 AM
hey man is that a basemesh or lowpoly ? i like the shapes heheh /images/graemlins/wink.gif
Baddcog
01-05-2008, 10:01 AM
adamlewis,
yeah, that's sweet, alot better than before I think.
Japhir
01-05-2008, 11:03 AM
johny: yeah it probably is /images/graemlins/tongue.gif first time trying to sculpt something for real. only problem is that i lost my pentablet's pen and now i can only sculpt using the mouse... damn. :s
thanks!
Tennis
01-05-2008, 11:13 AM
http://www.kennethfejer.com/test/rockchick.png
rock chick
533 tris
Martin Henriksson
01-05-2008, 12:18 PM
http://static.pici.se/pictures/XTgzfHgAW.jpg
small update, think im gonna scrap the helmet and make him a fancy landsknecht hat instead.
adamlewis
01-05-2008, 02:14 PM
8FTSpider: Thank you!
MightyPea: I see your point. I got a bit carried away with the torso but looking at it now I agree it seems out place with the rest of the design. Thanks.
Davision3D: The main things I do to get that effect are using lazy mouse and playing with the settings to get the right stroke, and also using the 'brush mod' slider with the regular push brush to do a simultaneous push/pinch on the stroke.
Baddcog: Thanks.
And now another WIP. Ba'al. I'm going to avoid starting any new characters and now just concentrate on going back and forth refining these three designs. My next characters for the set will be a lot more abstract in design.
http://www.adamvfx.com/baal.jpg
Martin Henriksson
01-05-2008, 05:08 PM
http://static.pici.se/pictures/NNQKKlgZW.jpg
Not sure what needs to be done with the hat, atm i feel it looks abit wierd. Some suggestions are appreciated! /images/graemlins/tongue.gif
Johny
01-05-2008, 05:59 PM
adamlewis : love that style man, keep us updated please.
madman
01-05-2008, 07:59 PM
adamlevis- AWESOME shapes! but prpably I have said that before...
Fast color concept.
http://img147.imageshack.us/img147/5900/demonwip6ai1.jpg
Cheer!
Madman, the back handle is for him to be dropped by a plane or whatever :P
http://img.photobucket.com/albums/v242/pior_ubb/pior_copwip_003.jpg
Originally wanted to push and render the concept much further but I feel like I have all the necessary info with a toonesque, plaster-like volume render. Will see...
ThatDon
01-05-2008, 11:47 PM
That's really hawt pior, I dig the handle /images/graemlins/wink.gif
gavku
01-06-2008, 01:30 AM
Yeah Pior thats looking ace.
Armanguy
01-06-2008, 02:44 AM
reminds me of tf2 for some reason nice job pior what are you using?
DanConroy
01-06-2008, 03:34 AM
Trying to get past the stage of "can't texture to save my life" so working on smaller models like so :
http://uploads.dodart.net/uploads/Renders-2.jpg
Japhir
01-06-2008, 06:10 AM
really cool stuff in here!
so i found my pen and got sculpting. really hard to retain the original shape! well anyways here it is:
http://img151.imageshack.us/img151/2507/headsdkwipzo7.jpg
ThatDon
01-06-2008, 07:17 AM
Highpoly for the mini pro wrestler comp at GA
http://img90.imageshack.us/img90/8656/wip4tc1.jpg
BoBo_the_seal
01-06-2008, 07:27 AM
DannyLad: that is looking really good. The road is too pristine and clean at the moment. Give it a slight incline towards the edge and a drainage channel. Also, gradient darker colors from the edge out to show wear and tear.
Pior: That will kick so much ass!
ThatDon: That does kick so much ass! /images/graemlins/smile.gif
- BoBo
sama.van
01-06-2008, 01:17 PM
Working on my next character.
Viewport screen, diffuse self illu 100%.
http://sama.van.free.fr/version4.0/3D/Esenthel/HumanRogueFemale/WIP/WIP_sama.van_Esenthel_Rogue_Human_Armor_A01.jpg
DanConroy
01-06-2008, 01:55 PM
[ QUOTE ]
DannyLad: that is looking really good. The road is too pristine and clean at the moment. Give it a slight incline towards the edge and a drainage channel. Also, gradient darker colors from the edge out to show wear and tear.
Pior: That will kick so much ass!
ThatDon: That does kick so much ass! /images/graemlins/smile.gif
- BoBo
[/ QUOTE ]
Thanks very much for that feedback mate, i'll have a play around with your ideas and see if I can do it.
marro
01-06-2008, 03:10 PM
ThatDon, your wrestler is awesome!
Wouah Sama that looks so much better than anything I've seen from you! Great start!
You might want a bit more contrast on the skintone - and by that I don't mean adjusting the whole thing using brightness/contrast in Photoshop, but instead adding some very localized spots of brighter color ex where the meet, on the forhead aso. (ouéé donc peut etre un peu plus de contraste mais pas 'brightness/contrast' dans PS, plutot des points de contraste locaux genre sur le front, entre les seins au niveau du sternum etc).
Absolutely love that fat wrestler. So nice haha!
Haha thanks Bobo. I obviously see that cop as a goofy, not serious character - it's quite fun to make him look huge but stupid at the same time. More concepts below and a pimped up lit version : (plan to use UT3 swappable bodyparts system for alternate helmets and shoulderpads)
http://img.photobucket.com/albums/v242/pior_ubb/pior_copwip_004c.jpg
http://img.photobucket.com/albums/v242/pior_ubb/pior_copwip_006.jpg
Wooo!
RazorBladder
01-06-2008, 05:16 PM
He's on full alert with that red alarm on his face.
You're doing big & goofy proud :P
ThatDon
01-06-2008, 05:18 PM
Pior, stop being so bloody awesome.
Peris
01-06-2008, 05:29 PM
ha that last helmet design is awesome /images/graemlins/smile.gif. Guy has some huge crotch protection there tho /images/graemlins/tongue.gif
SHEPEIRO
01-06-2008, 05:36 PM
Prior- id love too see a hanglider with hundreds of those slung underneath.
sommit ive been working on for a while, but mainly on design and tech stuff so far. its a little XNA project that ive enlisted some help with, maybe when work calms down we'll be able to spend some time on it.
but this weekend i decided to jump in and start modelling the main star
http://i30.photobucket.com/albums/c346/Shepeiro/firefighter.jpg
also shoved it in one of my test scenes (not in engine) just tests to see whether what i want is going to be possible
http://i30.photobucket.com/albums/c346/Shepeiro/firefighterscene.jpg
tacit math
01-06-2008, 05:38 PM
chasing ThatDon's wrestler :
http://orderindebris.exorsus.net/images/wresl_spins.gif
ThatDon
01-06-2008, 05:56 PM
Chasing aye? looks like you put your Nikes on and left me in the dust.
Asmuel
01-06-2008, 06:16 PM
Looks fucking awesome Tactic!
Skin actually looks great, is it just a ZB3 mat?
@ Pior - Thats going to be the coolest thing to hit UE3!
IronHawk
01-06-2008, 06:17 PM
HOT Damn Pior! So much style it hurts.
sama.van
01-06-2008, 06:28 PM
Pior : punaise ça déchire du slip >___<
(french trip)
And yes thanks for tips Pior!
Actually I'm trying some specular attempt on the nude body, this is on progress for now...
http://sama.van.free.fr/version4.0/3D/Es...an_Nude_A00.jpg (http://sama.van.free.fr/version4.0/3D/Esenthel/HumanRogueFemale/WIP/WIP_sama.van_Esenthel_Rogue_Human_Nude_A00.jpg)
So, I continu on my diffuse map. (Hell I forgot to try normal map again woops /images/graemlins/laugh.gif)
http://sama.van.free.fr/version4.0/3D/Esenthel/HumanRogueFemale/WIP/WIP_sama.van_Esenthel_Rogue_Human_Armor_A02.jpg
MattLichy
01-06-2008, 07:16 PM
sama.van : Damn man that is looking really nice so far /images/graemlins/smile.gif.
Here is a character I started for my demo reel. I still have quite a bit of work to do, but I am alost done with my low poly for the head.
http://aycu07.webshots.com/image/40886/2005150195303339358_rs.jpg
BoBo_the_seal
01-06-2008, 07:46 PM
Pior and tacit : SPLOOOGGGEEE!!!!!
Matys
01-06-2008, 08:13 PM
hi
working on:
http://images28.fotosik.pl/137/a1bbaf4dbe31b23d.jpg (www.fotosik.pl)
and
http://images32.fotosik.pl/99/9108c504ac6ba3ad.jpg (www.fotosik.pl)
not sure about them at all :/ any idias how to improve ?
BoBo_the_seal
01-06-2008, 08:24 PM
very nice Matys!
- BoBo
monkeyboy_garth
01-06-2008, 08:29 PM
Tacit, that's awesome!
Bryan Cavett
01-06-2008, 09:17 PM
Matys those models look awesome but the arms are seriously lacking on both models. If you fix the anatomy issues they will improve greatly.
Awesome stuff in this thread lately.
MAUL0r
01-06-2008, 09:19 PM
Tacit, at first glance it looks like chibi-juggernaut.... bitch! Great modeling!
JordanW
01-06-2008, 09:31 PM
new comp = new art
http://www.mutantspoon.com/temp/2.jpg
Matys that nice! I reckon you used alot of Z3 extract features for the straps and such? I need to try that more. That's THE one thing I love about Z3 /images/graemlins/smile.gif
Sama, I usually don't really like doing paintovers but I wanted to bring the point accross here. Basically what I meant is quite the opposite of what you have with your current specular pass. I was talking about localized contrast allowing the eye to jump from spot to spot. Kindof like this :
http://img.photobucket.com/albums/v242/pior_ubb/samapaint.gif
I didn't work them as mush as Kenneth Scott did on the Hunter texture and I kept the shiny bits more like paint strokes but you get the idea. Also the reason for the super shiny dot on the shoulder -which is waaay to pronounced here but then again I just want to bring the point across- is for this spot to take over the other shiny spots. In terms of relative contrast the shiny bits on the face and b.o.o.b.s look *less* shiny than the shoulder, but the painted information is still there. I believe Kenneth Scott did this using the b.o.o.b.s and ass on his texture because of them being the bigger shapes available. (their highlight is not only bigger, its also brighter) Also on your m.o.d.e.l you can notice how the arm which was just a plain color before becomes a volume just with the addition of one white spot - a very useful thing to use when doing metals aso.
BUT! this might be way to much for the style you are looking for (japan-like, 'dry' AO look). But still the concept art has this shiny look too! Up to you :P
Conor
01-07-2008, 12:30 AM
Making quick sprites for a 2d game...
http://harpooned.org/images/humpback_original.gif http://harpooned.org/images/humpback_3d.gif http://harpooned.org/images/humpback.gif
Skeptical Nate
01-07-2008, 02:44 AM
hey thats pretty neat conor
Neo_God
01-07-2008, 03:49 AM
Just a little messing around by applying some school figure sculpting knowledge to Z-Brush, going about doing an asymmetrical sculpt in a more dynamic pose.
http://img.photobucket.com/albums/v305/Neo_God/kfs.jpg
katana
01-07-2008, 03:56 AM
...so that's how you make sprites...nice...
Pior, If you are going to expose the arm, then I see little point of covering up the face...Personally I think that covering the face , which has so much character, is not that great of a direction...the visor looks good, the face paint is overkill with any kind of face covering...just my .02...The piece is fantastic though and I added it to my reference folder.
hawken
01-07-2008, 04:08 AM
nice idea for the sprite there connor.
ok it's not for any sort of game but I've been working on 6 scenes over the past few months, heres one of them - final will be animated like the others. Maybe I'll post the animations of this one here.
http://farm3.static.flickr.com/2287/2174340731_de18f9e596_o.jpg
indian_boy
01-07-2008, 06:07 AM
those wrestlers are AWESOME
and pior... fabulous piece [as i think every1's come to expect? i need to learn how to paint like that lol... workin at it hehe... love all the head ideas [though the huge red 'light' seems... weird?]
Matys WOAHNESS...... love those pieces.. just err... reduce the wrist thickness on the first guy? it seems.. too fat, personally
Japhir
01-07-2008, 09:19 AM
great stuff guys!
pior: i'd definately go with the second head design!
update on my sculpt:
http://img140.imageshack.us/img140/6594/headsdkwipbf0.jpg
i still need to figure out a way to make the hair like in my concept sketch (http://img515.imageshack.us/img515/5306/head040108px2.jpg)
sir-knight
01-07-2008, 09:19 AM
[ QUOTE ]
http://sama.van.free.fr/version4.0/3D/Esenthel/HumanRogueFemale/WIP/WIP_sama.van_Esenthel_Rogue_Human_Armor_A02.jpg
[/ QUOTE ]
that chest armor is pretty damn sexy looking... I need to get back to my designing roots...
sama.van
01-07-2008, 10:13 AM
Pior : Ok I'll do it after armor!
So playing with specular again /images/graemlins/laugh.gif, but I hope close armor diffuse this night, all bottom left... /images/graemlins/mad.gif
http://sama.van.free.fr/version4.0/3D/Esenthel/HumanRogueFemale/WIP/WIP_sama.van_Esenthel_Rogue_Human_Armor_A03.gif
Davision3D
01-07-2008, 12:15 PM
mad scientist:
http://www.daxx-web.de/bilder/scientist.jpg
@ sama.van
great looking texture!
ha ha Davision3D. thats cool mate
leilei
01-07-2008, 02:38 PM
Frankensteined a 2 year old body/arms model to test out proportions and color (and to quickly kick ass on nexuiz online as while I wait for the linux UT3 client to come out /images/graemlins/smile.gif )
http://openarena.ws/crap/darklei2.jpg
also a silly messy looking chaingun replacement - trying 90's VGA 'professional' shareware game style.
http://openarena.ws/fsfps/davecgun2.png
Tully
01-07-2008, 05:36 PM
I've been picking away at a maquette in my apres work time. Just proving to myself that I can make a decent one!
http://www.ldaustinart.com/laurel/demon_sculpt_01.jpg
(thanks to MoP for the lovely photos he took of it!)
It's made from Super Sculpey (which is a bitch to find in the UK) and a combination of two sorts of epoxy putty. And super glue. He's missing one side of his teeth, but the ones in there now are just placeholders. I bought some translucent white sculpey so that I can bake them seperately and glue them in after I've finished, baked and painted him (so they look extra toothy).
You'll see a penny I left next to him for scale. There are lots of ugly bits still left, but I'm plugging away to smooth all those out.
And damn if it's not the most fun thing I've made in a while! So much more satisfying than just a drawing. Takes a million times as long, but at the end you have a TOY /images/graemlins/laugh.gif
When he's done I'm taking him to work and he'll live on my desk in perpetuity. Then I'm starting another one. I think I've found a new hobby. (I'm saying this now.. I really do hope I keep up with it.)
Soccerman18
01-07-2008, 09:26 PM
Wow, that is pretty awsome Tully. Got any progress shots?
IronHawk
01-07-2008, 11:27 PM
start of a fan art piece. The auto turret from SC2. Here is the concept (http://www.starcraft2.com/images/artwork/ss67-hires.jpg) . Here is the current wip shot of me getting started.
http://home.comcast.net/~halljesse7/image_folder/turretStart.jpg
leilei
01-08-2008, 01:42 AM
equally corny devastator replacement
http://openarena.ws/fsfps/daveastatin.gif
ThatDon
01-08-2008, 02:05 AM
Bah deadlines suck. Might tidy him up more later.
http://img72.imageshack.us/img72/4578/finalsheethd2.jpg
Sa74n
01-08-2008, 02:19 AM
great work, laurel! loving it /images/graemlins/smile.gif you gonna paint it too when you're done sculpting?
thatdon:
/images/graemlins/laugh.gif nacho libre rocks. hope you're going to give him a nice winning pose too
pliang
01-08-2008, 02:29 AM
Nice...now apply sub surface scatter on the pores.
steady
01-08-2008, 02:32 AM
Great Job ThatDon!
i think i see a kittens face in the center of his chest hair, anyone else see it? i guess mirroring stuff can have funny results sometimes, lulz
conte
01-08-2008, 02:41 AM
that don that rox
/images/graemlins/laugh.gif
madman
01-08-2008, 02:49 AM
Tully: Ahhh, great one. I have to back to traditional sculpt- maybe after You finish that You try to make some artistic photos? Do You plan to paint it?
IronHawk
01-08-2008, 08:13 AM
nice wrestler ThatDon. I see the kitten too!
TheMadArtist
01-08-2008, 09:14 AM
Those wrestlers are awesome. /images/graemlins/laugh.gif
Super
01-08-2008, 09:18 AM
That Nacho Libre rocks. Hard.
Hands suck.
http://www.splitpoly.com/images/work/soldier/002.jpg
Tully : Luv!!
ThatDon : awesomeness dude, that really turned out awesome /images/graemlins/smile.gif
TheMadArtist
01-08-2008, 09:23 AM
A bit of free time today at work http://img141.imageshack.us/img141/5684/ufoaiglowhf5.jpg (http://imageshack.us)
tully!
thats is freakn brilliant,
i still need to give that supersculpty a try.
keep us updated!
ThatDon
01-08-2008, 10:07 AM
It's MACHO LIBRE, I thought I was being cheeky /images/graemlins/smile.gif
Ohh gezz, everybody loves kittens though....right..
I originally layed it out for unique chest hair but I was getting nasty seams with the maya cgfx shader, I will have to further look into why that was happening.
Darksun
01-08-2008, 10:18 AM
Tully, that's awesome! I started making an action figure out of Supersculpey about a year ago & never finished.. Still get the urge to go back to it.
My family got me Zbrush as a Birthday/Christmas present! How awesome are they!?! I finally feel like I'm part of the group now, lol!
I imported an old model as a base mesh and began my first sculpt!
http://img.photobucket.com/albums/v355/darksungames/Garbage/Z_janq5.jpg
http://img.photobucket.com/albums/v355/darksungames/Garbage/Z_janq4.jpg
http://img.photobucket.com/albums/v355/darksungames/Garbage/Z_janq6.jpg
caseofchill
01-08-2008, 12:21 PM
Nice first sculpt Darksun, good luck with the rest of him.
ultra
01-08-2008, 01:23 PM
Very cool Tully!
leilei - like the devastator. duke nukem was the dogs bollox.
perhaps a few more dirt overlays on it, but too clean/new looking
Baddcog
01-08-2008, 07:55 PM
leilei,
Love the thumb buttons, that's probably the most original thing i've ever seen /images/graemlins/laugh.gif
hawken
01-08-2008, 08:06 PM
no idea how to get the chrome to reflect light onto the fridge surface, still, it's ready for animation. blah blah blah
http://farm3.static.flickr.com/2355/2178888283_6963b417e9_o.png
that would require raytracing, friend hawken
Skeptical Nate
01-08-2008, 09:06 PM
summore progress on this. So far just plain colors with vertex lighting.
http://i38.photobucket.com/albums/e117/SkepticalNate/ViolinWIP2.jpg
MasteroftheFork
01-08-2008, 09:31 PM
http://img.photobucket.com/albums/v408/MasteroftheFork/DreamEater_wip07.jpg
leilei
01-08-2008, 09:34 PM
[ QUOTE ]
leilei,
Love the thumb buttons, that's probably the most original thing i've ever seen /images/graemlins/laugh.gif
[/ QUOTE ]
Yeah I wanted to do a more 'hands-on' approach.
The simple, over-antialiased CGI barrel was intentional because in 1994 it'd be regarded as NEXT GENERATION REALISTIC 3D GRAPHICS. So for that fact i've taken the 90s habits route for the art in this one /images/graemlins/laugh.gif
adamlewis
01-08-2008, 09:48 PM
ThatDon: Great character. Love the proportions.
Tully: Cool stuff. The body looks great but the head needs more love.
Darksun: Nice start, though be careful and resist the urge to go into the higher levels too early. You can push the lower forms a lot further.
Took a break from my main stuff to do a simple head study.
http://www.adamvfx.com/head1.jpg
tremulant
01-08-2008, 10:24 PM
guess who...
http://i2.photobucket.com/albums/y2/daveroo/Progress2.jpg
Darksun
01-08-2008, 10:26 PM
[ QUOTE ]
Darksun: Nice start, though be careful and resist the urge to go into the higher levels too early. You can push the lower forms a lot further.
Took a break from my main stuff to do a simple head study.
[/ QUOTE ]
Yeah, I see what you mean.... I imported a previous low poly model I did as a base mesh. I'm beginning to see how building the base mesh in a certain way makes a big impact..
currently I think I need to re-topologize it because there are some parts I can't work with very well, never mind fix..
after I do that I wanna go in and hit the lower levels..
btw, your "simple head study" made me explode../images/graemlins/ooo.gif how often do you use masks when modeling? (if at all)
adamlewis
01-08-2008, 11:19 PM
Darksun: Thanks. I find that the best way to construct a base mesh it to only create topology when it's absolutely necessary, such as a hand where there are multiple lengthy extrusions that would be impractical and inefficient to extract for a more simple form such as a cube. It's a lot faster, creative, and as a result more fun to model this way, and thanks to new retopology tools like Topogun also very practical. To give you an example, here's the base mesh I used to sculpt the head I posted above:
http://www.adamvfx.com/base.jpg
And also, regarding your question about masks. I don't really use them that much aside from when I want to move around a complex shape without distorting it (like say, if I wanted to adjust the position of a mouth on a face, I can mask off the mouth and then use the move tool to adjust the entire form without distorting it).
Hawken: Look for caustics since xsi, maya and max (listed in order of personal preference :P) all use mental ray.
MAUL0r
01-08-2008, 11:46 PM
http://i181.photobucket.com/albums/x211/MAUL0r/goblin_wip3.jpg
the painting process has begun...
hawken
01-09-2008, 02:55 AM
aye I'm being used by cinema 4d.
Figured out where all the buttons are in the end, after some serious hit and miss rendering, here's the final materials:
http://farm3.static.flickr.com/2154/2180428724_0210cceb17_o.png
http://farm3.static.flickr.com/2283/2179639475_c4667f25a0_o.jpg
BoBo_the_seal
01-09-2008, 05:26 AM
adamlewis: beautiful work!
tremulant
01-09-2008, 07:55 AM
cool stuff hawken
Sectaurs
01-09-2008, 08:21 AM
finished up my GA.org contest entry.
you'd all better vote for me. i don't want to win on actual merit!
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/Beauty01.jpg
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/wip06.jpg
Xenobond
01-09-2008, 08:42 AM
Hahahaha!!! Great title, Sec. I'd play that game.
tokidokizenzen
01-09-2008, 09:30 AM
Awesome Ian!
Davision3D
01-09-2008, 01:12 PM
More work on this big one:
http://www.daxx-web.de/bilder/bullmonster2.jpg
I need to make something better for the neck.
animeboyz
01-09-2008, 03:12 PM
MAUL0r : I really like the details on the staff
http://www.jakeart.com/FinalScreen.jpg
1500 tris; 512 x 512 maps
Jeremy Lindstrom
01-09-2008, 05:49 PM
[ QUOTE ]
hey guys just throwing something in here :P working on my own mod right now 2 man mod actually with a coder friend ofmine im in charge of the models,levels and mostly everything of the art side and hes in charge of coding one of the first things ive completed is the healthpack for the main character he is pre-teens so he cant really use med kits so the way he gets his health back is from these lunchboxes:
http://img.photobucket.com/albums/v92/armanguy/TIHEALTHPACK.jpg
[/ QUOTE ]
Also I'd flip all the writting because when it sits up straight like a briefcase all lunchboxes are that way so they are right side up?
Armanguy
01-09-2008, 06:31 PM
actually i have one of these at my house and the font faces you like in my model /images/graemlins/smile.gif
sama.van
01-09-2008, 07:51 PM
Pior : So I did some modification on face /images/graemlins/smile.gif
Some cloth, feet, and leg skin left... I want to die <_<
http://sama.van.free.fr/version4.0/3D/Esenthel/HumanRogueFemale/WIP/WIP_sama.van_Esenthel_Rogue_Human_Armor_A03.jpg
MAUL0r
01-09-2008, 07:58 PM
[ QUOTE ]
hey guys just throwing something in here :P working on my own mod right now 2 man mod actually with a coder friend ofmine im in charge of the models,levels and mostly everything of the art side and hes in charge of coding one of the first things ive completed is the healthpack for the main character he is pre-teens so he cant really use med kits so the way he gets his health back is from these lunchboxes:
http://img.photobucket.com/albums/v92/armanguy/TIHEALTHPACK.jpg
[/ QUOTE ]
I'd love to see a portal on the front of it that looks like the other side is inside the lunchbox...
Kovac
01-09-2008, 08:21 PM
I finally had the chance yesterday to sit down and play with sculpting for the first time. I'm really enjoying the hell outta it so far. Any crits would be great, as this sucker still has a lonng way to go. Spent about 4 hours on it now which feels like a good speed to get comfortable with zbrush and take my time doing so.
lol away at the absolute shit presentation.. I haven't figured out how any of the rendering stuff works yet /images/graemlins/frown.gif
obvious basebust props to arsh
http://i135.photobucket.com/albums/q156/kovac1274/badpresentation.jpg
bounchfx
01-09-2008, 08:29 PM
dude sama.van that chick is freaking awesome as hell. <3 it
the texturing is sweet
IronHawk
01-09-2008, 11:17 PM
http://home.comcast.net/~halljesse7/image_folder/turretStart.jpg
more progress on the turret. Have some scale issues to work out still but having a good time with this.
Neo_God
01-10-2008, 01:46 AM
Davision, looks cool, but boo on using the texture on the hand that is just that single brush in ZB.
Animeboyz...that is looking mighty harsh. Tone that normal map down a bit, it's popping out way too much, it almost hurts the eyes. Maybe render it with some anti-aliasing aswell.
Kovac, it's a nice start but the collar bone looks wonky, for some strange reason you have it forming into the deltoid, when it really should be faded off in to the skin before the deltoid starts.
lovin it sama, and that character is ace sectaurs
doing some much-needed zbrush anatomy studies with a coworker...
http://www.olypen.com/advent/Smiley/temp/skullstudy.jpg
Japhir
01-10-2008, 06:51 AM
sama /images/graemlins/ooo.gif that is very cool! loving the texture work!
Kovac
01-10-2008, 09:42 AM
Thanks Neo,
I was going off of a few reference images in addition and was confused by that part.
http://www.kopykake.com/images/bodybuilder.jpg
I'll assume I was seeing it that way because his hands are up on his hips??
I've also made a lot of tweaks to the shape of the cranium, deemphasized the that thick neck muscle (the front sterno one) and scaled up the ears based on some critiques a friend had.
conte
01-10-2008, 09:47 AM
oooogh, very hard work is done.
i called him- "3dsmax guy of primitives"
http://hosting03.imagecross.com/myspace-image-upload-2/8273primitiveguylolz.JPG
http://www.horribledeath.com/images/barflez_wip04_th.jpg (http://www.horribledeath.com/images/wip/barflez_wip04.jpg)
More on this old model. Probably won't finish it before Dominance War III, but should get fairly far on it I hope.
*edit* This is based on my WoW character as it was a year or so ago - http://www.horribledeath.com/images/wip/Barflez_wip_ref.jpg
I'm slightly redesigning certain elements on it, but overall that's the design I'm using (It's been my favorite warrior raid armor put in the game).
conte
01-10-2008, 11:36 AM
looks very cool, Jason.
but those axes can hurt herself, in the battle.
dangerous lady for sure.
conte
01-10-2008, 11:39 AM
and add some really sharp edjes to those skulls, please.
Davision3D
01-10-2008, 12:25 PM
@ DH_
Put the axes on her lower arm instead, then she could also use them. Or put them on her boobs. /images/graemlins/wink.gif
@ IronHawk
Looking good, you could make the whole Turret with simple primitives first and then its much easy to figure out the scales.
... with primitives... just like conte did /images/graemlins/laugh.gif
@ Neo_God
To make things clear, i used a modified giraffe pattern texture as a stencil for that. /images/graemlins/smile.gif
Im trying to make something that makes his skin look hard.
Sa74n
01-10-2008, 12:49 PM
still working on this guy.. slowly progressing:
http://www.sa74n-design.de/temp/yue_wip3.jpg
Prs-Phil
01-10-2008, 12:52 PM
lol geil
Talon
01-10-2008, 02:27 PM
Loooong time reader and first time poster. I've always been a little intimidated by the abundance of skillz around here :P
It's based off the concept that Spitty posted in this thread a couple of months back.
Still some heavy bleeding at the seams due to the mip-mapping of such a large texture, and the eyes will be added later - they're handled by a shader :P
http://www.hull-breach.com/Talon/temp/TF2FreemanInGame.jpg
hah, awesome talon! Someone model that guy a well-proportioned crowbar!
IronHawk
01-10-2008, 02:49 PM
Nice one Talon! Good to see you over on PC.
Electro
01-10-2008, 05:47 PM
hahah Talon
Ape.of.Gods
01-10-2008, 05:49 PM
Neat Talon, but I think your proportions are way off. The original concept capture the lanky feel of Gordon Freeman where as you're guy looks like he is trying to match the Heavy.
TF2 Freeman Liquify (http://img338.imageshack.us/my.php?image=liquifybl6.jpg)
Hehe nice one Talon, looks cool!
Although, why 13,000 triangles? I don't really see a need for it ... and I thought the TF2 guys were much lower poly than that?
BoBo_the_seal
01-10-2008, 06:11 PM
haha very nice!
- BoBo
Emil Mujanovic
01-10-2008, 06:23 PM
Nice one, Talon.
-caseyjones
ThatDon
01-10-2008, 08:34 PM
Talon: Those proportions just feel 'wrong' and I think you're going a bit overkill on the specs...
Slainean
01-10-2008, 09:06 PM
Awesome intro post dude /images/graemlins/cool.gif
He deserves his own Meet the Free Man video, haha
Darksun
01-10-2008, 09:23 PM
http://img.photobucket.com/albums/v355/darksungames/Garbage/Z_janq10.jpg
I'm still getting the hang of zbrush and my mesh is ugly (not to mention beginning to get in the way) this is more of an experiment.
Crits are welcome.
spitty
01-10-2008, 09:39 PM
a meet the free man movie would be kind of funny with a mute character. i guess gordon could hold up signs like wile e coyote.
its cool to see someone working on this character, i was too lazy to do it myself. its looking really good, but i tend to agree with ape.of.god's paintover.
NeoShroomish
01-10-2008, 11:25 PM
/e nvm problem solved
MAUL0r
01-11-2008, 02:04 AM
http://i181.photobucket.com/albums/x211/MAUL0r/Goblin_Final.jpg
done working on this, but thought I'd post it here in addition to the WIP thread.
Talon
01-11-2008, 03:28 AM
Cheers guys /images/graemlins/smile.gif
MoP: The TF2 characters are about 13-15k tris each and the ones I first looked at had 2048x1024 textures, but on further study (ofc, after I had modeled mine to that polycount) I noticed that they've got stuff like modeled teeth and other small but detailed bits. Meaning my model is, as you said, needlessly high poly compared to the TF2 ones. I'm kinda split at the moment between going back and redistributing the polys or just rigging him and moving on to my next project.
Ape.of.Gods: Thanks for the paintover(ish)! His proportions are as close to the concept as I could make it, but I think you're right - he does look better after being made more lanky. I'll play around with making him thinner.
ImSlightlyBored
01-11-2008, 06:35 AM
Spent way too long on this... but luckily its taught me a few lessons. This is the xnormal output, looks bit different in UE3. Spec/Diffuse/Normals/Emissive
http://img262.imageshack.us/img262/9273/xnmaloutputpf4.jpg
Need a bit of help
See the top left corner? Thats how I want it. I want the brown medicine jar full of glowing liquid. I've got it modelled (smaller cylinder inside larger) and mapped but I cannot get opacity.
xNormal was no help and I thought I'd got it in UE3, but the bloody thing didnt seem to take DXT5 (my dds file I mean) so I got a bit stuck. Used .tga 32 bit but no avail either.
further edit: still getting some bloody shading errors on the flat plane, fix it later. and the remarkably flat cog
wondering if it could do with some nuts and bolts?
Davision3D
01-11-2008, 11:00 AM
Did some more work on my Mouse UT3 Character:
http://www.daxx-web.de/bilder/mouseut3.jpg
A Beta can be downloaded here:
Download (http://files.filefront.com/Mouse+Beta+08zip/;9417558;/fileinfo.html)
[ QUOTE ]
Spent way too long on this... but luckily its taught me a few lessons. This is the xnormal output, looks bit different in UE3. Spec/Diffuse/Normals/Emissive
Need a bit of help
See the top left corner? Thats how I want it. I want the brown medicine jar full of glowing liquid. I've got it modelled (smaller cylinder inside larger) and mapped but I cannot get opacity.
xNormal was no help and I thought I'd got it in UE3, but the bloody thing didnt seem to take DXT5 (my dds file I mean) so I got a bit stuck. Used .tga 32 bit but no avail either.
further edit: still getting some bloody shading errors on the flat plane, fix it later. and the remarkably flat cog
wondering if it could do with some nuts and bolts?
[/ QUOTE ]
This is one of the limitations of UE3 depending on how you are drawing that object, in my experience it doesn't handle partial opacity on things that are dynamically lit.
You could get opacity on it if you gave it it's own material ID and shader, but that part of the mesh would always be fullbright.
One of the epic guys that post here might know more.
Yep.. No lit-transparencies in UE3. Anything you want to be lit has to be alpha-test 1 bit alpha. Sucks, eh?
ImSlightlyBored
01-11-2008, 01:14 PM
seems like a bit of a step backwards in comparison to everything else they've got in there
http://polyphobia.de/nonpublic/airborn/boy_06.jpg
seeing the end of the tunnel not much left to bake, hopefully i can start texturing soon.
Mtg_kirin
01-11-2008, 06:30 PM
thats really cool. Personal project?
jep it's a redesign of a characiter i did quite a while ago on a project others and me are working on when we have time to do it /images/graemlins/smile.gif
[ QUOTE ]
Yep.. No lit-transparencies in UE3. Anything you want to be lit has to be alpha-test 1 bit alpha. Sucks, eh?
[/ QUOTE ]
But having a transparent shader that takes the transparency from the shader settings and not from any alpha would work?
heres something i "was" working on
http://www.rensedeboer.com/sculptures/clay-sculpt-03.jpg
also
http://www.rensedeboer.com/sculptures/clay-sculpt-02.jpg
and i took a better pic of sculpt i did some time ago
quick lyquify to see what it should have bin, always good too notice where you went wrong, guess i totaly messedup the shoulder area at that time.
http://www.rensedeboer.com/sculptures/clay-sculpt-01.jpg
http://wip.global-illusions.com/WarGeneral/PilotFront2.jpg
unfinished, wip pose, blah blah blah
vahl: she's looking nice!
ok i brought him into the U3, but somehow it fucks up the normals, so is this just a thing of a wrong chosen shader or is it a UT3 problem like those fucked up normals on mirrored seams?
http://polyphobia.de/nonpublic/airborn/boy_ut.jpg
http://polyphobia.de/nonpublic/airborn/boy_ut_normals.jpg
ok played around with the UT Editor and the problem appears ev erytime I add a normalmap, no matter if that normalmap is just 128,128,255 or my right normalmap, the meshnormals get screwed up. When i'm not attaching a normal to the shader, the shading is fine.
Oh forgot to mention, those are of yourse the uv seams. played around in max with different shaders and it only happens when the greenchannel is flipped in some shaders.
but this can't be because the seams also appear with clear normalmaps :/
Skeptical Nate
01-12-2008, 11:00 AM
Slow moving on this one, should have it finished soon.
http://i38.photobucket.com/albums/e117/SkepticalNate/ViolinWIP3.jpg
Johny
01-12-2008, 11:05 AM
sekkneox, i think that that is a bitangents issue ,i dont know how unreal handles it, but isnt there an inbuilt normal map generator in ued3 ? i might be tottally wrong ! awesome work man , your stuff always inspires me /images/graemlins/smile.gif
conte
01-12-2008, 11:30 AM
wtf! beware of toilet's rage!
http://hosting03.imagecross.com/myspace-image-upload-3/53461.jpg
NeoShroomish
01-12-2008, 12:08 PM
http://img408.imageshack.us/img408/760/rendorec8.png
I made myself a medal.
http://img507.imageshack.us/img507/5008/40702093uo4.jpg
SAPPIN' MAH SENTRY
thank you johny /images/graemlins/smile.gif
and yes i thought of that too, but i loaded a plain 128,128,255 and a 127,127,255 Normalmap onto the model and the seams stay.
So i took a UT3 Model and applied the same shader.
http://polyphobia.de/nonpublic/airborn/normalseam.jpg
So can someone aprove this? Is this really an issue? and do thay really just fake around to get rid of it?
rollin
01-12-2008, 12:44 PM
haha.. this time someone else has to find out all the buggy tricky things.. /images/graemlins/smile.gif
sorry, i can´t help but there are some ued3 users here.. this something i´m interestet in too
like the kid.. even if i think its a bit too cute and nice
tonights wip,
http://www.rensedeboer.com/sculptures/clay-sculpt-04.jpg
Johny
01-12-2008, 12:55 PM
yeah sekneox , i know what you mean, but even if you load that type of normal map the seams will still be there, since its a break on vertex im afraid , im not very good explaining what i think , but i guess someone can explain too since its a subject i dont understand much about tangent /bitangents.
( i also get that alot in max , even with flat normal map , so i guess it depends on the engine sorry i cant help more /images/graemlins/frown.gif )
TheSplash
01-12-2008, 01:14 PM
WoW Vahl, that character looks really nice. I think you did a really good job of making her look soft, you don't often see that done well. Great job with the cloth forms and the texturing on the skin.
IronHawk
01-12-2008, 01:38 PM
Beautiful work Vahl. I like her look.
@johny: of course it's because of the uv splits i made, but i can't unwrap without having splits somewhere. And normally that shouldn't be needed, i mean it should be normal, i worked with engines 2 years back with way less features but no such issues with normalmaps.
Even the maxshaders bei Ben Cloward can handle it and they are no industry standard.
I'm really disappointe4d about having to change the design becaus of such simple stuff, shouldn't happen in modern engines. :/
So i guess i'm going to add straps and stuff over the seams and do it like the UT3 guys did with the hair, just do it almost black (which was planned, so no problem) and a little spec, so i hope the seams won't be too visible.
commander_keen
01-12-2008, 03:16 PM
vahl: Really nice.
Rens: Awesome oldschool sculpting.
adamlewis
01-12-2008, 06:16 PM
Rens: Very nice traditional work. I like the early forms/volume on your latest sculpt.
Another head study. Not totally happy with how it turned out, but I find with these type of studies it's better to just move on to your next one instead of tweaking your current piece obsessively.
http://www.adamvfx.com/head2.jpg
okkun
01-12-2008, 07:07 PM
Neox, it looks like your unpack settings are bad.
What settings are you selecting when you import normals? Your compression has to be set to normal map on import. otherwise the unpack values get screwed and the only way to fix that is to manually edit them. Re-importing the same texture wont fix it.
One way to check it is if your normal map appears purple in the browser but dark blue in the shader. If not your unpack values are borked.
Jeremy Lindstrom
01-12-2008, 07:51 PM
[ QUOTE ]
http://wip.global-illusions.com/WarGeneral/PilotFront2.jpg
unfinished, wip pose, blah blah blah
[/ QUOTE ]
Her face looks just like Amy Smart... Did you mean it too?
MasteroftheFork
01-12-2008, 11:29 PM
Nice stuff guys...
He's got a cape now
http://img.photobucket.com/albums/v408/MasteroftheFork/DreamEater_wip08.jpg
hawken
01-13-2008, 02:04 AM
wip for kids game
http://www.dadako.com/forums/draft06.png
[ QUOTE ]
Neox, it looks like your unpack settings are bad.
What settings are you selecting when you import normals? Your compression has to be set to normal map on import. otherwise the unpack values get screwed and the only way to fix that is to manually edit them. Re-importing the same texture wont fix it.
One way to check it is if your normal map appears purple in the browser but dark blue in the shader. If not your unpack values are borked.
[/ QUOTE ]
THANK YOU!
I didn't know that, phew, i already unwrapped him new and was ready to rebake all the maps.
There are still seams, but they won't be visible from a decent distance
thank you so much!
Another question for the UE3 is, is it possible to change the FOV of the camera in the modelviewer window? or do i have to place the character into a set?
@hawken: i really like the style, totally fits into a kids game!
ty guys /images/graemlins/smile.gif
last wip, ill make a 360.gif when its done and dry.
http://www.rensedeboer.com/sculptures/clay-sculpt-04-part-two.jpg
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