View Full Version : So what are you working on?
Hatred
08-15-2005, 10:15 AM
nealb4me thnx that was what i needed /images/graemlins/smile.gif, I've finished now, and hope I passs the test /images/graemlins/smile.gif
Gavimage great model /images/graemlins/smile.gif, realy got it own style /images/graemlins/smile.gif, what I dont like is his ear, that is a bit to deformed /images/graemlins/smile.gif
dur23
08-15-2005, 03:05 PM
n1 gav, you puts.
http://www.20threed.com/images/pimpin/alienwarlords/render2.gif
aesir
08-15-2005, 03:54 PM
dude dur that rocks! However, it begs the question, how can he move his head? Does he have to move his whole torso just to look to the side? How in the hell would he look up?
dur23
08-15-2005, 04:03 PM
im thinking this is kinda a resting position and then his face would come out of his body and rotate from there:)......but looking up might not be possible.....hes supposed to be old, so there would be a lot of shoulder movement to make eye contact, kinda like someone who pulled a muscle in there neck.
Renaud Galand
08-15-2005, 06:32 PM
I did a small test on this Quake3 model I'm doing for Warsow, to see how look with normal map. I'll probably give it a real try when I've the time.
http://www.guntharf.easynet.be/warsow/helmet_state02.jpg
http://www.guntharf.easynet.be/warsow/NM_test01_1.jpg
Squirrely Jones
08-16-2005, 12:01 AM
made some of the suggested changes adn added some hair. about 6,000 polies right now, I'll tone down the hair detail a little.
http://64.70.238.252/pics/dante/03.jpg
killingpeople
08-16-2005, 12:54 AM
http://img.photobucket.com/albums/v668/killnpc/thinlavacracks.jpg
Lord Killmore
08-16-2005, 02:10 AM
omg Squirrely Jones love the hair you did ^.^
modelling with 3dsmax i guess?
´meh i should figure out how to work with saslite better so i can finally show some stuff too >_>
great job all of you xD
killingpeople
08-16-2005, 02:14 AM
anyone for a sandwhich? dig in.
http://img.photobucket.com/albums/v668/killnpc/th_wetrocks.jpg (http://img.photobucket.com/albums/v668/killnpc/wetrocks.jpg) http://img.photobucket.com/albums/v668/killnpc/th_guts.jpg (http://img.photobucket.com/albums/v668/killnpc/guts.jpg) http://img.photobucket.com/albums/v668/killnpc/th_whitebread.jpg (http://img.photobucket.com/albums/v668/killnpc/whitebread.jpg)
*bites the bread* texturing to keep my mind off the world /images/graemlins/blush.gif
steady
08-16-2005, 08:04 AM
no reference, just using line splines
http://img169.imageshack.us/img169/7673/dullguy6a1to.jpg
now to figure out how to attach the legs to the torso, the arms to chest, the feet to the legs...
awesomtastic work everyone !
CheapAlert
08-16-2005, 08:16 AM
[ QUOTE ]
I did a small test on this Quake3 model I'm doing for Warsow, to see how look with normal map.
[/ QUOTE ]
You sure that would fit in their cartoony art direction?
Renaud Galand
08-16-2005, 08:42 AM
[ QUOTE ]
[ QUOTE ]
I did a small test on this Quake3 model I'm doing for Warsow, to see how look with normal map.
[/ QUOTE ]
You sure that would fit in their cartoony art direction?
[/ QUOTE ]
http://www.warsow.net > look @ the 28/06/2005 news (bottom).
"we're currently bringing w§w's design, mainly characters and weapons, to a more mature, more detailed, more original style, mixing Comics / old SF / cyberpunk influences."
Crash
08-16-2005, 09:50 AM
thats fucking cool Dur. /images/graemlins/smile.gif
Mr Ray
08-16-2005, 11:28 AM
http://i7.photobucket.com/albums/y280/MrRay2/Guts/th_Guts6.jpg (http://i7.photobucket.com/albums/y280/MrRay2/Guts/Guts6.jpg)
http://i7.photobucket.com/albums/y280/MrRay2/Guts/th_Guts3.jpg (http://i7.photobucket.com/albums/y280/MrRay2/Guts/Guts3.jpg)
Havoc77
08-16-2005, 05:46 PM
http://www.hull-breach.com/ipb//index.php?showtopic=1344&st=0
yay.
hawken
08-16-2005, 09:03 PM
rebuilt, cleaner mesh.
next: legs
http://dadako.com/forums/boots5.jpg
http://dadako.com/forums/boots6.jpg
Sectaurs
08-16-2005, 09:20 PM
Hawken, are you modelling some of your vector girls? I seem to remember this boot on one of them.
I hope you are.
DamienB
08-17-2005, 01:18 AM
tinker tinker
http://members.cox.net/johnvertex/VERTEX_WEB/IMAGE/IMAGES/g1.jpg
http://members.cox.net/johnvertex/WEB/5b.jpg
http://members.cox.net/johnvertex/VERTEX_WEB/IMAGE/IMAGES/tat2.jpg
http://members.cox.net/johnvertex/WEB/5a.jpg
DamienB: Impressive, though the hair in the third pic is weak. needs a better texture or something to improve the look.
hawken
08-17-2005, 02:25 AM
are those "joke spock" ears?
Look tacked on.
Crash
08-17-2005, 07:01 AM
yeah. you need to blend the skin of the ears with the rest of the face. get rid of that shadow
Vorge
08-17-2005, 07:39 AM
A little peice I started on last night, trying to go for a rougish character, giving him a lot of belts and packs and things for daggers, caltrops, and all that funny rogueish stuff. I freestyled the body, thus no head at the moment /images/graemlins/wink.gif still hard to do that without reference so whenever I get around to drawing a head I will be finishing it up. Then, on to texturing... whatcha all think so far?
http://img.photobucket.com/albums/v222/Dredg/OisinWIPTurn.jpg
-Dredg
DamienB
08-17-2005, 10:15 AM
Thanks guys, and good call on the ears, I'll have to do something about that.
Etienne
08-17-2005, 09:55 PM
Again, working on my new UT2004 map... Here is a model of a decoration Japanese-ish sword. I will add textures to the sword VERY soon. I'm pretty happy with the model. I don't need it to have a high-poly count, because it will not be really seen when people are bz killing... heh heh ...
CnC if you wish.
Thank you. http://www.whiteink-studio.com/katanaWIP.jpg
Etienne
hawken
08-18-2005, 11:56 AM
I can see why you think it's japanesey. The guard and the tip are in the Japanese style. Barely.
Why not go the whole hog?
WIP IT
WIP IT GOOD
http://brome.toogeek.com/stuff/crap/bigtruck_1.jpg
aesir
08-18-2005, 03:42 PM
Oh damn, thats SWEET brome.
keep on truckin?
btw adam, when are you set to land in vancouver?
Did you draw that truck, Brome?
Thegodzero
08-18-2005, 04:23 PM
mop do you have short term memory? or was that a joke to make him say its gauss's.
Needles
08-18-2005, 04:25 PM
interesting vehicle you got there adam.
Thegodzero: Hmm? What do you mean about memory? I just recognised the concept but I couldn't remember who did it, for all I knew it might have been Brome's - but now that you mention it, I do remember it's Gauss's. Good stuff.
Sean McBride
08-18-2005, 04:40 PM
Silly sci-fi guns haha.
Any ideas? :X
http://img.photobucket.com/albums/v298/n30g3n3s1s/Hyper_wip05.jpg
Haha, that looks very cool, n30g3n3s1s ... dunno what the hell it is, but it's awesome /images/graemlins/smile.gif
Thegodzero
08-18-2005, 04:46 PM
mop i have very bad short term memory, but vert good long term. As in i cant remember who did what yesterday but i will next year... So for me gauss pimped that concept just a few days ago...
Nice gun, i'm with mop i dont know what it is or how it shoots but its cool!
Gauss did not draw it.
I drew it.
For gauss: muwhahahahahaha!!
Sean McBride
08-18-2005, 05:36 PM
Thanks /images/graemlins/laugh.gif
It's railgun version 2.0 :X see if you can find the quake2 railgun hidden in the geometry somewhere! Basicly i wanted to do something somewhat original. The 2 things on the side are capacaters with a fusion cell on the side hehehe. And a clip of like... i duno i'm guessing 20 rounds max. /images/graemlins/wink.gif
Whats the funny part? well... railguns have little recoil and its got hydrolic blowback suppressors hahaha.
CheapAlert
08-18-2005, 05:50 PM
[ QUOTE ]
see if you can find the quake2 railgun hidden in the geometry somewhere!
[/ QUOTE ]
The scope!
Sean McBride
08-18-2005, 05:51 PM
everybody's favorite gargophile wins!
Havoc77
08-19-2005, 12:36 PM
[ QUOTE ]
I've managed to kick a 4 month long MMORPG habit (dam you CoH and Wow) and have instead spent some quaility time over the last few weeks with my mod. Still epic ammounts to do, but the big replication monsters have been slain (an unreal script thing).
http://www.btinternet.com/~gundam/UCB_Shot3.jpg
http://www.btinternet.com/~gundam/UCB_Shot1.jpg
http://www.btinternet.com/~gundam/UCB_Shot2.jpg
http://www.btinternet.com/~gundam/UCB_Shot4.jpg
[/ QUOTE ]
awesome man, what engine is this? where can i get info? I love Appleseed!
a lil something WIP.. http://img398.imageshack.us/img398/5998/oc3fv.th.jpg (http://img398.imageshack.us/my.php?image=oc3fv.jpg)
http://img398.imageshack.us/img398/8924/pcopy8cw.th.jpg (http://img398.imageshack.us/my.php?image=pcopy8cw.jpg)
lkraan
08-19-2005, 01:29 PM
I think that's a UT2003/4 mod in the making Havoc77.
Here's some progress:
http://brome.toogeek.com/stuff/crap/bigtruck_3b.jpg
Things I've already fixed since taking this shot:
The guards on the front bumper aren't as wide.
The back wheel covers aren't as long.
The lights are less polys.
This is being made for HL2 specs (5-6k poly)
Sean McBride
08-19-2005, 04:09 PM
Hehehe i always loved that concept. Great work so far on the model adam. Looks great.
Some normal mapped map textures i've been whipping up. Quick easy stuff. /images/graemlins/smile.gif
http://img.photobucket.com/albums/v298/n30g3n3s1s/floor_Panel_02.jpghttp://img.photobucket.com/albums/v298/n30g3n3s1s/floor_Panel_01.jpg
http://img.photobucket.com/albums/v298/n30g3n3s1s/base_wall_01.jpghttp://img.photobucket.com/albums/v298/n30g3n3s1s/wall_panel_01.jpg
Thegodzero
08-19-2005, 04:17 PM
Sean, why are you making guns and wall textures when you want a job as a character artist? Its very nice work, but huh?
Sean McBride
08-19-2005, 04:21 PM
haha yeah confusing for forum members. I'm mainly looking for a character artist position but I applied as a high poly enviro artist somewhere so i'm building up somewhat of a portfolio in that area to prove that i have the skills hehe.
Havoc77, Yeah I like Appleseed to, I just got to see the 3d film version today, not bad, but they need to go easy on the specular shaders.
The pictures are from a UT2004 mod I am working on called Union City Blue. It's influenced by a lot of Shirow stuff, Applseseed, Ghost in the shell and mainly Dominion Tank Police, but there is other stuff in there as well. When I've got the alpha finished (hopefully by next week) I'll make a site for it up (another couple of weeks I hope). The mod is primarily a class based 3rd person vehicle team combat game, round based with limited lives. The pictures above show 3 of the vehicles the human player classes uses (the orange tank thingy, the little blue 8 wheeled tank and the helicopter mech). The other 3 classes are cyborgs ...
http://www.btinternet.com/~gundam/BlueBorgsJPG.jpg
2 of these borgs are updated version of some player models I made a while ago, but now they are technically vehicles (as far as the code is concerned) and have there own individual weapon systems and can fly,jump and/or hover as well as walk.
aesir
08-19-2005, 10:10 PM
omg IanW, those kick all kinds of ass. THe Dolphin is definitely the best. DOLPHIN MECH AHOY!!
flaagan
08-20-2005, 04:08 AM
friggin awesome, Ian, cool as always to see such stuff being done with UT!
steady
08-20-2005, 12:56 PM
so sweet, i guarantee you this will spread like wildfire once you release it, even in magazines
Scott Ruggels
08-20-2005, 01:30 PM
More work on my first High Poly Model.
http://www.rdwarf.com/users/edbado/Unfriendly/Polycount/jag13_th.gif (http://www.rdwarf.com/users/edbado/Unfriendly/Polycount/jag13.gif)
http://www.rdwarf.com/users/edbado/Unfriendly/Polycount/jag15_th.gif (http://www.rdwarf.com/users/edbado/Unfriendly/Polycount/jag14.gif)
http://www.rdwarf.com/users/edbado/Unfriendly/Polycount/jag17_th.gif (http://www.rdwarf.com/users/edbado/Unfriendly/Polycount/jag17.gif)
Scott
hawken
08-20-2005, 02:16 PM
dolphin exo skeleton? oh how we laughed.
Brome: you know there's areas that don't look like the original pic, fix them now!! /images/graemlins/wink.gif
Scott, are you planning on taking that into Zbrush? If so, I wouldn't bother so much with all that hard-edge definition of tendons and stuff, it'll just get messy and confusing in Zbrush, IMHO. You could get rid of a lot of the "detail-defining" edges there, just keep the main masses and muscle shapes, and paint everything else in Zbrush.
cholden
08-20-2005, 03:07 PM
update blah blah normal map
http://chrisholden.net/techcave4_thumb.jpg (http://chrisholden.net/techcave4.jpg)
blah blah more later
Prs-Phil
08-21-2005, 12:22 PM
http://pu-art.com/avencast/deamon_herd_02.jpg
Looks like ET has been working out. Spiffy.
_Shimmer
08-22-2005, 02:28 AM
a new, unspectecular portfolio piece
http://www.stephko.viranyi.de/portfolio/gameart/folio_goblinbust.jpg
Kitteh
08-22-2005, 02:36 AM
Wow, that looks absolutely brilliant! The alpha'd facial hair is amazingly well blended. Overall, I fucking love it!
odium
08-22-2005, 03:04 AM
Well done _Shimmer, that looks fantastic.
EarthQuake
08-22-2005, 04:35 AM
few hours into is so far, still a lot that needs to be done and tweaked. based of one of kill's paintings
http://www.planetquake.com/polycount/cottages/crash/earthquake/killguy01.jpg
Chunkey
08-22-2005, 06:53 AM
http://chunkey.global-illusions.com/head/head_r~1.jpg
http://chunkey.global-illusions.com/head/head_tex.jpg
started off as the Armour Me! contest head but I couldn't resist tweaking him :P Used Peter, the body builder on 3d.sk as reference- taken about 2 hours to get to this stage, including tweaking the model, uvs and texture.
edit: damn it seems bright on my work monitor! grrrr.
Kitteh
08-22-2005, 09:33 PM
Lips look really strange, and the eyes look slightly lifeless.
anyways, here's the Ruger Mini 14 model I've been working on in 3dsmax.
http://img376.imageshack.us/img376/828/ruger65lr.jpg
http://img376.imageshack.us/img376/1760/ruger77zp.jpg
http://img376.imageshack.us/img376/8053/ruger87zr.jpg
http://img376.imageshack.us/img376/7214/ruger90oc.jpg
hawken
08-22-2005, 10:26 PM
[ QUOTE ]
a new, unspectecular portfolio piece
http://www.stephko.viranyi.de/portfolio/gameart/folio_goblinbust.jpg
[/ QUOTE ]
This looks remarkably like my local pubs landlord, I'm gonna get a photo of him and post it here.
Kitteh
08-22-2005, 11:47 PM
LOL!!!
That's great Shimmer. What is the second eye texture? Specular?
Crash
08-23-2005, 04:36 AM
Started a little ZB2 project last night. Planning on normalmapping this thang. Its my first try at ZB2 so be nice... That goes for you too Per, you fucking cocksucking sodomizer fetishist. /images/graemlins/wink.gif
Heres the lowpoly. its a wee bit dated tho. no teeth n shiz..
http://www.planetquake.com/polycount/cottages/crash/monsterhead01_v004.jpg
After about 1 hour in ZB2. Did some more but never updated the screenshot. Ill do that tonight...
http://www.planetquake.com/polycount/cottages/crash/monsterzb2_test01_v001.jpg
Crash
08-23-2005, 11:21 AM
Update. Restarted too...
http://www.planetquake.com/polycount/cottages/crash/monsterhead01_v006.jpg
dur23
08-23-2005, 11:26 AM
Looks awesome for a second go crash. Start using that pinch tool /images/graemlins/smile.gif
Crash
08-23-2005, 11:27 AM
whats that? :P
Vitor
08-23-2005, 12:27 PM
It's been a while without post my stuff here /images/graemlins/frown.gif
Pior normal map tutorial and that lastest _Shimmer normal maped head inspired me to do my own. Would like some hard critics as it's the first time i do one, and can't get the eyes looking right. The low poly it's 250 tris. Perhaps i'd do a heavier one later.
http://img177.imageshack.us/img177/7337/heads035xh.jpg http://img177.imageshack.us/img177/7670/heads002kq.jpg
killingpeople
08-23-2005, 01:43 PM
http://img.photobucket.com/albums/v668/killnpc/deadwarrior.jpg
Chunkey
08-23-2005, 02:13 PM
thanks for the feedback Kitteh, I've made one of the changes this evening, gonna work on the eyes over the weekend /images/graemlins/smile.gif quick progress shot:
http://chunkey.global-illusions.com/stuff/peterp~1.jpg
dur23
08-23-2005, 02:33 PM
crash: pinch brush. Sorry my terminology is weak. Its in the transform panel above the smooth one. IT pulls some of those creases closer together.
Justin_Meisse
08-23-2005, 02:48 PM
Vitor: Looks like you're using black to put shadows in your texture, it makes the skin look dirty. There's also too much shading in the texture, take a look at Shimmer's flats to get an idea of what to shoot for.
Here's what I've been working on, going for a mmorpg environmental model. Here's (http://us.games-workshop.com/games/warhammer/skaven/terrain/DotD_skaven_watchtower/default.htm) what it's based on.
http://www.artbyjustin.com/models/skaven/thumb_skaventower001.gif (http://www.artbyjustin.com/models/skaven/skaventower001.gif)
It's around 1200 polies, I'm going to redo the bell with less polygons, I figure the iron bands can be part of the texture.
nealb4me
08-23-2005, 07:27 PM
Nice one Justin, I like it. I think you should cut the ends out of the two diagonal support beams where the hinge on the horizontal ones of the bell. It just looks a bit strange with the thick wooden beams intersecting eachother.
PeteJ
08-24-2005, 02:52 AM
http://thebort.net/petej/stuff/toony_idol.jpg
havent done any work for ages and after chatting to chunkey for a while, the suggestion of laying down ideas with larger brushes and more opaque tones combined with a whirlwind of non alchy beer and billy idol came up with this doodle. only about 20mins work i suppose. feels weird using the wacom after 3 months of nothing.
cholden
08-24-2005, 05:58 AM
Wanted to test out a character building technique, and happy with the results. The low poly model is ~2000 triangles. The color/spec maps are very temp, if I get around to it I'll finish this guy up.
http://chrisholden.net/soldiern_t.jpg (http://chrisholden.net/soldiern.jpg)
FAT_CAP
08-24-2005, 05:58 AM
...nearly there...
1990 polygons, diffuse, normal and spec.
http://www.fatcap.hostultra.com/wip/temp.jpg
Badname
08-24-2005, 06:27 AM
started on a hl2/plan of atack mod map!
http://www.apollostudio.nl/badname/wip/map-metro.jpg
http://www.apollostudio.nl/badname/wip/map-metro2.jpg
i hope to get some metro's realy moveing in it /images/graemlins/smile.gif
sinistergfx
08-24-2005, 06:41 AM
CHolden: and what technique would that be? Something special? Share! :P Looks really good for how quickly you built it up.
cholden
08-24-2005, 07:24 AM
sinister: nothing too special. I modeled the low poly differently than I usually do. The high detail version I limited to test if maya's normal baking had problems with certain types of details. Basically learned it can handle anything, so the next character will be a bit more insane. I also wanted to tighten up my pipeline, and got that guy out the door just short of eight hours.
LordScottish
08-24-2005, 02:04 PM
Just finished the weathering of my finemolds xwing! It's red1. The lighting was very crappy for photos /images/graemlins/mad.gif
It's a model all right? /images/graemlins/grin.gif
http://www.ironoak.de/LS/xwing/xwing1.jpg
http://www.ironoak.de/LS/xwing/xwing2.jpg
http://www.ironoak.de/LS/xwing/xwing3.jpg
Sean McBride
08-25-2005, 12:06 AM
Oh man its been forever since ive done any plastic models! I should go pick one up that looks like so much fun. I htink it looks great. I like the dirt /images/graemlins/smile.gif
aesir
08-25-2005, 12:33 AM
http://img.photobucket.com/albums/v223/aeson/currentWIP.jpg
Kitteh
08-25-2005, 01:27 AM
Looks cool, but I think the clothing looks too low-poly. Also you should model some more detail into the ear.
Here's some alien creature I decided to start (did a sketch first)
http://img391.imageshack.us/img391/4031/lawl25sj.jpg
http://img367.imageshack.us/img367/1410/lawl1pa.jpg
LordScottish
08-25-2005, 02:16 AM
[ QUOTE ]
Oh man its been forever since ive done any plastic models! I should go pick one up that looks like so much fun. I htink it looks great. I like the dirt /images/graemlins/smile.gif
[/ QUOTE ]
Thanks man! It's great to do them now. Back at the time I used to make them, I never had any money for colors . I rushed to make them within one afternoon, no patience at all /images/graemlins/confused.gif It's even more fun to build them now, when the result actually looks like something.
So I suggest you get one soon and post it /images/graemlins/laugh.gif
gauss
08-25-2005, 02:31 AM
lord scottish: lovely--get that thing together and give us some proper photos! everything looks well put together from here /images/graemlins/smile.gif
Kitteh
08-25-2005, 02:32 AM
Threw a quick cellular bumpmap on because some asked me to.
http://img400.imageshack.us/img400/2333/bumpmap0tk.jpg
EDIT: tehee
http://img386.imageshack.us/img386/2765/discofeet5aw.jpg
http://img386.imageshack.us/img386/4118/bootay9ou.jpg
PeteJ
08-25-2005, 07:15 AM
http://thebort.net/petej/stuff/hairy_dude2.jpg
slight development of the previous days sketch
http://thebort.net/petej/stuff/arowana.jpg
just a from memory sketch of an arowana, big amazonian fishy. but had to use ref for the head! try to bring my quick sketching skills up to scratch roughly 20-40min per sketch. all on le wacom.
hawken
08-25-2005, 10:18 AM
cuban_pete, looking for this? sketch thread (http://boards.polycount.net/showflat.php?Cat=0&Number=15673&an=0&page=1#15673)
cholden
08-26-2005, 04:56 AM
shimmer that goblin bust looks great!
No design in mind, just started making shapes. The outcome is a bit sloppy, but a lot of fun to make.
3rd person view model, 428 triangles, 512x512 normal/spec/diffuse.
http://chrisholden.net/bigun.jpg
a few more polygons and it might look alright in first person view.
EarthQuake
08-26-2005, 05:06 AM
looks nice chris.
Irritant
08-26-2005, 01:01 PM
Yeah, I like that Chris. You should donate that one to Cheapalert's Open Arena project, if it's just a practice model.
Badname
08-26-2005, 03:15 PM
I tried to get into the dystopia mod, but they were full /images/graemlins/frown.gif and i probably aint at their level yet :X
so here are some sort of art test I did to get into the planofattack mod for hl2, wich is a realy cool game btw I love to play it /images/graemlins/smile.gif
http://www.apollostudio.nl/badname/wip/poa-concrete.jpg
http://www.apollostudio.nl/badname/wip/poa-concrete-zoom.jpg
http://www.apollostudio.nl/badname/wip/poa-trashcan.jpg
Prs-Phil
08-26-2005, 04:19 PM
better than the first badname /images/graemlins/smile.gif
With the stones it looks much better.
The wear and tear still seems a bit random and on some parts not believable.
The specular is very strong. Try to turn it down a bit.
The wear and tear on the top also looks very random. Try to put some wear and tear on the inner part of the lid where it is more likley to be hit by garbage that people try to slamdunk in.
The sides of the innerpart deserve a bit more light so that they fit better to the "bottom" of it.
Keep it up /images/graemlins/smile.gif
EarthQuake
08-27-2005, 07:57 AM
Yeah spec is way too strong there man. The little rocks have some great detail but i would run a sharpen on them to bring it out a little better, its reading as a bit blury to me, esp in the render. Do a fade sharpen at like 50% if it comes out too sharp =)
StrangeFate
08-27-2005, 04:37 PM
its a small part of something big...
http://www.strangefate.com/portfolio/gargoyle2.jpg
aesir
08-27-2005, 04:40 PM
That rocks hard strangefate. Looks like an awesome knocker for a door that a main character is about to grab, and then it starts talking to him. /images/graemlins/smile.gif
Nice knockers StrangeFate /images/graemlins/smile.gif
That's a really worried/surprised-looking lion...
He has cappelletti for ears!
StrangeFate
08-27-2005, 05:23 PM
thx /images/graemlins/smile.gif
the ring is a bit too small in that render, it's bigger in the final model.
The ears are kinda funny yes, look like some kind of pasta /images/graemlins/smile.gif
Mr Ray
08-27-2005, 08:17 PM
Might make a thread for this soon...
http://i7.photobucket.com/albums/y280/MrRay2/Guts/th_Guts9.jpg (http://i7.photobucket.com/albums/y280/MrRay2/Guts/Guts9.jpg)
Renaud Galand
08-28-2005, 05:21 AM
[ QUOTE ]
That rocks hard strangefate. Looks like an awesome knocker for a door that a main character is about to grab, and then it starts talking to him. /images/graemlins/smile.gif
[/ QUOTE ]
I was about to say exactly the same, like in the movie "Labyrinth". Can't wait /images/graemlins/smile.gif
KDR_11k
08-28-2005, 06:38 AM
The knocker ring looks a bit small, I doubt it'd reach the door. And usually there's a thicker part towards the bottom that acts as a weight, sometimes also a metal part on the door to prevent the knocker from damaging the wood.
StrangeFate
08-28-2005, 09:57 AM
My bad i guess for not saying it: It's NOT a knocker!
It's gonna be a detail about twice the size of a human head.
Since its for ingame use, the hope would be that yes, other people would reuse it as knocker or fassade detail in whatever way they can.
Properly modeling the ring in whatever size and shape fits their needs would be their job.
DamienB
08-29-2005, 04:36 PM
You kids are killing this old man wit' yo' skill.
Don't think I've whored these yet.
http://members.cox.net/johnvertex/VERTEX_WEB/IMAGE/IMAGES/Female8b.jpg
http://members.cox.net/johnvertex/VERTEX_WEB/IMAGE/IMAGES/vamp2.jpg
http://members.cox.net/johnvertex/VERTEX_WEB/IMAGE/IMAGES/ogre_1a.jpg
http://members.cox.net/johnvertex/WEB/bullshit.jpg http://members.cox.net/johnvertex/WEB/MAN1.jpg
If I did, then you have my apologies.
CheapAlert
08-29-2005, 10:11 PM
random skin practice; won't get farther than this.
http://www.planetgargoyle.com/man.jpg
perna
08-30-2005, 01:37 PM
damienb i kiss u
dur23
08-30-2005, 06:12 PM
i second pers kiss.
http://www.20threed.com/images/pimpin/alienwarlords/wip2.jpg
rawkstar
08-30-2005, 06:34 PM
/me pushes everyone away and starts making out with damien
Jackablade
08-30-2005, 06:53 PM
I'll just dip my hat in his general direction and let him get back to pashing Mr Rockstar and co. Really nice work there mate.
CheapAlert
08-30-2005, 10:12 PM
http://www.planetgargoyle.com/openarena/oasnd3.avi
wee
Sean McBride
08-30-2005, 10:44 PM
i just dont got it anymore D: i've been artisticly dead for almost a month now. /images/graemlins/frown.gif
poopin about in zbrush.
http://www.sean-mcbride.com/wip/demon_wip03.jpg
FatAssasin
08-31-2005, 09:45 AM
http://jhaywood.com/pics/render_femHead03.jpg
http://jhaywood.com/pics/render_femHead02.jpg
http://jhaywood.com/pics/render_femHead01.jpg
FatAssasin, that is awesome.
Joshua Stubbles
08-31-2005, 10:07 AM
Strangefate, Damien and FatAssasin - amazing work. Looks outstanding.
perna
08-31-2005, 11:05 AM
FatAssasin, kickass hair
KDR_11k
08-31-2005, 11:08 AM
Great work, FA. The face looks a bit dead ATM but I'm sure that'll go away when you're posing it.
And do I have a wrong understanding of anatomy or is the head a bit too long (front-back)?
okkun
08-31-2005, 07:13 PM
Got one subdivision left as soon as I get my second memory stick back.. Sean, I don't see your webpage updated yet. Get on it!
http://www.okkun.net/puppywip.jpg
Sean McBride
08-31-2005, 08:04 PM
Joakim, Hot! You're really pushing yourself in zbrush i'm loving it. Thats one nasty looking beast. I know the webpage isn't updated yet. I wanted to update it with some new content all at the same time but i seem to be having a hard time comming up with anything lately.
How'd you start on this one? Zspheres or a cage from max?
okkun
08-31-2005, 08:23 PM
It's a cage in max, I can never get those spheres working.
Like I said put your props up. I think you'll have a hard time breaking in somewhere if you limit yourself to characters.
rawkstar
08-31-2005, 09:46 PM
/me dumbs damien for FatAssasin
shotgun
08-31-2005, 11:22 PM
read in heavy japanese accent:
"(fat) assassinzz!!!"
ha ha
oh my god i lost it eh?
yup see folks im getting old innit.
well anyways dude your stuff are sssssuper nice.. keep em coming!
and what are you posting underground like this anyways /images/graemlins/wink.gif
start a thread man, show us how much hair u have on your chest, etc. :?
I like it FatAssasin apart from one little thing: that looks to be a pretty vast distance there between ear and front of face in profile.
Looking good okkun!
playing around with zbrush. some of you may remember this model from awhile ago. plan on doing a whole zbrush pass on the body also. give the rest the quality it so rightly deserves.
http://members.shaw.ca/craig-young81/polycount/zedbrush2.jpg
The Other Side (http://members.shaw.ca/craig-young81/polycount/zedbrush1.jpg)
Jackablade
09-01-2005, 02:46 AM
More Zbrush loving for the ladies. And the rest of you, I guess.
I'm still getting the hang of things, not over defining things and whatnot. Still got lots of work to do on the torso and arms.
http://onfinite.com/libraries/595295/6d5.jpg
http://onfinite.com/libraries/595294/6d5.jpg
Vitor
09-01-2005, 10:14 AM
I'm trying to improve myself on heads. This one's polycount got a bit higher than expected (around 2200 tris) but it might do it for the next generation hehe. I also modeled the interior of the mouth, teeth and so to try to do some facial animations. But what is the best way to do them to be used in a game: morph targets or build a facial bone structure?
I'll start skining it now
http://img354.imageshack.us/img354/3192/girlhead8ch.jpg
Sean McBride
09-01-2005, 09:35 PM
decided to redo this guy in zbrush. Practice makes perfect. /images/graemlins/wink.gif
http://img.photobucket.com/albums/v298/n30g3n3s1s/th_demon_wip05_small.jpg (http://img.photobucket.com/albums/v298/n30g3n3s1s/demon_wip05_small.jpg)
Rawr, i'm angry. /images/graemlins/wink.gif
n30: looking good.
here's a small update to the "meat puppet"
http://members.shaw.ca/craig-young81/polycount/zedbrush3.jpg
motives
09-02-2005, 03:03 AM
[ QUOTE ]
i just dont got it anymore D: i've been artisticly dead for almost a month now. /images/graemlins/frown.gif
[/ QUOTE ]
i totally now what u mean, the summer seemed to kill all my ambitions to make somethin look atleast decent.. I need some fookin snow to get creative again /images/graemlins/smile.gif
Nice to see so many Z-brush doodles, keep at it guys!
killingpeople
09-02-2005, 03:34 AM
really nice works going onzorz
_Shimmer
09-02-2005, 08:34 AM
http://stephko.viranyi.de/WIP/monstergroup_cryx_WIP07.jpg
Not wanted to show it off to early since more and more will come but I couldnt resist.
Ignore the bad rig at the pelvis area.
Prs-Phil
09-02-2005, 08:59 AM
awsome shimmer, you know I like him, bust I just needed to say it again /images/graemlins/laugh.gif
Justin_Meisse
09-02-2005, 10:47 AM
well, got the low poly and the high poly model ready, now I just need to figure out how to generate the normal map:
http://www.artbyjustin.com/models/wight/wight001.gif
it's a wight from the D&D 3rd edition monster manual (page 183)
CheapAlert
09-02-2005, 01:32 PM
http://www.planetgargoyle.com/oaspr.jpg
Replacing q3a sprites /images/graemlins/laugh.gif
[ QUOTE ]
http://stephko.viranyi.de/WIP/monstergroup_cryx_WIP07.jpg
Not wanted to show it off to early since more and more will come but I couldnt resist.
Ignore the bad rig at the pelvis area.
[/ QUOTE ]
That looks like something roshach would make.
Whats with the lower legs?Are they finished yet?
cholden
09-02-2005, 09:27 PM
_Shimmer! <shakes first at your awesomeness>
Great seeing all this high detail work, and FatAssasin 8)
Jerome
09-02-2005, 10:53 PM
http://img373.imageshack.us/img373/9494/haoh016ns.jpg
this is a very wip mech of haohmaru. For those of you who dont know, he is from samurai showdown. on the left is the low poly and the smoothed version(only once though). I would like to do a normal map for him, but i dont know...
MightyPea
09-03-2005, 02:28 AM
Tsk tsk, jerome, it's shodown
tsk tsk.
Also, his torso appears to be somewhat flat, front-to-back. Hoahmaru has a rather bulky torso, so maybe you should elevate some bits. Also, and this is related to the flatness: his ribcage seems very wrong, as if it's made out of muscle instead of an actual cage of bone. Just try to overlay some anatomical references onto him.
shimmer: i love this, it's the perfect merge between lowpoly (q1-esque, almost) and the new technology. Seeing all that detail crammed into such a boxy, bulky profile makes me happy /images/graemlins/smile.gif
I like how his flesh seems to bunch up at his chin/jawline as well, it's really cool.
Crylar
09-03-2005, 07:37 AM
http://img371.imageshack.us/img371/8576/gamecharacter0018mc.png
http://img371.imageshack.us/img371/8343/gamecharacter0022nm.png
Right now in texturing stage.
Jerome
09-03-2005, 12:59 PM
yes, i argee he is flat, i do plan to add more detail into him. Can you get me some good upper body refs? i could also use some of his back. and his torso seems too narrow, but that is due to the fact that he has no shoulders yet...
Justin_Meisse
09-03-2005, 01:00 PM
cool character design, Crylar!
nkoste
09-03-2005, 04:02 PM
Into zbrush when I get back home in a couple of days
http://www.n3d.dk/images/image_bucket/head_mesh.jpg
w. concept. The result came out different but at least it got me started.
http://www.n3d.dk/images/image_bucket/hd_conc01.jpg
Prs-Phil
09-03-2005, 11:48 PM
http://pu-art.com/fatty_02.jpg
Wipeeeeey
Hopefully will soon be finished /images/graemlins/wink.gif
CheapAlert
09-04-2005, 12:13 AM
haha, his head has foreskin and so does his left arm!
MightyPea
09-04-2005, 02:55 AM
i really couldn't get you any good refs, but if you come across some concept art for him or something, send it my way!
You might want to check out the (positively terrible, or so i hear) 3d samurai shodown game for the playstation for some better views of him. I seem to remember that also LOOKED terrible though, so maybe you're better off just never having seen it, heh.
this is a character I've been working on a couple of weeks now. the mesh it pretty much done just UV mapping and textureing it now.
http://img238.imageshack.us/img238/5536/crimsonsnow6my.jpg
http://img238.imageshack.us/img238/463/crimsonsnowhead16pt.jpg
Never really done weapons before:
http://img238.imageshack.us/img238/3415/crimweapons5al.jpg
And I started this last week:
http://img39.imageshack.us/img39/5420/faeenthead8qm.jpg
woha long time no posts, and first time in that thread !!! /images/graemlins/smile.gif
there are some amazing work in there /images/graemlins/smile.gif
ok so a quick skin shader test...I'll try to work on this one in my spare time, good to get some shader stuff done, kinda relaxing...
it still needs a LOT of work (transluscence and stuff) I'd certainly need the advice of the SSS gurus 'round here /images/graemlins/smile.gif
http://wip.global-illusions.com/speed/skinshader.jpg
only one light, maya standard renderer, I want to keep that shader working without any plugin.
good to post something btw /images/graemlins/smile.gif
Jerome
09-04-2005, 09:57 PM
hey mightypea: i do have a ref from a samurai shodown art book(it appears) and a ref of his sword. btw, i must have like a million refs of him and a lot of other characters from street fighter and soo much other stuff /images/graemlins/smile.gif!
Sword (http://img225.imageshack.us/my.php?image=haohrare9hb.jpg)
Art book scan (http://img53.imageshack.us/my.php?image=snkisamurai024hh.jpg)
Sean McBride
09-04-2005, 10:14 PM
God, that game is way way way to addictive. /images/graemlins/laugh.gif
http://www.fightersgeneration.com/fightgen/games/sszero.html
Massive list almost all of the characters. Great reference shots.
Jerome
09-04-2005, 11:28 PM
yeah, i got the haohmaru ref from there
i think a new samurai shodown game needs to be made, but up to today's limits. Just no skanky girls(ex Ivy) as there are sooo many games that have em it would just ruin it! Maybe i will make one.
Rhinokey
09-04-2005, 11:43 PM
http://mojo2k.com/crapodile05.jpg got a new cintiq (most awesome invention EVAR) and using it to finaly learn ZBrush zbrush is so much funner when you can sculpt right on the model, makes it seem more "connected"
KDR_11k
09-05-2005, 12:32 AM
Vahl: That doesn't look like skin yet, you need to have the transition between lit and dark more saturated. For some reason the "terminator" (as they call it) is around the edge of the object instead the edge of the highlight with your shader.
Crylar
09-05-2005, 02:56 AM
http://img377.imageshack.us/img377/2990/gamecharacter0047oj.png
still on texturing
http://www.zusko.com/v2pics/science_baby.jpg
It's science, baby
Johny
09-05-2005, 08:53 AM
since im at a house where i dont have my 3d stuff i downloaded bobo the seal brunt and textured the head while i was talking with some friends..i guess around 1 hour spent...if so..
bla...
http://img107.imageshack.us/img107/2197/brurp7sb.jpg
HandSandwich
09-05-2005, 11:22 AM
Hey. Got a wild hair a decided to make a big gun based off Trigun. Still need to texture it.
http://i20.photobucket.com/albums/b235/TheLoopie/StampedeGunUntex.jpg
Eli_Heuer
09-05-2005, 03:24 PM
just finishing up my COW.
http://eliheuer.com/2d/conceptart/BrainStealer.jpg
<u> Brain Stealer: </u> The brain stealer is an obsessive collector. He lives in a cave deep below suburbia where he has stockpiled millions of human brains. He has organized them into piles alphabetically depending on the last name of the human it was stolen from, keeping these piles orderly is his one true love and he spends countless hours checking to make sure all the right brains are in the correct piles. Monsters travel from all over the underworld to view his collection. Rumor has it that when all the tourists are gone for the day he curls up into a ball and rolls down each pile screaming “ I feel so alive”
Jerome : great texture work !!! (mebbe some coulour variations ?)
Mojo : cool start
Eli : I love that one !!! /images/graemlins/smile.gif
updated :
http://wip.global-illusions.com/speed/skinshaderwip2.jpg
hobodactyl
09-05-2005, 03:37 PM
Here are a few things I have been working on. The first two are from the new game we are making, and the last one is a dude I did as practice.
There are a few things about "maletest" that bug me, but I think I would make a new guy rather than fix him. Comments and crits?
http://www.naixela.com/bandb/faceoff.jpg
http://www.naixela.com/bandb/bandb2.jpg
http://www.naixela.com/art/maletest.jpg
flaagan
09-05-2005, 03:51 PM
dactyl, awesome game title!
finally started working on stuff again (gotten over the funk that's kept me from even openin a 3d app for the past few weeks).. gonna work on a room full of particle effects as I'd like to add that skill to my resume..
started with some dandelions floatin about...
http://studioflaagan.com/images/3d/particles/dandelions.jpg
Jerome
09-05-2005, 08:03 PM
hmmm texture work...?? I am clueless as to why you said that. perhaps uou meant cyrlar or johnny.
flaagen: looking good. which software package are you working with?
Hooker with a Penis
09-05-2005, 08:41 PM
Yeah, my rat. 30 minutes only :/
http://s87776868.onlinehome.us/ratm-01.jpg
Based on this (http://s87776868.onlinehome.us/ratthing-07.png).
The_Synj
09-05-2005, 08:59 PM
uhm...wtf?. lol i guess its almost like its reference...now wtf was the reference? lol..looks like soem dude cut the head off some nasty rat and wears his head daily >.>
Man Hooker, that's looking great.
I love rats, and I LOVE things without jaws. So I gues I LOVE LOVE that. Hehe. Keep us updated!
Sectaurs
09-05-2005, 09:24 PM
i would have guessed it was more a hyena thing
The_Synj
09-05-2005, 09:30 PM
lolololo, i just relised..it IS a hyena
http://s87776868.onlinehome.us/ratthing-07.png
http://www.naturesimage.co.uk/pics/hyena-pup-2.jpg
just more...lion king like.
HandSandwich
09-05-2005, 09:38 PM
Trying some texture. http://i20.photobucket.com/albums/b235/TheLoopie/StampedeGunEarlyTexPost.jpg
The_Synj
09-05-2005, 09:53 PM
great gun texture..any chance of some wireframes or some other angles?..cant really see the handle much from that angle. btw what reference pic you use?
Ramucho
09-05-2005, 10:02 PM
[ QUOTE ]
Trying some texture
[/ QUOTE ]
Give this page a look http://st.burst.cc/ /images/graemlins/wink.gif
Jackablade
09-05-2005, 10:13 PM
Nice work there, Synj, though I'm slightly disappointed that its not one of the Rat Things from Snow Crash.
mr.toast
09-05-2005, 10:31 PM
ahothandsandwich and hooker with a penis?
sorry, i just found those names to be pretty funny, but brilliant
Hooker with a Penis
09-05-2005, 11:15 PM
Started over, didn't like the way it was looking.
http://s87776868.onlinehome.us/ratm-02.jpg
flaagan
09-05-2005, 11:30 PM
two more particle effects
http://studioflaagan.com/images/3d/particles/sakura_petals.jpg
http://studioflaagan.com/images/3d/particles/maple_seeds.jpg
sorry keg, missed your earlier question..
I'm using UT2k4's emitters.. so far just particle emitters, but i've got a few spark, beam, and mesh emitter or two that i plan on making.
HandSandwich
09-06-2005, 12:40 AM
Thanks for the comments and the texture help. It still need work, especially on the grip. I'm trying to finish it by this weekend. http://i20.photobucket.com/albums/b235/TheLoopie/StampedeGunEarlyTexPost2.jpg
EarthQuake
09-06-2005, 01:13 AM
Heres my take on the texture for the rat thing i modeled for noel, got a bit of work to do on it yet.
[Edit] updated with better colors!
http://www.planetquake.com/polycount/cottages/crash/earthquake/noelthing05.jpg
Badname
09-06-2005, 02:52 AM
omg nasty stuff :P, you should have one of those pimpels explode and green/yellow puss coming out BUH :r
http://www.zusko.com/v2pics/trees_wip.jpg
blaaaaah
motives
09-06-2005, 06:38 AM
setting a new record in time between model to texture.. (damn summer) posted the model back on like page 40 i think :P
100% self-illu 1024x1024
http://img325.imageshack.us/img325/8706/render68vn.jpg
gettn there /images/graemlins/smile.gif
the post apocolyptic john deer tractor?
Hooker with a Penis
09-06-2005, 01:58 PM
Quick update.
http://s87776868.onlinehome.us/ratm-03.jpg
flaagan
09-06-2005, 04:15 PM
yet another..
nuts and bolts drop into the bucket and bounce about a bit~
first mesh emitter.. some reason it loses all lighting after a few seconds on the static meshes.. any ideas?
http://studioflaagan.com/images/3d/particles/nutsnbolts.jpg
Thegodzero
09-06-2005, 05:21 PM
http://www.tgz3d.com/test.jpg
some normal mapped textures, starting to make a texture set for a new enviro peice. Many more texture test to come before i start on the meshes.
TheWaq
09-07-2005, 12:17 PM
Hi everyone. Pretty nice art everyone. I think i should also participate and post some of my work. Here is a character called little guy.
http://threedy.com/site/forum/attachment.php?attachmentid=80870&stc=1
http://threedy.com/site/forum/attachment.php?attachmentid=80968
http://threedy.com/site/forum/attachment.php?attachmentid=80969
Thanks
Thanks
Thegodzero
09-07-2005, 05:14 PM
http://www.tgz3d.com/test2.jpg update
JKMakowka
09-07-2005, 05:27 PM
Lol, those stones look like something right out of the first Unreal3 techdemo, but not something anyone would actually use in a game /images/graemlins/wink.gif
CheeseOnToast
09-08-2005, 07:21 AM
Getting to grips with some normal mapped gubbins :
http://www.oddball-artist.pwp.blueyonder.co.uk/1126185328.jpg
perna
09-08-2005, 11:02 AM
sexy, cheese!
Thegodzero
09-08-2005, 03:08 PM
http://www.tgz3d.com/test3.jpg little more
flaagan
09-08-2005, 04:29 PM
whee.. sparks..
http://studioflaagan.com/images/3d/particles/sparks.jpg
probably gonna try for a 'simple' lawn sprinkler next to get more use outta that emitter texture.
Irritant
09-08-2005, 04:32 PM
Well I haven't made a model in months, until today. I guess it took about four hours to model and skin, and get into the game. It's a v_wep for "deathball" a new mode of play I am working on.
http://www.planetquake.com/cor/arena/aa2006_2.jpg
And the skin...
http://www.planetquake.com/cor/arena/aa2006_3.jpg
Kitteh
09-08-2005, 06:27 PM
Looks FANTASTIC! The wear and tear on the skin is perfect.
ScoobyDoofus
09-08-2005, 06:44 PM
Irritant, this is some of the best work I've seen from you.
Im not so sure about the cable-mess you've got on the gun, but since it doesnt show up too strongly in the view, its acceptable I suppose.
CheapAlert
09-08-2005, 06:52 PM
See Kitteh? it IS possible for a gun to look good not using more than 1 512x512.
Thegodzero
09-08-2005, 08:44 PM
http://www.tgz3d.com/medievalren1.jpg
Homes!
Kitteh
09-08-2005, 09:25 PM
[ QUOTE ]
See Kitteh? it IS possible for a gun to look good not using more than 1 512x512.
[/ QUOTE ]
That's because this entire gun is simple in shape and has less modelled details - thus more room for other stuff on the maps.
The ruger was my first time ever unwrapping anything.
Hooker with a Penis
09-08-2005, 09:34 PM
Just have an urge to do this, it's neccessary for me to remain unsane.
http://s87776868.onlinehome.us/misterSkellington-02-t.jpg (http://s87776868.onlinehome.us/misterSkellington-02.jpg)
Sectaurs
09-08-2005, 09:49 PM
TGZ, how much of that is modelled? give us a wire
Sean McBride
09-08-2005, 10:15 PM
http://img.photobucket.com/albums/v298/n30g3n3s1s/th_NormalsTexture.jpg (http://img.photobucket.com/albums/v298/n30g3n3s1s/NormalsTexture.jpg)
Click here for blend between the stages. (http://www.sean-mcbride.com/downloads/blend_anim.gif)
http://img.photobucket.com/albums/v298/n30g3n3s1s/th_fskn_purity_090004.jpg (http://img.photobucket.com/albums/v298/n30g3n3s1s/fskn_purity_090004.jpg)
nealb4me
09-08-2005, 11:38 PM
Decided to finish her /images/graemlins/smile.gif
http://www.nealb4me.com/up/Spacenurse_01.jpg
ironbearxl
09-09-2005, 12:38 AM
http://members.cox.net/ironbearxl/sylia_normal.jpg
Jackablade
09-09-2005, 02:38 AM
That face texture is fantastic, Neal. Has that real soft, organic look that really sells a texture as flesh. Real nice work.
aesir
09-09-2005, 03:09 AM
Nice normal map iron. Now TEXTURE.
Heres a WIP of mine.
http://img.photobucket.com/albums/v223/aeson/pirateymores.jpg
Crash
09-09-2005, 07:49 AM
ironbear: a 1024 normal for such little detail seems a bit excessive imo. Lowpoly looks nice btw. maby a few more segments around the joints?
ironbearxl
09-09-2005, 11:59 AM
Texture is on the way! Aesir, I think the arms on that guy may be too thin or the torso too long? Crash, i'm gonna throw a rig on her now and try a 512 map. I haven't really unwrapped her yet, I just used auto-unwrap temporarily, and Ben's Normal Mapping in Max7 tutorial really helped me out.
aesir
09-09-2005, 02:49 PM
yea iron, thanks for the crits. I agree, something is still off on the proportions. But then, still a lot of work to do on that guy. Adding belts and dangly things and what not /images/graemlins/smile.gif
Johny
09-09-2005, 03:27 PM
the head overall seems weird..the lips seem like he is kissing someone :P
but i like it nontheless /images/graemlins/wink.gif
Thegodzero
09-09-2005, 04:41 PM
http://www.tgz3d.com/medievalren2.jpg
nealb4me
09-09-2005, 05:54 PM
Jackablade:
Cheers bro /images/graemlins/smile.gif
http://www.zusko.com/v2pics/dinodinohurr.jpg
hurf
killingpeople
09-10-2005, 03:11 PM
there is more confidence in your strokes and focus in your rendering, erol /images/graemlins/wink.gif (grats on the new job)
cochtl
09-11-2005, 12:35 AM
http://cochtl.com/WIP/thing2.jpg
rhinokey let me try out his cintiq and with it i came up with this thing. the lighting on the creature is borked but it was a nice attempt
MikeF
09-11-2005, 02:25 PM
started this earlier today, still have to clean up a bit and finish the armor
http://img.photobucket.com/albums/v338/Lexen/slimething2.jpg
LordScottish
09-11-2005, 03:05 PM
That looks weird MikeF, are these tentacles? Original and cool model, I'd love to see it skinned. Any plans for it?
dur23
09-11-2005, 07:35 PM
http://www.20threed.com/images/pimpin/alienwarlords/warlord3.jpg
just fleshed in the lower half.
MikeF
09-11-2005, 10:58 PM
If I pick it up again i'l be sure to skin it, but it was a spur of the moment thing so maybe not.
Haha, cool one Dur /images/graemlins/smile.gif
Justin_Meisse
09-12-2005, 02:35 AM
[ QUOTE ]
Haha, cool one Dur /images/graemlins/smile.gif
[/ QUOTE ]
I agree /images/graemlins/smile.gif
Here's what I've been working on, a website (http://www.artbyjustin.com/ocalatattoo/page01/stefan.html#) for my brother's new tattoo shop!
Kitteh
09-12-2005, 05:12 AM
those thumbnails look like they're moving! /images/graemlins/blush.gif
Crash
09-12-2005, 11:24 AM
hopefully something i will bother coloring when finished with cleaning up the outlines...
http://www.planetquake.com/polycount/cottages/crash/crossboy01_v002.jpg
LordScottish
09-12-2005, 01:23 PM
Enough 3D Shooters! Here is a small WIP for a strategy game /images/graemlins/cool.gif
http://scotty.inri.ch/bedford2.jpg
Great website Justin_Meisse, I think it fits perfect to your brothers occupation.
http://www.zusko.com/v2pics/warthead_wires.jpghttp://www.zusko.com/v2pics/warthead_color.jpg
LordScottish, Erol, very nice stuff here!
Erol, I love your work. You have a style that I dream of acquiring. Sexy stuff indeed.
Base mesh with FaceMaker, then modified tremendously. Still working on this guy.
http://img395.imageshack.us/img395/12/hero128ft.jpg
Anyone have any tips for high poly unwrapping?
Prs-Phil
09-12-2005, 06:14 PM
loveing it erol, keep up the cool stuff
Renaud Galand
09-12-2005, 06:57 PM
Erol you just made my day. That's my favorite style for sure ! Give us some infos about it. Any particular project?
LordScottish
09-13-2005, 12:58 AM
That is hilarious Erol! reminds me of pumbaa
Hey thanks, guys. It was just a personal piece for to get back into maya and to have an excuse to paint some textures.
Hence, some quick and dirty unwraps:
http://www.zusko.com/v2pics/cave_entrance.jpg
http://www.zusko.com/v2pics/tongue.jpg
If I had to do it again I'd probably try and get more out of my tiling brick textures and drop the number of custom unwrapped areas.
pairorat
09-13-2005, 01:44 PM
Me and a buddy were thinking of doin a web comic, just some pencils he pumped out and i scribbled on as comps.
http://img.photobucket.com/albums/v66/pairorat/you_dirty_rat.jpg http://img.photobucket.com/albums/v66/pairorat/Idletimessketches1.jpg
http://img.photobucket.com/albums/v66/pairorat/idletimessketchs2.jpg
Badname
09-13-2005, 03:01 PM
LordScottish I love your textures man! Could you think about recording some for tutorial purpose? /images/graemlins/smile.gif
Hooker with a Penis
09-13-2005, 03:43 PM
Old work, but I intend to pick it up now that the Fleet model is released and has only two genuinely good skins out of five (moose's and MoP's).
http://s87776868.onlinehome.us/stuff/fleet_03.jpg
Thegodzero
09-13-2005, 08:07 PM
http://www.tgz3d.com/medievalren4.jpg
needs new windows
_Shimmer
09-14-2005, 05:23 AM
stuff....
http://www.stephko.viranyi.de/WIP/the_inspector_WIP01.jpg
Cool face Shimmer, has a lot of character already, which is always a great thing to see in a lowpoly mesh!
TGZ: Looks fairly good, but I'd lose that purple light (where's it coming from!?), and also the stone texture is really obviously tiling on the wood-separated panels at the bottom there. Just offset it a bit on each one and it'd be fine.
Ramucho
09-14-2005, 05:38 AM
TGZ: the execution is very nice but i think it could use a lil bit of work on the design, try adding a couple of flower pots and other props on the scene /images/graemlins/smile.gif
Shimmer: kick ass stuff dude.
LordScottish
09-14-2005, 06:24 AM
Hey thanks Badname /images/graemlins/smile.gif I did a small tutorial some weeks ago, but it's based on contract work so I have to wait another year until I can post it /images/graemlins/confused.gif
I just finished this one. I'm not sure about the skinned shadow on the front of the car, but I think it may be subtle enough to work ingame. The windows are shaderbased which can be turned off ingame. Mabye I'll add some geometry for high end pc settings. The model is just a funthing for a game I hope to do someday /images/graemlins/grin.gif
http://scotty.inri.ch/bedford3.jpg
Oh and nice start on the skin, Hooker with a Penis.
wannabe
09-14-2005, 07:51 AM
Wow, thats just awesome. Nice truck /images/graemlins/smile.gif
Renaud Galand
09-14-2005, 08:42 AM
great truck indeed! Can we see the flat? /images/graemlins/smile.gif
LordScottish
09-14-2005, 12:34 PM
Thanks! /images/graemlins/smile.gif I'll post the flats as soon as the baking works. I'm trying to render the texture at 85% self-illumination for some subtle shadows on them, but somehow all I get after clicking the render-to-texture button is gray... It's driving me mad
_Shimmer
09-14-2005, 04:07 PM
working on a hipoly version of the exo marine
http://stephko.viranyi.de/WIP/extroop_hi_WIP01.jpg
poopinmymouth
09-14-2005, 06:18 PM
Decided to revamp my high poly head workflow, as I just realized I've been modeling heads the same way since I started. I found most of my work with my high poly heads is figuring out where to place the "stars" (where either three or five edges come from a single vert) So this is my new base mesh. 100% quads, and the rings all work in a way that I can easily add detail localy without it traveling to a completely unrelated portion of the mesh.
Linked because of size.
http://www.poopinmymouth.com/net/pcount/base_mesh.jpg
Sean McBride
09-14-2005, 07:29 PM
Lookin good poop. I think he's missing somewhat of an upper eyelid though. /images/graemlins/smile.gif If you threw that in there and defined the lower eyelid a little more i think it would help him stand out a bit more.
poopinmymouth
09-14-2005, 07:57 PM
I'm basically trying to keep it super low poly to the point I could use this for anything, including an asian man/woman. Also the sparser the mesh, the easier it is to morph it, at which point I would then add the uper and lower folds. I agree though, he definately needs an upper eyelid fold should I flesh it out more.
Like this,
http://www.poopinmymouth.com/net/pcount/eyelid.jpg
www.greveson.co.uk (http://www.greveson.co.uk)
(new site vaguely under construction)
JBoskma
09-15-2005, 12:17 AM
http://home.planet.nl/~boskmarj/animal.jpg
flaagan
09-15-2005, 01:43 AM
butterflies!
pair of split quads so the things actually 'flap their wings' with the help of an animated alpha map.
http://studioflaagan.com/images/3d/particles/butterflies.jpg
rogue gave me a good crit about having the butterflies flapping individually, but seeing how UT instances things, that'd require creating multiple instances of the same assets in the texture AND mesh browsers, which is not what I want to do with these assets.
motives
09-15-2005, 07:15 AM
Go fish!
http://img223.imageshack.us/img223/4361/28la.jpg
3000 polys, unwrap time (wohoo)
Mop: that was indeed pretty vague /images/graemlins/smile.gif nice color scheme though
boskma: That thing is lookin pretty darn good.. Goin into Zbrush?
Prs-Phil
09-15-2005, 07:55 AM
http://pu-art.com/fatty_04.jpg
JKMakowka
09-15-2005, 09:10 AM
@Flaagan:
Any reference to CowboyBeepob the Movie with those Butterflies? Because they look exactly the same.
But stuff like that is what makes maps really shine, great work /images/graemlins/wink.gif
Renaud Galand
09-15-2005, 09:20 AM
new site layout :
http://www.guntharf.easynet.be/temp/index.html
let's fill it !
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