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MLinderholm
09-28-2008, 12:07 PM
http://www.mlinderholm.se/WIPs/ump_wip002.jpg

more UMP!

Armanguy
09-28-2008, 12:24 PM
very nice a little dark though hard to see the detail.

Indecom
09-28-2008, 12:47 PM
lol, how could someone possibly do something awesome like this just with a mouse!? I love all this very small detailing!

Wow, i'm in awe, I'd always loved your stuff Davision3D, i'm glad to read that you like my little guy!

rollin
09-28-2008, 01:09 PM
It's looking fantastic Rollin, how did it look like before the paintover? Looks a bit like some Zbrush matcap, but theres also a 3DSMax grid right?

Looks great!

hey pior!

it´s just a very basic basemesh in max .. no sculpting done yet
imo this way is faster for this kind of stuff.

Ryan Smith
09-28-2008, 01:53 PM
Just finished the shell of this level for the UT3 WarmGun Mod. Choco, looking great bro! ;-).

http://www.virtuosicstudios.com/warmgunart/wip6.jpghttp://www.virtuosicstudios.com/warmgunart/wip7.jpg

SHEPEIRO
09-28-2008, 02:06 PM
virtuosic, thats really nice, one thing that stuck out to me was the blend between the rock and the sand, thought it might look better if it went from rock-stones-sand, but its ace anyway

Laheen
09-28-2008, 04:52 PM
virtuosic: nice - I love the light beams coming from the top. :)

Racer445
09-28-2008, 05:36 PM
4 hours total, all 512's

and yes the rust is black on the spec

http://i34.tinypic.com/2m5c6e1.jpg

PixelMasher
09-28-2008, 06:36 PM
Virtuosic and Choco, nice work with the level art, looks great.

Racer - nice dumpster, how many different texture sheets are you using for that (you said all 512s) i think the spec could use just a tad more contrast, specially in the paint vs rust areas.

commander_keen
09-28-2008, 06:48 PM
virtuosic, looks really good, but i agree that the way the terrain meets the rock cave is a little obvious. you should think about making the ground part of the same geometry as the rest of the cave and use vertex colors to blend between materials, unless this is just a small part in a large outdoor environment.

MLinderholm
09-28-2008, 06:49 PM
http://www.mlinderholm.se/WIPs/ump_wip003.jpg

really spamming this thread today.. textures are coming along

orionburcham
09-28-2008, 08:05 PM
Looking really nice MLinderholm. Details are really popping with the lighter grey.

http://www.nickelcadmium.net/show/pillar/pillar-4c.jpg

Racer445
09-28-2008, 08:20 PM
Racer - nice dumpster, how many different texture sheets are you using for that (you said all 512s) i think the spec could use just a tad more contrast, specially in the paint vs rust areas.

one for the diffuse, one for the spec, one for the normals

yeah under heavy light it gets a bit bright. i'll edit the lights a tad.

also, first subd vehicle try

http://i35.tinypic.com/fadevd.jpg

Swizzle
09-29-2008, 01:03 AM
Oh noes! Is pikachu!

http://farm4.static.flickr.com/3222/2898359874_99966c3fb7_o.jpghttp://farm4.static.flickr.com/3228/2898362286_481f2a97c1_o.jpg

HB_
09-29-2008, 03:13 AM
Hey orionburcham (http://boards.polycount.net/member.php?u=19455)

you really got fascinated by these pillar, the are indeed interesting.
Are you planning to try these for a normal map baking??? I hope so.
Looks very well suited for that case and with chamfered edges it would still maintain very lopo. I trieded a standart wooden barrel last time.

Would be fun to run around these things ;)

choco
09-29-2008, 04:38 AM
here is some more wip, i changed the cliffs the something more believable :)

http://skulls.fr/screens/RRC/rrc_wip_a_small.jpg

MLinderholm
09-29-2008, 04:54 AM
@choco looking good!

Joao Sapiro
09-29-2008, 06:50 AM
damn fucking nice canyon !!! could you share your workflow to achieve so believable rock formations ? damn nice !!

onionhead_o
09-29-2008, 09:10 AM
choco: ur level is looking really nice. especially the lighting. could you explain how you get that bloom effect plz?

PixelMasher
09-29-2008, 10:06 AM
hell yea that looks dope choco, how did you do the god rays?

Pedro Amorim
09-29-2008, 11:16 AM
looks like a rage track

Chunkey
09-29-2008, 11:48 AM
http://img519.imageshack.us/img519/4961/latestprogressjw6.th.jpg (http://img519.imageshack.us/my.php?image=latestprogressjw6.jpg)

still WIP

warby
09-29-2008, 12:44 PM
wow love the canyon did you set the light map resolution of the foreground to an insane lightmap detail or how did you get that bush to cast that shadow ?!

Ryan Smith
09-29-2008, 12:50 PM
Nice stuff Stephan!

Mangled Poly
09-29-2008, 12:58 PM
great work choco!

choco
09-29-2008, 02:23 PM
thx :)

damn fucking nice canyon !!! could you share your workflow to achieve so believable rock formations ? damn nice !!1- the rocks where painted with mudbox (highpoly)
2- then sent to XSI( or 3dsmax) reduce the polygons (with poly reduction tool)
3- then exported to "UV roadkill" tool, create the uvs
4- import to xnormal , generate the normal map and occlusion map based on the high poly model
5-and import to unrealed
6-in the material editor add a frequency map to add some detail

choco: ur level is looking really nice. especially the lighting. could you explain how you get that bloom effect plz?The bloom effect could be accentuated by :
a- making the skydom brighter
b- adding postprocess effect
c- adding a bright height fog in the background
d- overlaying volumetric light meshs
e- use depth of field to blur the background

wow love the canyon did you set the light map resolution of the foreground to an insane lightmap detail or how did you get that bush to cast that shadow ?The level uses static lightning, the lightmap resolution is the default one.
I just set the mesh to use composite lightning (dynamic)
Dynamic lightning doesn't eat allot of resources when the shadow is not casted on a large area.
The bigger the shadow the more resources you'll pump from your computer

c0ldhands
09-29-2008, 02:49 PM
A little something Im working on. Its a suit from the Machinen Krieger universe. Sadly I have a lot of stuff going on at school so I hope to get back to this some day.


http://i99.photobucket.com/albums/l299/calinescu/SAFSWIP.png

Paul Pepera
09-29-2008, 03:34 PM
The SAFS looks great c0ldhands; nice start. Some crits would be to add thickness to the cables, and maybe beef up the legs just a tad. Looking foward to seeing the final hipoly. :)

c0ldhands
09-29-2008, 03:42 PM
Thx for the advice mate!

Ryan Smith
09-29-2008, 04:32 PM
Props for Warmgun

http://www.virtuosicstudios.com/warmgunart/fencewip4.jpg

Textures to come.

ptoing
09-29-2008, 04:51 PM
Some nice stuff here.

choco: that canyon looks pretty boss.

Just getting into the whole 3D thing as I said in the lowpoly thread.

Someone pointed me to Bobo's demon model and I really liked it. This is pretty much the first 512 skin I am doing, good fun.

http://ptoing.net/bobodemon29c2.jpg

Thought I would post this. I'd consider it about 60-70% done, still needs some details and such and colour adjustment a bit as well as polish in places.

He will prolly get stuff like this on the back and arms, tho in that test they are a bit too busy and mirror to obvious, I think
http://ptoing.net/bobodemon26.jpg

Mangled Poly
09-29-2008, 04:53 PM
Some nice stuff here.

choco: that canyon looks pretty boss.

Just getting into the whole 3D thing as I said in the lowpoly thread.

Someone pointed me to Bobo's demon model and I really liked it. This is pretty much the first 512 skin I am doing, good fun.



Thought I would post this. I'd consider it about 60-70% done, still needs some details and such and colour adjustment a bit as well as polish in places.

He will prolly get stuff like this on the back and arms, tho in that test they are a bit too busy and mirror to obvious, I think


I am loving the color combo here... great start now finish him off!!

Marshal Banana
09-29-2008, 05:58 PM
http://i93.photobucket.com/albums/l43/Marshal_banana/BUFace2.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/buface3.jpg

onionhead_o
09-29-2008, 07:24 PM
his neck is too thick

dbreak
09-29-2008, 08:38 PM
DAMMIT PEOPLE, im not impressed.. i really are not.

dbreak
09-29-2008, 10:46 PM
Just a hours work...

http://i34.photobucket.com/albums/d126/deathelm/FDFAFD.png

PixelMasher
09-29-2008, 10:57 PM
hey dbreak, I used to teach a junior modeling class that used wings 3d, awesome to see you using it man its a dope program for modeling, it can becomes suuuper fast once you get the hot keys down. I would suggest using hard and soft edges to help show the forms of the model, a hard edge will appear like a crisp line whereas a soft one will try to look smooth.

example, your model is currently all soft edges in the shaded view, and if all the edges were hard it would appear like the wire frame on shaded, you see the facets of the face. so this could help if you didnt already know this.

It looks like you are just getting started on your path to becoming a modeler, which is awesome. I would google some box modeling tutorials and follow a couple of them to get used to modeling and getting the techniques down. Wings is a great program to start learning with because the interface is so down to earth and clear.

hell yea man, just give'r and work past any frustration. I think the most important thing would be to get the fundamentals down and then expand upon those and the sky is the limit!

edit: here is a good place to start, some wings Tuts:
http://www.wings3d.com/tutorials.php
Cheers

Jalechah
09-29-2008, 11:00 PM
Making a base mesh for the game JKA
http://i57.photobucket.com/albums/g210/Jalechah/jkabase7.jpg

shotgun
09-29-2008, 11:18 PM
http://www.planetquake.com/skingun/postage/scotsman.jpg

MLinderholm
09-29-2008, 11:36 PM
http://www.mlinderholm.se/images/work_02/render.jpg

Well, i made a quick viewport dump, need crits ;)
(website isn't finished)

monkeyboy_garth
09-29-2008, 11:37 PM
My Star Wars corridor. Just about finished. C&C welcome.
http://www.garthcochrane.com/images/garth_corridor.jpg

Armanguy
09-29-2008, 11:47 PM
playing around with a self portrait :

http://img.photobucket.com/albums/v92/armanguy/zsketch4-1.jpg

need to fix ears, nose eyes and mouth :) also need to ad hair :P

Renaud Galand
09-30-2008, 02:05 AM
Awesome colors and style as usual Shotgun !

Laheen
09-30-2008, 03:35 AM
shotgun: awesome stuff! I want morreeeee.

maybe some animation too? :)

caseofchill
09-30-2008, 06:25 AM
Pretty hallway monkeyboy_garth

Joseph Silverman
09-30-2008, 08:12 AM
Shotgun, that's the coolest thing anyone's posted here in weeks.

MightyPea
09-30-2008, 08:49 AM
Thought I would post this. I'd consider it about 60-70% done, still needs some details and such and colour adjustment a bit as well as polish in places.

Hey, glad to see you're enjoying yourself with it :)
I don't know if you're looking for criticism yet, but here goes: It all seems like you're only thinking in terms of small detail, high frequency stuff. Did you start with big brushes? I really like some of the detailing, but the bigger forms are missing, and it's all very dry as well.

Maybe I'll just send you a paintover at some point, if you're really looking for crits.

Frogfish
09-30-2008, 09:41 AM
Here's something I did in school..
http://img410.imageshack.us/img410/4365/mrbotbr0.jpg

BTW, that UMP looks awesome MLinderholm, really nice texturing.
Although the killcount thing written on the rear sight piece might be a tad overkill but that's just my opinion.

PixelMasher
09-30-2008, 09:59 AM
nice Ump Mlinderholm, Only thing i would suggest is a bit more wear on the areas that mode and stick out, like the hinge of the stock and magazine etc.

Ryan Smith
09-30-2008, 11:10 AM
Textures are blocked out... working on the tire and dirtying up the road sign now.

http://www.virtuosicstudios.com/warmgunart/fencewip9.jpg

abigbeast
09-30-2008, 12:01 PM
butt_sahib
Link to a bigger pic @ your request:

http://jharrisonart.com/images/Aires_Wire.jpg

ivars
09-30-2008, 01:36 PM
Been rigging my fat guy, and made him a little walkcycle, and something extra. (Hands aren't animated yet, they look a bit stiff....)
Might fix some real meshes and textures for that "planet" though.

Well it's a small download....

Small movie-clip (3.5MB) (http://www.igorbazooka.com/3d/Presentation.avi)

Martin Henriksson
09-30-2008, 01:41 PM
awesome ivars!

Jonas Ronnegard
09-30-2008, 01:50 PM
yeah great ivars ;),, "martin shouldn't u be in bed when u went home early?" :P

adamlewis
09-30-2008, 02:57 PM
ivars that walk cycle is hypnotizing. Nice work. :)


I haven't posted anything here in a while. Here's a new character I sculpted over this past weekend:


http://adamvfx.com/snail.jpg

Swizzle
09-30-2008, 03:25 PM
Oh snap.

Racer445
09-30-2008, 03:27 PM
figured i should post this here too

http://i35.tinypic.com/kb5276.jpg

3d construction sheet (http://i37.tinypic.com/35nbqiw.jpg)
2d construction sheet (http://i35.tinypic.com/2zszm85.jpg)

Minutes 0-15: Created the high poly from the low poly. Used chamfer, connect, inset, etc then threw a turbosmooth modifier on it.

Minutes 15-25: Edited and fixed up the uvs. Broke smoothing groups into their own island.

Minutes 25-30: Set up the cage and baked all needed maps. Normals, ao. I also baked ambient lighting using a skylight, light tracer, and a ground plane which adds to the texture a hell of a lot. I also used xnormal to make a "detail" map (works better in crazy bump) which brings out the edges.

Minutes 30-50: Started texturing. To make the indent on the blade, I modeled it, then I used Ben Cloward's normal map shader, I applied it to the indent model and took a picture, then pasted it on the normals. I then began to lay down my base textures, ao, ambient lighting, coloring, grunge etc. I used a photo of wood flooring and edited it down to fit the stacked leather bits.

Minutes 50-70: Cleaned up the grunge, added the rest of the details on the normals, overlayed the "detail" maps, and scratched it up. Began on creating the specular.

Minutes 70-80: Created the specular, did final tweaks, and took pictures!

arrangemonk
09-30-2008, 03:56 PM
started the lowpoly of the gun, very unoptimized tough^^
http://img525.imageshack.us/img525/3325/lowwaffeaq6.th.jpg (http://img525.imageshack.us/my.php?image=lowwaffeaq6.jpg)http://img525.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

Sectaurs
09-30-2008, 05:27 PM
Frogfish - the robot head is kind of awesome

ptoing
09-30-2008, 05:49 PM
adamlewis: Very awesome character. Reminds me of the designs in Pan's Labyrinth and Hellboy 2.

Meh first try at a Mudbox head.
http://ptoing.net/pooface.jpg

Ryan Smith
09-30-2008, 10:05 PM
Finally finished this set. Loaded up a test arrangement in unreal to work out the details.

http://www.virtuosicstudios.com/warmgunart/fencewip10.jpg


The geometry in that scene right there is 6000 tris, it's at the Highest LOD... farther away you wont be able to see the ropes tying the planks because they are so small, so they will be gone, and the scene will drop to like 3000 or something like that...

Either way it's high detail up close like it should be, and further away it's pretty optimized.

Cody
09-30-2008, 10:59 PM
6000 seems like a lot for what that is. see wire plz?

Ryan Smith
10-01-2008, 12:46 AM
Ya sure, i just optimized the shit out of it.

http://www.virtuosicstudios.com/warmgunart/fencewip11.jpg


See all 5 pieces = 1,470 tris.

The fence is 850 tris now at the highest LOD... keep in mind the player will be seeing the Low LOD most of the time which is only 250 tris because the rope meshes are gone.

Everything else is optimized around 50% for the LOD levels.

Crash
10-01-2008, 12:49 AM
WIP: http://crash.ichian.org/dump/mechlegs_v001.jpg

It's an ARX-8 Laevatein from Full Metal Panic. Only got the miniature yesterday so I havent had that much time to work on it yet.

Chazbot!

warriah
10-01-2008, 01:00 AM
some sweet stuff in here.

adamlewis: very nice sculpt, love the style and forms you got going on.



a ninja themed samus im slowly working on..
http://www.mladenjovicic.com/i/PORTFOLIO/sketchbook/ninja_samus_001.jpg

perna
10-01-2008, 03:53 AM
crash, nice and clean, I enjoy stuff like that.

Adam, you have a really beautiful style. I get a feeling when I see a model from you it appears to be a small to medium edit of a previous model though? Would love to see you do something different.

Laheen
10-01-2008, 04:37 AM
crash; fucking hot stuff right there! mooooooooooooooar :)

adamlewis
10-01-2008, 05:21 AM
Thanks for the comments guys.

perna: Thanks. The model itself was made from scratch, but I can see how you would get that impression because my characters share a lot of similar features in terms of things like proportion/gesture/anatomy. As I'm becoming more comfortable with digital sculpting I have a growing desire to create characters that are a lot more original than my current work, so I'll definitely take your criticism to heart.

Marshal Banana
10-01-2008, 05:39 AM
I'm proud of the hair texture.
http://i93.photobucket.com/albums/l43/Marshal_banana/buface21341.jpg

AlexanderF
10-01-2008, 05:39 AM
making a hummer, not the penis enlarger but the military version. Here is my high poly so far.

http://www.alexf.se/upload/hummer_wip.jpg

Jeremy Lindstrom
10-01-2008, 07:02 AM
Finally finished this set. Loaded up a test arrangement in unreal to work out the details.


The geometry in that scene right there is 6000 tris, it's at the Highest LOD... farther away you wont be able to see the ropes tying the planks because they are so small, so they will be gone, and the scene will drop to like 3000 or something like that...

Either way it's high detail up close like it should be, and further away it's pretty optimized.


Electric wooden fence?

ImSlightlyBored
10-01-2008, 09:37 AM
how did you arrive at that conclusion?

Virtuosic, it looks good man.

what about some little sand mounds to surround where objects touch the ground, if thats possible?

Ryan Smith
10-01-2008, 12:36 PM
Electric wooden fence?



Haha yes... You have to tell a narrative with your props. This means that some asshole found a sign that said "Electric Fence" which was clearly not originally on his piece of shit wooden fence, and he went ahead and nailed it on to his wooden fence to confuse stupid people.

People walk by and look at it and either shake their head and let out a chuckle, or they stop and say... waiiiiiit a second.

Jeremy Lindstrom
10-01-2008, 01:06 PM
Haha yes... You have to tell a narrative with your props. This means that some asshole found a sign that said "Electric Fence" which was clearly not originally on his piece of shit wooden fence, and he went ahead and nailed it on to his wooden fence to confuse stupid people.

People walk by and look at it and either shake their head and let out a chuckle, or they stop and say... waiiiiiit a second.


It's nice to think about a narrative or a story for your props, just make sure your audience can easily tell the narrative you are trying to sell. :poly139:

rooster
10-01-2008, 02:45 PM
true dat

AimBiZ
10-01-2008, 05:11 PM
Been working on texturing my post apocalyptic chick with horns. =)

http://i110.photobucket.com/albums/n117/AimBiZ/Leolith_19-1.jpghttp://i110.photobucket.com/albums/n117/AimBiZ/Leolith_20-1.jpg
http://i110.photobucket.com/albums/n117/AimBiZ/Leolith_21-1.jpghttp://i110.photobucket.com/albums/n117/AimBiZ/Leolith_Diffuse-1.jpg

Might as well post the wires as well.
http://i110.photobucket.com/albums/n117/AimBiZ/Leolith_16-1.jpg

TheSplash
10-01-2008, 06:24 PM
@AimBiZ
nice texturing!
Just a quick thing I thought i'd point out.. those straps coming from her underwear to her stockings could pull the stocking material up some, so it wouldn't be so level in that area.
Something to think about, might look nice. ;)

benclark
10-02-2008, 02:28 AM
cool texturing aimbiz. I think some more colour where the horns stick into the skull would help. Also maybe something to break up the surface of the tights. Dirt, rips, holes or something?

Carl Brannstrom
10-02-2008, 03:35 AM
Really cool design!

I agree with benclark that it would be nice with some dirt and stuff.

Some specular would be nice too!

Spug
10-02-2008, 05:00 AM
Really great stuff!

I am wondering though, did you render out an AO map from your high poly? From the looks of the texture, it looks like you hand painted most of the shadows and detail. I think if you were to render one out, and overlay it on your texture map, it would really make the model pop.

Looks great!

Ani
10-02-2008, 06:01 AM
KAABOOOOOM!!!!!!

<3 TF2 = me dressed as the one and only demo :)

http://farm4.static.flickr.com/3065/2907370724_72ef248d61_o.jpg

wizo
10-02-2008, 06:21 AM
hehe nice one Ani!
Its like TF2 had babies with animal crossing. Great pic

AimBiZ
10-02-2008, 07:25 AM
Really great stuff!

I am wondering though, did you render out an AO map from your high poly? From the looks of the texture, it looks like you hand painted most of the shadows and detail. I think if you were to render one out, and overlay it on your texture map, it would really make the model pop.

Looks great!
I am using an AO map. I got a bit rough by some reason so it looks a bit hand painted. I might smooth it out here and there. Got some hand painted shadowy stuff as well in the skin and such, but about 90% of the shading is done by the AO map.

Thanks for the replys everyone. I'll see what I can do about the dirt. I'll also work on the makeup since it doesn't look too believable right now.
I'll also make her some teeth later on so she can do some angry expressions. :)

kio
10-02-2008, 07:36 AM
ani: its teh awsome <3

warby
10-02-2008, 09:23 AM
love it but why is the jaw area of the head flat shaded ? also on the little arms abit

larolaro
10-02-2008, 09:43 AM
love it but why is the jaw area of the head flat shaded ? also on the little arms abit

Thats like her 5th 3d model she's done, from knowing nothing at all to that! i'd say what she's learnt so far in that short amount of time is awesome.

But yeah, its the normals.

choco
10-02-2008, 10:22 AM
great work for the last posts :)

i'm working on another asset for warm gun :

http://skulls.fr/screens/RRC/broken_wall_a.jpg

hobodactyl
10-02-2008, 10:25 AM
Yeah I have to say Ani is definitely putting me to shame :D Great work!

PixelMasher
10-02-2008, 11:44 AM
Choco: I think this is suffering from what most sculpted concrete cover does, a lack of defined hard angels, it looks a bit too soft and rounded.

i think it could use a few more sharper chunks. the texel density looks a little inconsistent over the object but it could just be an optical illusion.

SHEPEIRO
10-02-2008, 12:16 PM
ani- love it, quite like the hard edges too ;-P

Baddcog
10-02-2008, 01:11 PM
That's awesome Ani,

I can't wait for TF2 Babies ( Low Poly) Edition :)

Ani
10-02-2008, 03:42 PM
Thanks for the comments guys!
I may dress myself up in the other classes too but only if I have the time.

Also, still pretty new to 3D so don't know what's what yet :P

Meanwhile....it's HAM TIME!!

http://farm4.static.flickr.com/3032/2908528418_b06e257903_o.jpg

Master_v12
10-02-2008, 04:52 PM
Painting some
http://www.masterv12.com/pics/g06.jpg

Joseph Silverman
10-02-2008, 05:01 PM
All of this stuff is awesome, ani!

And tell RobG to post more 3d too!

BoBo_the_seal
10-02-2008, 08:20 PM
Ani that kicks ass!!

Master_v12
10-03-2008, 12:41 AM
You got some awesome stuff in your Artblog Ani, keep em coming!

Painting some Pants, going to sleep now though. Buenas noches!
http://www.masterv12.com/pics/g07.jpg

Crash
10-03-2008, 01:03 AM
http://crash.ichian.org/dump/mechlegs_v002.jpg

More work done...

Saidin311
10-03-2008, 01:16 AM
Ani, please make t-shirts of everything you've posted!

If you don't know whats what, then I don't think I have a chance! :)

sir-knight
10-03-2008, 08:03 AM
http://crash.ichian.org/dump/mechlegs_v002.jpg

More work done...

eeeeexcelllent....

ptoing
10-03-2008, 10:05 AM
Haha, ace Demoani :D

2 new poofaces I crapped with Mudbox.

http://ptoing.net/pooface2.jpghttp://ptoing.net/pooface3.jpg

misterboogie
10-03-2008, 10:07 AM
High poly of a plastic model I have on my desk. I guess I'll call it done. Sorry for the size.


http://elvisperry.com/jigabachi01.jpg

Pedro Amorim
10-03-2008, 10:18 AM
Haha, ace Demoani :D

2 new poofaces I crapped with Mudbox.

http://ptoing.net/pooface3.jpg

nice vagina/ahole model. you sick pervert

CIgano
10-03-2008, 01:17 PM
totally portuguese

cholden
10-03-2008, 02:22 PM
misterboogie, whats up elvis! Nice lens flare :D

Indecom
10-03-2008, 03:00 PM
Just another thing to add to my portfolio, its not exactly low poly its at about 900, the texture is a 512x with room left in it for a hand if used in an fps.

I did this guy from pencil sketch to finished texture in about 6 hours all together i think, it is a revamp of the Quake 2 grenade launcher for the Brazen mod at : http://parilsprojects.org/brazen/blog.html

Here's a flyby i made in blender, any crits or if you want to see any other shots let me know:
http://i132.photobucket.com/albums/q27/indecom/Brazen_GLFlyby.gif

misterboogie
10-03-2008, 03:10 PM
LOL! Chris you're killing me here... :poly122:

My next project will have some chrome balls and checkerboard patterns just for you!

EricV
10-03-2008, 03:29 PM
nice vagina/ahole model. You sick pervert


lol!!

ptoing
10-03-2008, 04:34 PM
nice vagina/ahole model. you sick pervert

I appreciate your namecalling, kind sir.

Racer445
10-03-2008, 09:52 PM
idk im learning

http://i37.tinypic.com/2w3p7pc.jpg

Indecom
10-04-2008, 12:04 AM
Thats really not bad Racer445, i mean, you need a new road texture for sure and you need to work on a cohesive theme that rund through the whole level or race track, but as new as you may or may not be. Definitely keep up the work, and check out some envirnmentla modeling tuts is what i can suggest.

EDIT:
More stuff for the Brazen Quake 2 source mod/game, a futuristic Ka-bar:
http://i132.photobucket.com/albums/q27/indecom/brazen_kspin.gif
http://i132.photobucket.com/albums/q27/indecom/brazenknifefinal.png
http://i132.photobucket.com/albums/q27/indecom/brazenknifefinalback.png

Cody
10-04-2008, 02:04 AM
Indecom, nice model but i think the whole thing looks a bot concrete-ish. i think some more work with color and the sort of damage youve given it will define it more. look up some knife ref.

Indecom
10-04-2008, 02:11 AM
Haha, well, i did use concrete to add the damage, need to download more textures to use, Maybe i'll do that now and then fix the texture. I have the damage set as a different layer which is overlayed in photoshop so its super easily changable.

renderhjs
10-04-2008, 02:43 AM
@Racer445: how many faces and triangles do you have? - something like that would be a nice try in flash on the web for a race game :)

c0ldhands
10-04-2008, 06:49 AM
A school project, the limit was 1000 tris, and a 1024^2 map. Nothing special...

http://i99.photobucket.com/albums/l299/calinescu/House.jpg

jaalto
10-04-2008, 10:26 AM
Working on textures and some accessories..


http://www.jaalto.com/wip/sheriff.jpg

Jackwhat
10-04-2008, 12:29 PM
Todays Study! one of the better ones from recently!

http://i62.photobucket.com/albums/h91/Jackwhat/1004EnvStudy.jpg

JasonLavoie
10-04-2008, 01:57 PM
http://jasonlavoie.net/images/Tests/UGC_Preview5.jpg

I think for the most part this will be the final mesh, cholden said to try making the feet a bit bigger (stylized) so I'll mess around with that.

I'll be unwrapping and texturing this guy later in the week, still need to figure out what kinda style I want to try.

FAT_CAP
10-04-2008, 02:11 PM
http://www.samchester.co.uk/wip/marin_screen1.jpg

Generic space marine with generic glowy bits and generic genericness all round.

I saved over the wrong PSD by accident and flattened my spec map so theres not going to be much more tweaking of that unless I can muster the energy to split it all up again... (I can't)!

JasonLavoie
10-04-2008, 02:22 PM
Thats how Too Human 2 should look like :)

Nice

EricV
10-04-2008, 04:51 PM
very much a wip, been plugging away at this thing all day and hope to get the hi poly done by tomorrow. Hope ya digs guys

http://img403.imageshack.us/img403/5917/socomwip2rg3.jpg

Jaco
10-04-2008, 05:00 PM
Nice face fat_cap! The generic glowy bits look a bit...generic

AimBiZ
10-04-2008, 05:47 PM
Misterboogie: I really dig that model you got there! :D


More or less done with texturing my character. Now I just need to get the alfa in order and see if I can do something about the normal seam on her bra.
Planning to take it into xNormal and see how it turns out. :)

The swords are placeholders. Trying to figure out a design, which will be less clean. Not sure if I'll do the weapons in the near future. Got other projects to do.

http://i110.photobucket.com/albums/n117/AimBiZ/Leolith_23-1.jpg

I missed to put in the incadecence map. Hope that's okay.
http://i110.photobucket.com/albums/n117/AimBiZ/leolith_24-1.jpg

Pedro Amorim
10-04-2008, 07:07 PM
oh a straight edge marine hehe

orionburcham
10-04-2008, 07:55 PM
http://www.nickelcadmium.net/show/pillar/pillar-9.jpg

http://www.nickelcadmium.net/show/pillar/pillar-10.jpg

How should I texture this? Unwrap and texture the pieces between projection mapping, or pmapping first?

Thanks-
-O

renderhjs
10-04-2008, 08:32 PM
@orionburcham:
I would retopologize each rough element so that all the little sub-parts eventually become 1 clean mesh. ONce you have that unwrapping will be much easier and a cleaner job + also easier to read for the one painting on it.

Blaizer
10-04-2008, 08:55 PM
http://blog.whiteblaizer.com/wp-content/uploads/2008/10/cr000.jpg

Something i have been working in this weekend, for the "pokemon" minicomp at GA. It's not very pokemon, i know, but i wanna go after something more detailed :P

orionburcham
10-04-2008, 09:07 PM
Thanks, renderhj- I've got a simplified mesh ready, but I've heard two different methods for how to go about texturing. Should i texture each complex element first, and project that (use that for the final diffuse), or should I go ahead and project the normals onto the low poly and just paint the diffuse in PS?

Indecom
10-04-2008, 09:55 PM
I fixed the k-bar texture, attached it to a quake 2 hand i modified for better deformation, and rigged it all up with a bones animation system and animated about 90 frames of an fps view cycle for the Brazen Quake 2 game. I think i did an okay job for my first time animating any attacks, in first person let alone at all, lol.

http://i132.photobucket.com/albums/q27/indecom/compile.gif

Racer445
10-04-2008, 10:20 PM
renderhjs, currently its sitting at 1332 tris. going for ds spec (around 2000 tris total) so will need to optimize when done

i would love to see this as a flash game :)

indecom, i made a new road texture. i decided to do it all in sort of the style of sega am2's games.

http://i36.tinypic.com/4iy6mr.jpg

renderhjs
10-04-2008, 10:43 PM
@ Racer445
very nice, - if I would have some freetime I'd test it out if I'd be able to get it running smoothly in flash. It has this micromachines flair I so like it :)

@orionburcham :
I wasn't even thinking about normal mapping but just highpoly optimizing. These days when people hear retopo. they only think of normal mapping. But by retopolyzing your base mesh you can improve the model make it more clean- get out cleaner shadows in the rendering, have a single UV island.
In the past I saw some blurStudio videos where complex objects got retopologized over just to improve or fix the bas model for a movie or single rendering production.

My choise btw. would be either silo or polyboost for that job. some others:
Topogun beta
dRaster's NEX plugin for Maya
Latest 3DCoat beta
Headus' Cyslice
Luxology's Modo
Also check out the silo forums for great insight on such workflow:
http://www.silo3d.com/forum/

larolaro
10-05-2008, 03:41 AM
blaizer - Simply awesome, i've seen your work around and i've always wondered what shaders you are using?

Jaco
10-05-2008, 03:46 AM
Great stuff Blaizer, that guy has tons of character

MightyPea
10-05-2008, 10:54 AM
RobG: I'm fairly sure Blaizer always presents his work as modo renders, hope that helps.

Blaizer
10-05-2008, 11:35 AM
thanks guys

Yep, it's a modo render, a shader with SSS and cavity.

GCMP
10-05-2008, 01:38 PM
http://i93.photobucket.com/albums/l64/GC3D/Funkyspeakerfr3q.jpg
http://i93.photobucket.com/albums/l64/GC3D/Funkyspeakerfr.jpg
http://i93.photobucket.com/albums/l64/GC3D/Funkyspeakersd.jpg
http://i93.photobucket.com/albums/l64/GC3D/Funkyspeakerr.jpg

MightyPea
10-05-2008, 02:17 PM
gcmp: is this based on something existing? I'm surprised to see a midi-connection and mod/pitch-wheel knobs on there.

GCMP
10-05-2008, 02:29 PM
Kind of inspired by this... http://www.trustedreviews.com/images/article/inline/3869-speakers.jpg (http://www.trustedreviews.com/images/article/inline/3869-speakers.jpg) hehe the mod wheel and pitch thing is something I used for effect/filler, was just a screengrab from the back of reason 4's synthesisers after unwiring it.

rooster
10-05-2008, 02:37 PM
uh, donno why i made this. typed a random word into google images and made what I found
http://redprodukt.com/wp-content/uploads/2008/10/pug.jpg
some kind of crazy animal? wtf is it??

SHEPEIRO
10-05-2008, 03:14 PM
rooster you never seen a hog befor? ;-) fecking city types ;-P

PixelMasher
10-05-2008, 05:30 PM
nice hog..haha. I think a little cliche curly tail would help really sell it though. any plans for a quicky texture?

commander_keen
10-05-2008, 07:49 PM
needs moar anus.

Mr GetDown
10-05-2008, 08:24 PM
AimBiZ -
That "Ambient colour" texture is that this same as a light map?

Master_v12
10-06-2008, 01:29 AM
Original Gangster...
http://www.masterv12.com/pics/G08.jpg
painting is fun

_Gr9yFox_
10-06-2008, 05:06 AM
http://www.themwagency.com/News/wp-content/uploads/2008/04/mario-cosplay.jpg

Damn now I have the Super Mario Bros song playing in my head...

the brothas
the brothas
the brothas

Jackwhat
10-06-2008, 05:38 AM
hahaha, awesome!

A quick doodle, need to make him look like he means SRS BSNS at the moment hes looking a little faggoty. Forest king sorta geeza;

http://i62.photobucket.com/albums/h91/Jackwhat/1006rakugaki.jpg

garriola83
10-06-2008, 01:38 PM
just a wip

http://www.digi-wingz.com/snowboarder_wip.jpg

Racer445
10-06-2008, 02:42 PM
i added an crane babi

http://i35.tinypic.com/28wggt3.jpg

karera
10-06-2008, 04:27 PM
Quick sculpt so far, a project for school, make a bust
http://i191.photobucket.com/albums/z150/kareramusication/headsculpt.jpg

katzeimsack
10-06-2008, 04:35 PM
http://bildupload.sro.at/a/images/rocks.jpg

overpaint, trying different rock styles for airborn.
This is just a ground piece of a ground-middle-top modular set, therefore there is no vegetation ontop...

SHEPEIRO
10-06-2008, 04:45 PM
nice i love the style on airborn, it has fantastical planes so me love

PixelMasher
10-06-2008, 05:42 PM
awesome work katzeimsack, love the chunky style, ill bet with some sculpting action and an nice AO bake the final will look like a beaut.

GCMP
10-06-2008, 05:47 PM
looking cool garriola83, I wonder if your game playing skill is as good as your 3d (insert cheeky emoticon here) Might have to have a rumble sometime:poly142:

garriola83
10-06-2008, 06:08 PM
looking cool garriola83, I wonder if your game playing skill is as good as your 3d (insert cheeky emoticon here) Might have to have a rumble sometime:poly142:
haha....ahem
for sure, im game
<-------theres my gamertag and such, but ive been playing megaman 9 just now, climbing up the charts on the speedruns

Reverenddevil
10-06-2008, 07:34 PM
Ruined temple scene. Still working on the texturing, lighting details, etc..
http://i111.photobucket.com/albums/n147/Reverenddevil/more2.jpg

http://i111.photobucket.com/albums/n147/Reverenddevil/more.jpg

All feedback is appreciated, thanks..

commander_keen
10-06-2008, 11:45 PM
Testing using vertex colors as proper lighting in the viewports.

http://www.keenleveldesign.com/pimp/VertexLighting/vertexlightingtest1.jpg

PixelMasher
10-07-2008, 12:06 AM
RenderDevil, I think you would really benefit from having some stronger color in your lighting, right now its really harsh and contrasty. the textures are pretty good but those roots add too much visual noise and it makes it hard to discern exactly what is going on. with a little massaging I think this will turn out awesome.

Commander Keen, that looks cool, is it just baked AO into the vertex color? that texture on the floor looks dope man.

commander_keen
10-07-2008, 12:34 AM
The lighting is painted by hand to get color variation, but you could use baked AO as a base. The math is just PixelColor*(VertexColor*2) so 0 is black, 127 is unlit, and 255 is blown out brightness. The idea is to use it for handheld spec stuff and allow vertex colors to be used as vivid lighting.

Jackwhat
10-07-2008, 12:50 AM
black n white redux of the previous picceh! might do more :E

http://i62.photobucket.com/albums/h91/Jackwhat/1006rakugaki2redux.jpg

Nizza_waaarg
10-07-2008, 01:55 AM
working on this dude between uni and my strogg. Meant to be a post-apocalyptic wanderer dude, got a gun and big boots lined up for him :P
http://i6.photobucket.com/albums/y239/Nizza_waaarg/04-2.jpg

monkeyboy_garth
10-07-2008, 01:57 AM
WIP.

http://i368.photobucket.com/albums/oo122/garth_cochrane/seamonster.jpg

Neox
10-07-2008, 06:46 AM
nice i love the style on airborn, it has fantastical planes so me love

your porco rosso stuff has been an inspiration for me ;)

EricV
10-07-2008, 07:30 AM
http://img296.imageshack.us/img296/4747/socomrendersam0.jpg

AlexanderF
10-07-2008, 08:50 AM
Here's how my hummer is coming along. I still have the undercarriage left to do, so if anyone is sitting on some reference pics of that, it would be greatly appreciated! :)

http://www.alexf.se/upload/hummer_wip2.jpg

Tumerboy
10-07-2008, 09:01 AM
your porco rosso stuff has been an inspiration for me ;)

Porco Rosso has always been my favorite Miyazaki film.

And Airborn is looking rad!

Marshal Banana
10-07-2008, 03:30 PM
http://i93.photobucket.com/albums/l43/Marshal_banana/Gilgasfinal.jpg

SHEPEIRO
10-07-2008, 03:52 PM
your porco rosso stuff has been an inspiration for me ;)
that makes me all nostalgic, maybe when i get my dream job i will have time for some pixel lovin

karera
10-07-2008, 06:09 PM
Taking new turns.. Nice work guys!

katzeimsack: Lovely, every update on Airborn is awesome
EricV: A render without black background would be lovely to see ;D
AlexanderF: Nice subdivisionmodelling, seems a bit edgy around the doors though.
Reverendevil: Cool, i can really see the mood coming up if you tweak the lights a bit.
Jackwhat: a bit to blurry for my taste, but nice idea

http://i191.photobucket.com/albums/z150/kareramusication/headsculpt10.jpg

Swizzle
10-07-2008, 07:03 PM
Messing around with the demo of Mudbox 2009:

http://i2.photobucket.com/albums/y29/xkostolny/gordon001.jpg

almighty_gir
10-07-2008, 07:55 PM
chief gordon?

ScoobyDoofus
10-07-2008, 08:51 PM
started off in Mudbox demo, moved into ZB now for full character...
very wip. I hate to ask but...good refs for morbidly overweight males thats not gay fattie porn?

http://www.ryan-jackson.net/images/mb_baron_03.jpg

Reverenddevil
10-07-2008, 09:25 PM
Hahah, he is looking like a real life version of the Stay Puffed Marshmellow Man..

Nice gun Eric V...

almighty_gir
10-07-2008, 09:28 PM
started off in Mudbox demo, moved into ZB now for full character...
very wip. I hate to ask but...good refs for morbidly overweight males thats not gay fattie porn?

http://www.ryan-jackson.net/images/mb_baron_03.jpg

watch Dune.

ScoobyDoofus
10-07-2008, 09:36 PM
watch Dune.

Lol, Gir...the name of the jpg is "mb_baron_03".....
He is the Baron Vladimir Harkonnen, or will be once I'm through.

He just doesnt have his royal accessories yet.

penrod
10-07-2008, 10:22 PM
As far as ref goes check out milesteves.com
I believe he was the guy who originally created the fat bastard in dune

Indecom
10-07-2008, 10:36 PM
http://i132.photobucket.com/albums/q27/indecom/render1.png
http://i132.photobucket.com/albums/q27/indecom/render2.png

More portfolio work, wip obviously, for my own quake 2 mod, kudos to anyone who knows what it is!

leilei
10-07-2008, 10:47 PM
i don't know is dat sum battletoads!!

ScoobyDoofus
10-07-2008, 10:57 PM
http://www.ryan-jackson.net/images/baron_harkonnen_concept_00.jpg

Just trying to figure out where exactly I'm headed from here. Maybe soon he'll deserve his own post.

garriola83
10-07-2008, 11:10 PM
http://www.digi-wingz.com/TJ_sculpt01.jpg

garriola83
10-07-2008, 11:17 PM
http://img296.imageshack.us/img296/4747/socomrendersam0.jpg

baller usp, pew pew

adamlewis
10-07-2008, 11:29 PM
Sculpted this guy from a sphere and painted/rendered in MB2009. Really enjoying the program so far.

http://adamvfx.com/hornface.jpg

commander_keen
10-07-2008, 11:32 PM
Nice gun EricV

A quick low poly tank, 499 tris. Now time for texturing \o/

http://www.keenleveldesign.com/pimp/lowpoly/lowpolytankwip01.jpg

monkeyboy_garth
10-08-2008, 12:12 AM
Update...

http://i368.photobucket.com/albums/oo122/garth_cochrane/seamonster_wip2.jpg

Swizzle
10-08-2008, 12:48 AM
I absolutely FUCKING LOVE THIS SOFTWARE! I want to throw my money at the people who made it.

I thought the previous version of Mudbox was pretty awesome, but 2009 is sooo much better.

http://i2.photobucket.com/albums/y29/xkostolny/brainsurgery.jpg

Renaud Galand
10-08-2008, 01:25 AM
great stuff adam & Swizzle !

Spent an additionnal 30 minutes of the little model I started from a spehere a couple of days ago. Render passes in Zbrush. Was fun :)

http://i133.photobucket.com/albums/q48/Guntharf/droid_chicken3.jpg

TheSplash
10-08-2008, 01:48 AM
Holy crap adamlewis, I love that sculpt!

saved to inspiration folder.

Sa74n
10-08-2008, 02:30 AM
that looks awesome renaud :D

Josh_Singh
10-08-2008, 06:56 AM
Renaud, I know you are pretty much done with the chicken head, and I love it, I really do, But I feel like a bit more attention paid to the eyes would put it over the top. They really are just spheres with a dent in them.

caseofchill
10-08-2008, 07:08 AM
Love it Renaud, though I agree with josh, that a little more work on the eyes could give it even more win.

Renaud Galand
10-08-2008, 08:11 AM
hey thx for the feedback guys, it was really "rushy" hehe. Josh, I'm not sure to get what you mean, though. The eyes are maybe sticking out too much from the model? It's about the eye's texture maybe? Details ! :D

Swizzle
10-08-2008, 08:19 AM
Give that sucker some pupils and irises. Maybe some veins.

misterboogie
10-08-2008, 09:41 AM
Kick butt Renaud!! Beware the evil chicken man!!

Some Halloween fun! Spider head from The Thing. Zbrush 3.

http://elvisperry.com/thething720.jpg

larolaro
10-08-2008, 10:44 AM
Just jumping on the mb09 bandwagon and i sincerely concur its friggin awesome!

Been a while since i sculpted in mudbox, this was fun having another go.

Just a few hours playin around with all the new features etc.

http://farm4.static.flickr.com/3254/2924159843_9f23146912_o.jpg

Josh_Singh
10-08-2008, 10:45 AM
Renaud, yeah, just a proper pupil, iris and lens would make it better.

Swizzle
10-08-2008, 11:38 AM
I really hate the color picker and a few other minor things, but damn if I don't still love MB2009's painting tools.

http://i2.photobucket.com/albums/y29/xkostolny/plugs2.jpg

garriola83
10-08-2008, 11:57 AM
wow, im seeing a lot of mb2009 goodies, i might pick it up as well

ptoing
10-08-2008, 12:06 PM
http://i132.photobucket.com/albums/q27/indecom/render1.png
http://i132.photobucket.com/albums/q27/indecom/render2.png

More portfolio work, wip obviously, for my own quake 2 mod, kudos to anyone who knows what it is!

Looks like an imp from the original doom?

larolaro
10-08-2008, 01:08 PM
Another quicky! :)

I gotta get into sculpting again.

http://farm4.static.flickr.com/3034/2925316294_b97e03fde7_o.jpg

Pedro Amorim
10-08-2008, 01:40 PM
how do you guys activate the shadows?

Indecom
10-08-2008, 01:43 PM
Haha, battletoad, Nope. Ptoing's got it, A remodeled imp from the original doom, for my mod which will be like a remodeled doom on the quake 2 engine. Here is a turntable of the finished imp model:
http://i132.photobucket.com/albums/q27/indecom/ITTBL.gif

larolaro
10-08-2008, 01:57 PM
how do you guys activate the shadows?


In mud? You click on the lighting nodes in the outliner, i think its lighting 2, then down in the properties check shadows.

SHEPEIRO
10-08-2008, 04:06 PM
just pimping something ive made a tutorial for in the tech section

http://boards.polycount.net/showthread.php?p=856211#post856211

http://i30.photobucket.com/albums/c346/Shepeiro/render2.jpg

monkeyboy_garth
10-08-2008, 06:16 PM
Done.

http://i368.photobucket.com/albums/oo122/garth_cochrane/surf_rage.jpg

Kovac
10-08-2008, 06:36 PM
And it turned out just awesome. I love the water and the facial expression on the soon to be meal.

commander_keen
10-08-2008, 07:23 PM
SHEPEIRO, nice tutorial. Didnt know about the ~ thing. That will be very useful :)

PixelMasher
10-08-2008, 11:35 PM
yea thanks for the tut Shep, thats lookin cool, are you just using vertex color to blend the ground and rock? I like the cooler ambient light within, looks dope.

monkeyboy: thats awesome, the only thing that kinda throws my eye off a bit is the foreground surfboard, it looks kinda awkward the way it is right now, but thats minor. love the water rushing off the creature.

SHEPEIRO
10-09-2008, 04:34 AM
pixel masher, no that is made from two tiling peices both of which tile with themselves and each other, so just staright polys for cheapnesss of draw

warriah
10-09-2008, 06:24 AM
some awesome stuff in this thread.

heres a head i have been working on
http://www.mladenjovicic.com/i/PORTFOLIO/sketchbook/head1.jpg

Rens
10-09-2008, 07:26 AM
my first shot at oil painting,

the 1st is just black layering, 2nd is with the white i just tried to add and turned into one big nightmare. I let it dry for a day or 2 but it just wont work, ah well, back to pencils it is.

http://rensedeboer.com/2d/oilpaint01.jpg

TNO
10-09-2008, 07:29 AM
a quick head that i made

http://files.myopera.com/thenewone/albums/322895/Face%20quick%20funny%20concept.jpg

BJA
10-09-2008, 08:22 AM
A little bit of a cartoon environment I'm currently working on. Those ice-cream cones in the background are supposed to be trees, in case anybody wondered.

http://www.bja-design.de/different/comic_house01.jpg

http://www.bja-design.de/different/comic_house01_wire.jpg

Jackwhat
10-09-2008, 08:47 AM
Awesome stuffs on this page!

Another study from me D:


http://i62.photobucket.com/albums/h91/Jackwhat/1009EnvStudy.jpg

larolaro
10-09-2008, 09:11 AM
Hehe looks like one of the planets on spore :)

Cody
10-09-2008, 10:42 AM
Rens, looks cool to me. I think it's a nice style. Keep at it!

Funky Bunnies
10-09-2008, 10:50 AM
agreed, Rens. I dig it. I think you should give it another shot before deciding you don't like the medium

PixelMasher
10-09-2008, 10:59 AM
Sheperio: ah thats pretty smart, thanks for the explanation

BJA: that house has a nice style to it, the chunky roof looks awesome. maybe a couple scraggly trees might help sell it more too.

Em.
10-09-2008, 11:00 AM
BJA, love it!

CrazyButcher
10-09-2008, 11:50 AM
worked on interactive cutaway rendering for medical illustration, as well as some shading fx for it
oh yeah the effect is faster than the good ole vsync cap ;)

http://crazybutcher.cottages.polycount.com/wip/cutaway/20081009191414_00000.jpg

http://crazybutcher.cottages.polycount.com/wip/cutaway/20081009195551_00000.jpg


it's not SSAO but shading is based on a cheaper technique, found at
http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/webseite/
and some custom addons

BJA
10-09-2008, 12:36 PM
@PixelMasher: good point with those scraggly trees, will see what I can do.
@oglemeanimations: thanks :)

AimBiZ
10-09-2008, 03:25 PM
A head I've been working on. Next step is to make a displacement map and render it in Maya.

http://i110.photobucket.com/albums/n117/AimBiZ/Joker_2.jpg

c0ldhands
10-09-2008, 03:51 PM
Sweet as hell AimBiZ! Your skills are getting better by the momment. I liked ur real life sculpture of the joker, u should post it here too!

c0ldhands
10-09-2008, 04:43 PM
Anyway, figured i put up my small prop here. Its that 50s radio that i love complete with a art deco look! (1024^2 maps and 450 tris)

http://i99.photobucket.com/albums/l299/calinescu/50sradiopreview.jpg

system404
10-09-2008, 06:20 PM
Some buddies of mine from work convinced me to post this here. We've been a little slow in the texture dept. so I grabbed Bobo's demon and had some fun with it.

Here's my take on the demon:

http://system404.net/images/blog/render02.jpg

Marshal Banana
10-09-2008, 06:23 PM
That's awesome, system. Reminds me of Gannon, actually.

Doing some Soul Edge. It's my first attempt at making something that's one object.
http://i93.photobucket.com/albums/l43/Marshal_banana/01.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/02.jpg

The_Kozmonaut
10-09-2008, 07:28 PM
Really awesome texturing of Bobo's demon. Probably one of the best, if not the best, I have seen. excellent work

Marshal Banana
10-09-2008, 08:09 PM
Yay.
http://i93.photobucket.com/albums/l43/Marshal_banana/03.jpg

Cody
10-09-2008, 10:37 PM
Dude. system404! thats great!

glynnsmith
10-09-2008, 10:59 PM
Some guys I've just now finished for a pedestrian simulation software (http://www.pedestrian-simulation.com/) contract. Original model by Talon.

http://img.photobucket.com/albums/v238/DefaultHuman/paramics_male_a_complete.jpg

Marisa
10-10-2008, 12:22 AM
System404: Steve boasted at how awesome your sdk turned out. Looks Amazing! Good Job!

TNO
10-10-2008, 03:17 AM
http://files.myopera.com/thenewone/albums/322895/12%20facemore%20views.jpg
new Face with a better facial expression

Josh_Singh
10-10-2008, 08:02 AM
Something I am working on for the pokemon mini challenge at Game artisans:
http://img.photobucket.com/albums/v139/nurbs_801/turtwig_wip2.jpg

Joseph Silverman
10-10-2008, 08:29 AM
Josh, you need to do the gaming industry a service and work on 'kids' platformers someday. They've been depressingly bland ever since the early n64 days and your concepts/sculpts are always amazing.

Rens
10-10-2008, 09:32 AM
looks great josh!

dummeh
10-10-2008, 09:56 AM
Awesome pokemonthingy josh, really nicely made. I'm liking BJA's spooky house scene too. Cute and has a lot of atmosphere.

I've been trying to light some of the rooms from a game I'm working on.

http://www.paradum.com/mv2/3/env_sciencelab_thumb.jpg (http://www.paradum.com/mv2/3/env_sciencelab.jpg) http://www.paradum.com/mv2/3/env_medlab_thumb.jpg (http://www.paradum.com/mv2/3/env_medlab.jpg)

The rooms are a mixture of work from a friend and myself. Props were mostly done by him, background room/misc props were done by me (I'm mainly a programmer). Still some placeholders in there that we're slowly getting done.

I really need to read up on some good tutorials, articles and books on nice lighting in Max (and in general). Being in the industry I obviously realised a lot went into lighting a scene, but never realised how many parameters you need to tweak, how precise position/colour/etc. has to be to look nice. This is my first attempt so any comments/crits would be appreciated.

JZak
10-10-2008, 11:58 AM
Great work Josh! I love the jaw line on that lil dude.

Hey dummeh the lighting in the room looks nice so far. There's plenty of resources on lighting.
Here is one that might help: http://www.keenleveldesign.com/html/misc/lightingtutorial1.htm

PixelMasher
10-10-2008, 12:31 PM
Josh that looks great man, nice crisp edges.

dummg, cool style reminds me of the desktop starwars adventures kind look, neato.

TNO
10-10-2008, 12:57 PM
Highpoly
http://blendpolis.de/a/12_face_added_body_parts_eye_change1.jpg
and a new Topo
http://blendpolis.de/a/topopoly.jpg

leilei
10-10-2008, 01:39 PM
that's a long torso. I assume you're not directly using a reference figure. The edgeflow is also confusing

JesterBox
10-10-2008, 03:23 PM
Trying to get some paintovers and tips so I can get this looking a good as possible, I'd really appreciate it. Not sure if I should make this a thread.

Troll Death-Knight
http://img.photobucket.com/albums/v679/JesterBox/ECHKOKNAAHHsakkeeeEEEWOOAH-1.jpg

Don't usually do fan art but seems like a good way to get noticed.

Any help is greatly appreciated.

Rens
10-10-2008, 03:51 PM
http://rensedeboer.com/2d/oilpaint02.jpg

Popeye9
10-10-2008, 05:56 PM
Here is a Quick Sculpt During lunch today :)


http://img363.imageshack.us/img363/3872/stuccowallsy7.jpg (http://imageshack.us)

zerafian
10-10-2008, 08:56 PM
A little scene I worked on this week after work . I havent doen a beauty render yet but I'll get to that tomorrow maybe.
http://img385.imageshack.us/img385/9189/treeeetv1.jpg

TNO
10-11-2008, 12:25 AM
thanks I´m looking for good reference pictures for the body now
i Checked the Proportions on a basemesh and the lower part of the body was 10 cm to long
http://files.myopera.com/thenewone/albums/617457/Proportion%20test.jpg

CookieKingHoi
10-11-2008, 03:02 AM
http://i233.photobucket.com/albums/ee287/HoioH_bucket/goombashot.jpg

678 tri goomba (from mario) there will be about 200-300 on screen at some point, in an rts, suggestions?

MikeF
10-11-2008, 04:06 AM
you could prolly tone down the polycount on the teeth and eyebrows by using alpha maps, and the mouth could just be a texture

CookieKingHoi
10-11-2008, 04:49 AM
The engine I'm making it for has no alpha maps (as far as I know..).
As for making the mouth a texture, hmm, well, I dunno, I think it would look really cartoonish, which is not what I want it to be, it's just a few tri's, so no real problem.

Did some more optimisations, it's down to 582 tri's

katana
10-11-2008, 05:30 AM
my first shot at oil painting,

the 1st is just black layering, 2nd is with the white i just tried to add and turned into one big nightmare. I let it dry for a day or 2 but it just wont work, ah well, back to pencils it is.

http://rensedeboer.com/2d/oilpaint01.jpg
what are you using for a mix with your oil? I found 1/3 turp, 1/3 Damar Varnish, and 1/3 Japan (dryer) works well. Sometimes I'll throw in some Liquin (a god's gift to oil painters, but banned by purists). Oil is a translucent medium. It takes many layers to build something up. An under painting is better served using a burnt sienna or raw if you prefer. On the cooler side, you can go with idigo Blue. Underlayers should be thin enough to still see the canvas texture as you wouldn't want the texture of that oil to affect your final painting. Without a proper mix at the beginning you could wait a month for it to dry. Most of the time the 'mud' happens because we rush to fast into it. Anyway, i hope that helps. Keep working at it, just give it time.

Popeye9
10-11-2008, 11:18 AM
Another Quick sculpt.


http://img185.imageshack.us/img185/2730/3windowbest2gn3.jpg (http://imageshack.us)

Joseph Silverman
10-11-2008, 02:14 PM
http://i38.tinypic.com/xggsc8.jpg

meh.

ptoing
10-11-2008, 02:40 PM
http://ptoing.net/birdspirit_final.jpg

PixelMasher
10-11-2008, 02:49 PM
Ptoing - that looks awesome man, really dig the textural look to everything.