View Full Version : [P&P] - What are you working on? 2008 Edition
Pages :
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
[
17]
18
19
20
21
Jackwhat
10-23-2008, 02:18 PM
My Monitor is on the fritz, the top half is all red tinted so doing this study was a chore because i had to keep swaying my fucking head to eyeball the colours right. Gotta send it off to get repaired or something D:. Kinda got annoyed half way through this one.
http://i62.photobucket.com/albums/h91/Jackwhat/1023EnvStudy.jpg
Laheen
10-23-2008, 03:09 PM
http://img236.imageshack.us/img236/6515/mehkr0.png
sort of.. working on it still... barely.
etsuja
10-23-2008, 03:22 PM
Xaltar: It probably took you longer cause you're not used to mudbox shortcuts/interface. I still have yet to learn Zbrush due to its clunky interface whereas in Mudbox I just picked it right up.
Started painting Monika
http://img162.imageshack.us/img162/2751/face3ec4.jpg
dummeh
10-23-2008, 07:10 PM
cool ship, klash. i like it :) really like that landscape too, jackwhat. very nice!
finished the hallway and now flicking about onto some animations for npcs. these are sitting down and typing. i wanted to exaggerate the speed and movement a little to give it a more 'arcadey' feel to it:
http://uk.youtube.com/watch?v=D1tOnjeC-TA
off to bed now
zerafian
10-23-2008, 07:24 PM
Just did a handful of barrels for my middle eastern scene..nothin' to special
http://img379.imageshack.us/img379/9264/barrelsuq3.jpg
butt_sahib
10-24-2008, 12:13 AM
zera: naughty :P
Too much bump on the first,second and fourth barrel tho.
found a little time to go on last weekend on a convention and yesterday
http://images.elements-net.de/decoy/conventions/images/gallery/2008/_resized/IMG_0392.jpg
http://nonpublic.airbørn.de/wip/neox/chars/Opa/oppa08.jpg
@Laheen: finish him, i really like where it's heading
e-freak
10-24-2008, 03:13 AM
found a little time to go on last weekend on a convention and yesterday
http://images.elements-net.de/decoy/conventions/images/gallery/2008/_resized/IMG_0392.jpg
@Laheen: finish him, i really like where it's heading
have you been to weltenbauers 3rd dimension yesterday :eek:
uhm no they don't sell zbrush, last time i've been in a booth with the weltenbauer dudes was at the games convention for autodesk, showing mudbox
zerafian
10-24-2008, 04:20 AM
zera: naughty :P
Too much bump on the first,second and fourth barrel tho.
that was a test:) you passed.. I can definetly agree with you on the first and second. thx
Showster
10-24-2008, 05:49 AM
love you stuff Neox!
Early WIP still playing with shapes atm.
http://i269.photobucket.com/albums/jj41/UKShowster/1.jpg
DrillerKiller
10-24-2008, 09:26 AM
playing around with xnormal, an old model i'll never finish.
http://i166.photobucket.com/albums/u87/drilllerkilller/ukn.jpg
lo, have had time recently to start posting some stuff again:
http://img394.imageshack.us/img394/1442/facewip3ao6.jpg
Paul Pepera
10-24-2008, 09:45 AM
That looks awesome DrillerKiller.
http://wip.global-illusions.com/sketch/knightwip02.jpg
some random shit from zspheres, trying to make stuff flow together still no idea what it'll be, probably some kind of knight, as the filename says...
PixelMasher
10-24-2008, 03:26 PM
wow some bloody awesome work in all these posts latley, I should get working on something of my own at some point.
Zera: nice variations , how long for each texture roughly? maybe some logos/labels might help add some added detail but it looks pretty good as is.
Neox: pimp shit as usualy, everything ive seen for airborne has been totally infused with a coherent style and looks like it all fits in the same world perfectly.
Driller: interesting work, reminds me of that old pc game iron storm kinda. looks pretty solid, maybe a bit more color variation could help things pop a bit.
Slipstream
10-24-2008, 04:14 PM
@vahl: That's adorable :)
MartinH
10-24-2008, 04:21 PM
rock on Vincent, its looking awesome ^_^
Josh_Singh
10-24-2008, 06:31 PM
Vahl, Baby Devils ftw.
Neox, oh man I am so excited for this mod. Potentially my favorite mod ever.
commador
10-24-2008, 07:24 PM
Quickie in Mudbox. Demon for halloween
http://img.photobucket.com/albums/v336/commador/demon.jpg
The_Kozmonaut
10-24-2008, 07:44 PM
Dummeh I really love the art style of the game you are making. very cool. reminds me of final fantasy 7.
and here is something I have sort of been working on....
http://i296.photobucket.com/albums/mm191/thekozmonaut/800x799.jpg
AimBiZ
10-25-2008, 08:10 AM
Working on my futuristic viking. The goal is to make him a playable character in UT3.
http://i110.photobucket.com/albums/n117/AimBiZ/Viking_2.jpg
http://i110.photobucket.com/albums/n117/AimBiZ/Viking_AndreasKarlsson.jpg
http://wip.global-illusions.com/sketch/knightwip03.jpg
update, lol so lazy
I may actually finish this one haha MAYBE!
SHEPEIRO
10-25-2008, 10:19 AM
vahl thats fucking awsome as always
Some quick modding I've done for the TS2 engine, please excuse the dodgy advert!
http://i93.photobucket.com/albums/l64/GC3D/Advert.gif
renderhjs
10-25-2008, 10:37 AM
@GCMP: the typo is absolutely horrible, and the bevel effect combined with the oval ... lets say its not a beauty
How did you know it was a bevel? :P hehe it was a quickee but I did say please excuse the dodgy advert, nyway I quite like the font, each to their own!
Paul Pepera
10-25-2008, 01:14 PM
Latest WIP:
http://www.peperaart.com/images/KangarooRender01.jpg
c0ldhands
10-25-2008, 01:21 PM
I see you are working at a new Ma.k project, nice choice mate, I love the details! Gonna finish mine someday, right now im working on a fantasy enviroment project. Good luck futher on!
onionhead_o
10-25-2008, 01:33 PM
sofa
http://farm4.static.flickr.com/3169/2971853843_095045a68a_o.jpg
perna
10-25-2008, 01:59 PM
Cool proportions Vahl
caseofchill
10-25-2008, 03:09 PM
nice bot eraser
Eraserhead - great to see you here with some new work - love the details and proportions, is this to be a highpoly for a game model ?
Paul Pepera
10-25-2008, 05:59 PM
Eraserhead - great to see you here with some new work - love the details and proportions, is this to be a highpoly for a game model ?
Hey man, yea I'm planning on making that into a game model.
DrillerKiller
10-25-2008, 06:45 PM
nice one eraser. more old models in xnormal from me.
http://i166.photobucket.com/albums/u87/drilllerkilller/imps.jpg
fullofclovers
10-25-2008, 07:52 PM
In the spirit of Halloween:
{image removed to free up webspace}
very cool driller, you using transmission maps or any kind of glow maps for that?
dummeh
10-25-2008, 11:10 PM
Spent all weekend so far getting my animations in-game (well 90% of the weekend getting the different branches of the engine merged back into the trunk). Starting to feel a bit more like a game now. Getting there slowly.
http://uk.youtube.com/watch?v=JwDd1m3X-TQ
Full quality XVID version is here. (http://paradum.com/mv2/3/ingame_animations.avi)
flaagan
10-26-2008, 12:14 AM
That game's lookin' to be awesome, dummeh. The guy at the keyboard needs one of those "goddamit" animations where he just gets frustrated and pounds the keyboard with his fists.
DemonPrincess
10-26-2008, 03:42 AM
Glad to see someone is amused by it, lol... not sure what you mean by "this approach". I adjusted her booblies a little but not sure if there's a way around the bowling ball thing though being the mass lumps they are.
There are ways to make very large breasts "settle" into the body a bit more though. I would start by drooping them down just a bit, then blending in the seam around the top and middle. Also, I would make her torso and hips a bit wider, so they have more of a sturdy base for attachment. Making the hips wider will also reduce the effect of "bowling balls attached to a toothpick". On women, the hips are usually at least as wide as the widest part of the chest anyway, which in this case would be... very wide. :\
Lastly, the shoulders on your model seem to be detached from the body. I would bring them in a bit, and make the breast flow into the shoulder muscle, as well as fanning out the back muscle into the shoulder at the back. I would also make the shoulders more prominent overall, again to match the size of the chest more. Same for the neck, it could be (very) slightly thicker as well.
Lastly I would bring the breasts a bit closer to each other, so that the chest isn't as wide without really making the boobs smaller.
Here's an overpaint animation of what I mean:
http://www.wayuki.nl/images/forums/myredmf0_example.gif
leilei
10-26-2008, 04:05 AM
Just some crap fantasy game with low poly work all over
nothing to see here, move along
http://openarena.ws/fsfps/arthak/assfight.png
Microneezia
10-26-2008, 04:45 AM
Trying to catch up to the wonders I have seen in the unearthly challenge, its an amazing time to be learning environment creation... Im building a new environment, here is a rope post barrier thing... its still a wip, no spec yet.
http://microneezia.files.wordpress.com/2008/10/ropepost1.jpg
dummeh
10-26-2008, 11:16 AM
That thing is creepy, drillerkiller. I like it :D The Kangeroo is also looking nice, eraserhead.
zOffTy
10-26-2008, 12:16 PM
working on my Zouave
http://zofftygalerie3d.free.fr/images/3d/zouave_01.jpg
etsuja
10-26-2008, 01:23 PM
Looks like a cool character Leilei. What system is the game for?
leilei
10-26-2008, 01:28 PM
LWhat system is the game for?
Crappy old DOS-based 486s is a minimum target, so in other words, it automatically makes the DS and PSP a possible target too
AimBiZ
10-26-2008, 04:02 PM
More progress on this one...
http://i110.photobucket.com/albums/n117/AimBiZ/Viking_4.jpghttp://i110.photobucket.com/albums/n117/AimBiZ/Viking_5.jpg
jerry
10-26-2008, 05:46 PM
AimBiZ: I would push the leg guards, shoulder strap and belt a bit more so that they show up better in his silhouette. Looking good though.
zerafian
10-26-2008, 08:21 PM
Something I started tonight, only a little over an hour in. Going to work on the ground and wall first, then work to the house I suppose. The cube textures on the wall were just to be sure the tiling texture was scaled right.
http://img530.imageshack.us/img530/8113/housext3.jpg
JasonLavoie
10-26-2008, 11:46 PM
Looks like a fun project Zera.
ScoobyDoofus
10-27-2008, 01:45 AM
Just horsing around a little bit in Silo. Been on a bit of a Star Trek kick lately. We'll see how long it lasts. no textures, just materials and lighting in Silo viewport.
http://www.ryan-jackson.net/images/trek/trekship_03_thb.jpg (http://www.ryan-jackson.net/images/trek/trekship_03.jpg)
^^click to enlarge^^
DemonPrincess
10-27-2008, 06:04 AM
A zombie Ivy I'm working on for the mini challenge at GA. She's 2000 tris on the dot, including the sword/whip.
http://www.wayuki.nl/images/forums/Ivy_wip01.jpg
almighty_gir
10-27-2008, 06:23 AM
BOOBIES!!!
(was a crit)
LEViATHAN
10-27-2008, 06:29 AM
Meer tiet.
Klash120
10-27-2008, 06:35 AM
Some color wippage.
http://farm4.static.flickr.com/3219/2978343146_f6e8f36bd3_o.jpg
http://farm4.static.flickr.com/3055/2977486447_6ec9c0f62c_o.jpg
Japhir
10-27-2008, 07:41 AM
Hey guys! I'm back from my hollidays and worked on my beast character a bit today.
damn japhir, looking insanely hot. Wish i was improving at the same rate as you XD....
thanks!
Nice beast Japhir, I see the beast but I don't see the zombie.
i know i know, here it is :P.
Japhir, loving the proportion.
thanks!
@japhir: i'd try to give it more depth with another color right now it goes from blue which is like 50% brightness to black, give it maybe some brighter less saturated blue from top or something its just right now very blue and flat, yes the beast is blue but you could improve it alot with different colored shadows and highlights
thanks so much! i added some less saturated highlights.
so here is the update! i still need to zombify him some more. i decided not to change the model to be even zombier (hehe) but to just leave it as it is, and focus on the diffuse.
http://img372.imageshack.us/img372/6495/zombiebeastbh7.jpg
DemonPrincess
10-27-2008, 07:54 AM
BOOBIES!!!
(was a crit)
Meer tiet.
Puh, she has magical resizable boobies anyway. So I'm going with what I think looks good. :poly129:
http://i204.photobucket.com/albums/bb306/shinlord/UpStart/Ivyboobevolution.jpg
LEViATHAN
10-27-2008, 08:02 AM
Stuff
I think the texture could use a sharpen or two. Also, isn't Beast a hairy fella?
steady
10-27-2008, 09:10 AM
LOL DemonPrincess!!!! great montage hahaha
your model is looking excellent, like poop said, very efficient. Reminds me of Paul Steed's quake 3 stuff but BETTER.
Lookin great Japhir but I think he could get even more zombie battle damage in order to bring the point across quicker.
Scooby nice model, CANT WAIT FOR the new movie!!!1
LEViATHAN
10-27-2008, 09:25 AM
More progress on this one...
http://i110.photobucket.com/albums/n117/AimBiZ/Viking_4.jpghttp://i110.photobucket.com/albums/n117/AimBiZ/Viking_5.jpg
His nipple is stretched. :3
Joao Sapiro
10-27-2008, 10:15 AM
aimbiz i would try to push his silhouete further, right now everything is high frequency detail and no interesting shapes in the overall form occur :( but still solid sculpting :)
Spinks
10-27-2008, 11:43 AM
http://dl.getdropbox.com/u/138570/astroboy.jpg
maestro
10-27-2008, 11:46 AM
As most of you have probably forgotten by now I have been working on making a machinima using the unreal engine (ut3). Well I am happy to say we have completed the entry for the Make Something Unreal Contest. It can be found here
http://www.treadster.com/doubleKill.html
It's my first wag at doing something like this and we really like how it turned out. All of the animation is custom, including the vehicles. Characters are all mocap'd except for the faces which we used faceFX. Still learning about faceFX and know it will improve throughout the series. Though this episode had to be condensed because of the contest rules, the complete saga spans 3 seasons.
We are working in earnest on season one, cheers guys - thanks for watching.
that's some wicked cyberpunkery spinks. Only thing is his crotch straps look really, really uncomfortable.
Mr GetDown
10-27-2008, 12:19 PM
Thats just stella! Great Work
Vitor
10-27-2008, 01:04 PM
As I'm with few time to start new works I keep revisiting old incomplete models.
This is a random goblin or what-so-ever ugly creature.
http://img515.imageshack.us/img515/7342/goblin1tm3.jpg
Pedro Amorim
10-27-2008, 01:57 PM
DIX!
Stop trying to convert me to the digital side with those sculpts! i just got new clay ffs
dummeh
10-27-2008, 05:41 PM
That's awesome, Spinks. Really cool :D
Been continuing to light the ship environment. Almost happy with it now (ignore the white doors - they're dynamic objects so don't have light/ao maps. Screenshot is in-game with diffuse textures disabled.
http://paradum.com/mv2/3/lighting_ingame.jpg
renderhjs
10-27-2008, 05:45 PM
@dummeh:
Anti-Aliasing? also those red areas are they some kind of areas for detection? - I really like what you created so far for it. Any project website where I can read more about engine, goals,...?
dummeh
10-27-2008, 06:04 PM
Thanks renderhjs. There's no project website yet as the game is still quite early in production. I was thinking of creating a thread in p&p to explain the game in a little more detail - The basic idea behind the game is a sci-fi-sandbox game where people can make their own missions and play them with friends online.
The red area is the inside of the medical beds. The lighting shot doesn't show the glass panels since they're unlit - bit clearer in this shot:
http://paradum.com/mv2/3/lightingtexture_ingame.jpg
Most of the awesome props and art were created by our art guy, Carl, but I have been helping out where I can with textures and models and have also been putting it all together and lighting it. I've mostly been making the engine/game/editors/tools/etc.
Antialising turned on in the screenshots, though some of the lightmaps have odd lighty-bleedy-thing. Is there a way to automatically avoid the lightmap pixel bleeding in 3dsmax or is it a case of manually adjusting baked textures?
JasonLavoie
10-27-2008, 06:18 PM
A zombie Ivy I'm working on for the mini challenge at GA. She's 2000 tris on the dot, including the sword/whip.
http://www.wayuki.nl/images/forums/Ivy_wip01.jpg
Really enjoying your meshflow Demon, can't wait to see them textures :P
zerafian
10-27-2008, 07:58 PM
I wanted to throw up the color scheme before I went any further to see if it was appealling to everyone...please let me know, thx.
http://i33.tinypic.com/25f83ec.jpg
Smirnoffka
10-27-2008, 08:45 PM
Puh, she has magical resizable boobies anyway. So I'm going with what I think looks good. :poly129:
http://i204.photobucket.com/albums/bb306/shinlord/UpStart/Ivyboobevolution.jpg
Looks to me like they are GROWING. Yours should be BIGGER!!!
JasonLavoie
10-27-2008, 11:59 PM
Just started on the texturing, long ways to go :P
http://jasonlavoie.net/images/Tests/UGC_Preview6.jpg
systmh
10-28-2008, 12:16 AM
hey guys. anyone remember me? heh.
i'm making some characters for my computer animation class. about a day's work, still need to finish modeling and texturing. then off to do some rigging.
http://img516.imageshack.us/img516/582/potatoheadconceptorthosak4.th.png (http://img516.imageshack.us/my.php?image=potatoheadconceptorthosak4.png)http://img516.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
http://img88.imageshack.us/img88/5255/potatoheadfullbodylm1.th.png (http://img88.imageshack.us/my.php?image=potatoheadfullbodylm1.png)http://img88.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
http://img509.imageshack.us/img509/7042/potatoheadwiresrx8.th.png (http://img509.imageshack.us/my.php?image=potatoheadwiresrx8.png)http://img509.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
http://img505.imageshack.us/img505/7761/potatoheadrenderxp3.th.png (http://img505.imageshack.us/my.php?image=potatoheadrenderxp3.png)
and here's a turntable of the head with normal map:
http://www.vimeo.com/2088174
i need to post more often... mbmblgrmbl
@dummeh awesome progress, can't wait to see this finished!
@AimBiZ he looks solid, though, yeh the nipple is a bit wide
@Spinks I love this, the hat is a great addition
@Vitor omg that looks creepy, really diggin the muscle forms
FAT_CAP
10-28-2008, 02:26 AM
Looking nice Spinks - looks like it could fit into the Rage universe quite nicely!
killingpeople
10-28-2008, 02:32 AM
put a hot cock in that sweetness!
... *sigh*
sorry, poorly drawn tits get me excited -_- ... GCMP what r u doing!? are there arms?
dummeh
10-28-2008, 03:07 AM
that house is looking really nice, zerafian. i like the visual style
Mr GetDown
10-28-2008, 04:04 AM
Demon Princes, You know that first picture of the four is fan fan.
DemonPrincess
10-28-2008, 05:24 AM
Demon Princes, You know that first picture of the four is fan fan.
I know, I know. I didn't put together this comparison, it's just a funny picture I found on the web. However, in earlier iterations she was in fact distinctly less busty as you can see in this screenshot: http://soulcaliburuniverse.com/characters/ivy/sc1_ivy1.png
But yeah, it doesn't matter. For some people they're just never big enough. Go look up Chelsea Charms or something. :poly117:
renderhjs
10-28-2008, 06:14 AM
that mouse painting looks like
http://upload.wikimedia.org/wikipedia/commons/thumb/f/fe/RealDoll_example.jpg/364px-RealDoll_example.jpg
no emotion at all
Klash120
10-28-2008, 06:32 AM
More wippiness.
http://farm4.static.flickr.com/3061/2980615277_c133496526_o.jpg
High Quality screen shot of ship in Maya. Still need to transfer those scratches onto the Normals... Reflections + Spec almost done. Need to start on the Cosine / Specular power map now.
http://farm4.static.flickr.com/3152/2981470020_fe3683415e_o.jpg
And a test/fun render in mental ray.
caseofchill
10-28-2008, 06:32 AM
GCMP: You should make her breasts bigger, you can hardly see them as is. Aside from that, i would suggest googling pictures of people from low perspectives so you could get a better foreshortening effect. As is, her right arm could probably touch her calf muscle.
Joseph Silverman
10-28-2008, 10:21 AM
GCMP- wtf? Seriously can't you realize how poorly drawn that is? Go get a book on figure drawing and learn on your own, this is beyond the level where we can really offer any useful crits except 'start tryping'
Klash120- That's turning out awesome, didn't really see where you were going with it before.
Pope Adam
10-28-2008, 11:48 AM
that mouse painting looks like
http://upload.wikimedia.org/wikipedia/commons/thumb/f/fe/RealDoll_example.jpg/364px-RealDoll_example.jpg
no emotion at all
lol is that a mannequin?
PixelMasher
10-28-2008, 12:03 PM
Klash - nice work man, I would say maybe more contrast in the spec to bring out some other details when the light rolls over it, could help make it pop as metal more. the mentalray render looks really flat and clay style. I would definitely recommend putting this in a realtime engine to show it off.
dummeh
10-28-2008, 12:07 PM
That ship came out looking real nice, Klash.
Pedro Amorim
10-28-2008, 12:23 PM
that mouse painting looks like
http://upload.wikimedia.org/wikipedia/commons/thumb/f/fe/RealDoll_example.jpg/364px-RealDoll_example.jpg
no emotion at all
i'd hit it
Jeremy Lindstrom
10-28-2008, 12:50 PM
i'd hit it
All my previous girlfriends had that same vacant stare tooo........ :poly142:
I'd hit it with a sledgehammer.
Pedro Amorim
10-28-2008, 02:12 PM
I'd hit it with a sledgehammer.
hater
leilei
10-28-2008, 02:27 PM
who cares
that mouse painting looks like
http://upload.wikimedia.org/wikipedia/commons/thumb/f/fe/RealDoll_example.jpg/364px-RealDoll_example.jpg
no emotion at all
.................................................. ................
RazorBladder
10-28-2008, 02:59 PM
lol @ cheapalert's 90's botch job implants xD
DrillerKiller
10-28-2008, 03:08 PM
.................................................. ................
wow thats gross, she looks like a hunch-backed midget..with massive tits.
Psyk0
10-28-2008, 04:28 PM
oops double post
Psyk0
10-28-2008, 04:29 PM
http://upload.wikimedia.org/wikipedia/commons/thumb/f/fe/RealDoll_example.jpg/364px-RealDoll_example.jpg
i'd hit it
Bend this bitch Bitmap! :D lawl
@renderhjs what is that? A dummy? :p
lol SupRore, seen your sketchbook already :poly124:
@Klash120 nice, cockpit is looking sweet
systmh
10-28-2008, 05:39 PM
hrmmm... i think my post got lost. do all posts need moderator approval now? i'm confus.
haven't posted in a long while. anyone remember me?
http://img516.imageshack.us/img516/582/potatoheadconceptorthosak4.th.png (http://img516.imageshack.us/my.php?image=potatoheadconceptorthosak4.png)
http://img88.imageshack.us/img88/5255/potatoheadfullbodylm1.th.png (http://img88.imageshack.us/my.php?image=potatoheadfullbodylm1.png)
http://img509.imageshack.us/img509/7042/potatoheadwiresrx8.th.png (http://img509.imageshack.us/my.php?image=potatoheadwiresrx8.png)
http://img505.imageshack.us/img505/7761/potatoheadrenderxp3.th.png (http://img505.imageshack.us/my.php?image=potatoheadrenderxp3.png)
and a turntable of the head with normal map:
http://vimeo.com/2088174
about a day's work.
Revliss
10-28-2008, 08:06 PM
@renderhjs what the hell is that thing? A dummy or a crappy mental ray render? Damn man, do you still use a mouse to draw? Shit, I think you need a graphics tab like moi! :P
lol SupRore, seen your sketchbook already :poly124:
@Klash120 nice, cockpit is looking sweet
http://i93.photobucket.com/albums/l64/GC3D/girlnew.jpg
*err, not finished yet, phew
some thing is wrong very wrong. think you have inprove a bit not much .
ok now on what i am working on
http://img385.imageshack.us/img385/4839/arika2iu1.jpg
i know there some thing wrong .. i going to redraw anew on .. then maybe model her out went i smake the bugs
BrodyB
10-28-2008, 10:10 PM
@Revliss: It's mainly proportion issues. First thing that I spot is it looks like you squashed the face into the lower half of the head. Arms also seem slightly short.
Revliss
10-28-2008, 10:24 PM
err no ploblem with her spine ? ?? ? that where i think the main ploblem is .. oh one more thing is that i going for abit more to anime on her so her head will be a bit bigger but i don't want to over do it
zenarion
10-29-2008, 01:00 AM
I think we are being trolled.
DemonPrincess
10-29-2008, 01:47 AM
@ Leilei: I would lengthen her neck a little and widen the base of it. I would droop the boobs a bit, not necessarily lower the whole breast but definitely lower the nipples on the breast, and make them more teardrop shaped rather than melon shaped. Also, I would blend the breast into the deltoid, similar to what I did on the paintover for Etsuja. I'd do a paintover on your model as well, but you took down the pic! I saw it before you did though, mwahaha! :poly129:
Furthermore, see what it looks like with a wider pelvis. You might not want to change the slim look of it since she's anime style, so you could get the effect by widening the gap between the legs a bit. Then you'll still have slender legs, but also slightly bigger hips.
Lastly, a slightly thinner knee and possibly ankle could make her lower legs look more curvaceous.
As for the texture, the colors are pretty garish. Are you on a strict palette? A more subtle green would be nicer if that's feasible.
leilei
10-29-2008, 02:51 AM
Yes i'm on a strict palette, though i'm TARGETING one. I want to get as clean color ramps as I can so her skin can be altered (and not bleed into other color ramp colors.) Her default skin color is NOT green.
An update, i didn't catch your crits while i was working on it today but she is much more presentable now. As for the nipple that can be done during rigging as I intended for less gravity as reference (there WILL be boingy). Oh btw they're even bigger this time (more true to the concept piece)
http://openarena.ws/fsfps/arthak/sucwip9a.jpg
Sniff out the PNG version in the url if you'd like to see that unblurred, also change A to b or c or d for alternate perspective angles
and i'm not using all of the 256x256 uv space because i want to save some room for the weapon models that'll be made after.
EDIT: Tested ingame. Believe me, she looks better not in green :)
http://openarena.ws/fsfps/arthak/sucingame1.png http://openarena.ws/fsfps/arthak/sucingame2.png
CIgano
10-29-2008, 04:11 AM
this page just screams pervert
butt_sahib
10-29-2008, 04:43 AM
OMFG, have been away from the net for 5 days and look at all the stuff you gave came up with :D
To people who havent tried making shit like this, yo have NO idea how much fun it is :D
a days work :)
http://pinoshare.de/bild.php/2819,katcompleteforumsAHU7L.jpg
flow3d
10-29-2008, 05:12 AM
leilei, I love the ingame shots!
DemonPrincess
10-29-2008, 05:54 AM
Yes i'm on a strict palette, though i'm TARGETING one. I want to get as clean color ramps as I can so her skin can be altered (and not bleed into other color ramp colors.)
How does this system work? Is it based on hue? Or does it work like in Quake 1, where one row of colors is simply swapped for another? If it's the latter, then I figure it would be possible to have a subtle hue shift within each ramp.
Either way, I'm liking the ingame version! :)
sir-knight
10-29-2008, 07:03 AM
that mouse painting looks like
-img snipped for consideration of us all-
no emotion at all
that's nasty... that's one of those 'real doll' sex dolls...
Japhir
10-29-2008, 07:11 AM
cool ingame shots leilei! what's with the blurred nipples though :P. who cares if you see some painted green nipples.
i was playing a bit with normal and specular maps, and this is what i came up with. I don't know if i should keep it or not though... i kinda like it, but it was rather experimental. what do you think?
http://img515.imageshack.us/img515/5605/zombiebeastwipan3.png
http://img258.imageshack.us/img258/1438/zombiebeasttexturesxy2.th.png (http://img258.imageshack.us/img258/1438/zombiebeasttexturesxy2.png)
^^^ orignal texture sises are 512x512 for every map.
Joao Sapiro
10-29-2008, 07:45 AM
i would get rid of the normal and specular since they arent doing nothing at all , also i would paint that diffuse a tad better with better lightning, because right now it all seems like dodge n burn , and no color variations at all like purples since he still has red blood :) push that diffuse alot more and sharpen it up too right now too blurry. Keep going !
Blaizer
10-29-2008, 08:18 AM
http://blog.whiteblaizer.com/wp-content/uploads/2008/10/caballo.jpg
A little model i had without finishing...
Japhir
10-29-2008, 08:31 AM
Johny: thanks! i decided to follow your suggestion, here's a side by side shot, with the left diffuse only and the right diffuse+normal+spec.
Click me (http://img508.imageshack.us/img508/5834/zombiebeastwipsl3.png)
i'll go back in and add some fur and gross stuff and sharpen it up a little :D.
awesome stuff blaizer!
e-freak
10-29-2008, 09:16 AM
http://www.treadster.com/doubleKill.html
some cool ideas you've got there and the general impression is cool. however there are some flaws you might consider for the next episode or for a revise on this one.
the speech is in parts extremely unemotional or just downright boring. if possible take voice actors with much more different voices and much more impact on what they are saying, like the part there the driver's saying "fix it soldier" it should be "[FFS] FIX IT [NOW] SOLDIER" (well kind of hard to explain in text) and let him crunch his face much more while doing so. Also - in the beginning it's like "they send us to a church... what the hell" instead of "They (pronounciation here to build tension on who's "they") send US to a CHURCH?" (prounciation here to clearify it's a questionmark in the meaning of wtf and not '"they send us to a church" fullstop [nice we are not stupid - we can see that ourselves]' and then you can add this undertone "what the hell" to clarify the character/the character's job seems to be in other places usually. pronounciation on "hell" (however not as strong as in church) to also point out this word-play with Church and Hell - as dumb as it sounds, it helps to contrast the play alot.
Then on the camera-moves: In general you've got really nice camera-drives when you are following the cars but also in the beginning it really annoys. The character's chin is cut off and it's a much to heavy close up. In general it always helps alot in such a dialog to see the body's reaction. A cop arriving at a crimescene is tense - the way he's talking then suggests that this tension really falls off as it is "just a church" at first and you could help by having him shake the tense off for a second before he reflects that he's to clear the situation and getting into his usual tense again. Then play a lot more with the eyes. He's confused "what the hell?" - so have him nip his eyes as if he's looking out if this is some kind of bad joke. usually you raise your upper lip as well when you are confused. The following camera move on the church doesn't really help building the situation then but is kind of boring. It might be helpful to keep the camera at the level it has been before but move it's pov up so you get an idea where the car stands in front of the church. let the characters walk inside the church during they speak as it will help the flow of the characters interaction as well as the general cinematics as it's getting described how the character's got inside the building.
The following dialogue seems to be the most important one for the kick off of the series so it should really be choreographied as good as possible:
The character on the floor can bearly be seen - add a red carpet underneath and the legs will pop off the background - atm it's just brown in brown. When the cop sitting there says "He's dead" - the cop standing seems to be not interested at all. he's standing there, scratching his head and without any further thinking he pulls of his phone and reports in - not cool. He could stand in the beginning, looking down - he gets the report "Sir, He's dead ["THAT'S NOT GOOD NEWS, IS IT?"]" and then sits as well, shortly thinks of the situation while the camera get's relocated instead of cut (have it fly to the next step and show how he's really in thoughts) and then "Well, shit. OK, I'll report in ["This is gonna be the 450th innocent idiot who got killed by these assholes but for the moment I can't change it"]" - he gets his phone out, sounds PISSED while he reports and the camera must move so while he's talking you can see both - the face of second cop and the bomb. Have the second cop interrupt the report - it must be clear "THIS IS FUCKING DANGER AND THIS IS MORE IMPORTANT THAN ANYTHING ELSE NOW". Bomb being on a time is completely uninteressting as long as we don't see the time being left and in that case we'd have known it's a timer so just have him shout "[WTF] IT'S a TRAP" or "GET THE HELL OUT". and Jumping out of a building in bullet-time without an explosion looks kinda funny but that's no problem. But I think you should really speed that part up and the explosion - as cool as it looks should be not overstressed with 5 different angles to show from. if the angle you're looking from doesn't work then take another but really reduce that to 2 views only.
Last thing - the drive is really cool then after that (apart from some minor dialog-fixing) - there seems to be a trap and all but the guys who follow them appear out of nowhere or at fully unrelated sides it seems. Show the cop car rushing through and let the other's be camping there somewhere to follow them. that adds to the logic and will help the action element of the trap alot.
- lot of text, don't get me misunderstood - i really like the film :) good luck with MSUC!
Thanks for the little push Rawkstar!
I got some other types of clay and i love it, i should have switched a long time ago.
new base,
http://rensedeboer.com/temp/newsculpt.jpg
and if you wonder where the portrait sculpt went.. well i kinda like smashed it XD
love the knight Blazier, lots of expression
removed other versions, bit of editing, nearly done, crits?
http://i93.photobucket.com/albums/l64/GC3D/2d/Becky2.jpg
Vitor
10-29-2008, 12:20 PM
12 tits on this page... Nize!
renderhjs
10-29-2008, 01:29 PM
make it 14
@GCMP:
in response to the discussion we 2 had earlier today, my suggestion:
http://www.renderhjs.net/bbs/polycount/tips/Becky3_rhjs.jpg
things I tried to fix or overpaint:
- like other mentioned the proportions are off
- shadow effects on layers are cheap and so they look
- colors could have more variety ,esspecially the hair
- eyes have a odd shape,- even for manga or anime style
- put more effort into her
- breasts oversized imo. no woman should suffer with such balloons
Thanks for the paintover, think the problem was the reference - a manga character in this pose, she had really huge breasts and looked quite provocative, also a little shy, wanted to try and convey that in my own way. Not that keen on huge breasts really but it seemed so stylised so had to draw her. Will have a good think about this and probably end up doing two versions. Your girl, she looks a bit sad btw, the eyes tell so many different stories:thumbup:
leilei
10-29-2008, 02:45 PM
(NOTFROMA)PRO TIP: *NEVER* learn anatomy from anime/manga especially when you're trying to do anime/manga
do it from the books (Like Loomis's often overrated but recommended figure drawing books). I learned that the hard way
just because they're stylized doesn't mean it's okay to ignore the rules of basic anatomy
practice often, don't keep and polish a turd (delete practice work and start over repeatedly)
MoP will hate me for saying this, but repetition is the key
Vitor
10-29-2008, 03:39 PM
Done with the body, now moving to the outfit.
http://img112.imageshack.us/img112/6619/01as7.jpg
And leilei, repetition is not the key, practice is the key!
dummeh
10-29-2008, 04:51 PM
That is disturbing vitor. Very cool, but disturbing :D
http://i38.tinypic.com/335bj9i.jpg
Practicing with my new tablet - I need lots more of it. A bench, a set of lockers and a spare space suit (the angle is weird because it's meant to be empty and stowed - hooked by the back of the neck on the wall)
PhantasmicNova
10-29-2008, 05:11 PM
Just messing around, say hello to Mutant Man.
Used a mouse to sculpt because my tablet is messed up!!
http://i14.photobucket.com/albums/a345/Haunted-House/MutantRender.jpg
http://i14.photobucket.com/albums/a345/Haunted-House/MutantView1.jpg
http://i14.photobucket.com/albums/a345/Haunted-House/MutantView2.jpg
Psyk0
10-29-2008, 05:47 PM
Steam punk Boba Fett!...yeh starwars again =/, concept by schlook.
http://i472.photobucket.com/albums/rr90/Psyk0/steampunkboba.jpg
http://i472.photobucket.com/albums/rr90/Psyk0/steampunkfett.jpg
Vredesbyrd
10-29-2008, 06:57 PM
http://img29.picoodle.com/img/img29/3/10/29/f_BLACKSMITHBm_0390161.jpg
AimBiZ
10-29-2008, 07:19 PM
Looking good Vitor!
Currently working on the lowpoly for the viking. Making it for UT3 so the colors represent how the model will be split.
http://i110.photobucket.com/albums/n117/AimBiZ/Viking_12.jpghttp://i110.photobucket.com/albums/n117/AimBiZ/Viking_13.jpghttp://i110.photobucket.com/albums/n117/AimBiZ/Viking_14.jpg
back-slash
10-29-2008, 07:53 PM
A fountain i am working on:
http://nikolas.schneidzekk.de/images/temp/fountain.jpg
Going to bring it into zbrush for some cracks and age/wear.
erik!
10-29-2008, 09:24 PM
Psyk0 did you see these?
http://www.sillof.com/images/Customs/Steampunk%20ESB/bobafett.jpg
http://www.sillof.com/images/Customs/Steampunk%20ESB/SP-fett2.jpg
Steam punk goodness! rock that shit Psck0!
Vredesbyrd
10-29-2008, 10:30 PM
http://img227.imageshack.us/my.php?image=blacksmithos0.jpg
steampunk blacksmith
if anything seems off the hook , enlighten me.
I already started on the low poly , there will be no way back.
thank you.
YES! more steampunk plz k thx
JadedBuddha
10-29-2008, 11:39 PM
Hey guys im a newbie this is what im workin on atm
Sup ppl my first post heres a character I've been workin on
620 tris
2x256x256 textures meant to be general Mortimer from for a few dollars more
tell me what u think
http://i445.photobucket.com/albums/qq180/JadedBuddha/grabs-1.jpg
(http://boards.polycount.net/showthread.php?t=56881)
MightyPea
10-30-2008, 03:53 AM
Doakespsycko: Have you seen this? http://gorillaartfare.com/2008/10/boba-fett/
Vredesbyrd
10-30-2008, 06:05 AM
http://img227.imageshack.us/my.php?image=blacksmithos0.jpg
please if anything seems wrong , enlighten me.
starting on the low poly cage right now.
Vredesbyrd
10-30-2008, 06:07 AM
http://img227.imageshack.us/my.php?image=blacksmithos0.jpg
Lighting test http://i93.photobucket.com/albums/l64/GC3D/3d/envscenetest.jpg
Nice job Vredesbyrd, however, I think you went a bit overboard with the veins, they look a bit like tree root formations, not anatomically correct.
Klash120
10-30-2008, 07:33 AM
Agreed on the vwins. To veiny :p Other than that, looks like solid awesome. Lol, the side thing on his belt / hip reminds me of a whistle >, < ...A massive whistle :d
Pretty much 'finished'
http://farm4.static.flickr.com/3146/2986898682_8340b62c20_o.jpg
/massive image :p
Rest of the images herre: http://www.flickr.com/photos/klash120/
On a side note. Am not 'done' with the glows. All's good in 'Hgh Quality' But am having some issues rendering the glow + comping it in PS. So just need to mess with that.
Next on the list is to get it into Unreal :D followed by Little Big Planet :D
A little cartoonish environment. Rendered in 3ds max with an ink 'n' paint material.
http://www.bja-design.de/different/comic_house_final_01_640x375.jpg
Bigger Screen:
http://www.bja-design.de/different/comic_house_final_01.jpg
Funky Bunnies
10-30-2008, 09:27 AM
that's badass, BJA!
I've personally never been a big fan of completely black outlines on illustrative 3d, though it may work best for this piece. I'd try making them a little less bold by letting some color leak through
That's awesome BJA, the warm light coming from the windows is great
dummeh
10-30-2008, 09:44 AM
That's really nice BJA. Has a lot of atmosphere!
A little cartoonish environment. Rendered in 3ds max with an ink 'n' paint material.
http://www.bja-design.de/different/comic_house_final_01_640x375.jpg
Bigger Screen:
http://www.bja-design.de/different/comic_house_final_01.jpg
Wow that's some pretty badass work for Ink and Paint! Very impressive.
BJA |You make me want to experiment with ink and paint, nice job man, very pleasing to the eye.
PixelMasher
10-30-2008, 10:45 AM
Bja dope work man, the crookedness of everything really sells it. totally reminds me of the old lucasarts point and click adventure games.
Peris
10-30-2008, 12:43 PM
wow, 'steampunk' is the cool new thing for game artists it seems.. what happened to good old space marines? ;)
BJA that looks cool! I just think the mountains stand out a bit since they lack the detail the foreground has.
kakikukeko
10-30-2008, 01:00 PM
BJA> well done! I really thought it was 2D!
update:
http://kakikukeko.free.fr/images/smokyJoe2.jpg
Ryan Smith
10-30-2008, 01:17 PM
My first ever character using high poly to low poly workflow
WIP i should add
http://www.virtuosicstudios.com/junk/charwip1.jpg
thanks guys :)
@Peris: Actually I made the mountains in the background a bit bland on purpose, so they don't draw too much attention from the building, which was supposed to be the focal point.
Spinks
10-30-2008, 03:09 PM
i like that alot kakikukeko. keep the updates comin'
ivars
10-30-2008, 04:03 PM
For the Zombie Game Character contest over at GA.
Hopefully recognizable....
I'm struggling with the head right now, but now it's bedtime for me.
http://www.igorbazooka.com/3d/Cammy/Cammy_01.jpg
Very nice start Xavier :) kinda looking like a TF2 style MERC, I like !!! :)
Psyk0
10-30-2008, 06:25 PM
Doakespsycko: Have you seen this? http://gorillaartfare.com/2008/10/boba-fett/
Yeah it's a concept by Bjorn for the cgtalk HMC steampunk starwars, to be honest i wanted to model that one but i figured all the fett's would turn out to be the same...i think i'll do some of his work later tho, cool shit.
erik!: yup, in fact i think i'll need to "borrow" some inspiration from that hehe.
EvilPixills
10-30-2008, 06:30 PM
Very nice stuff guys.
@ BJA: nice mood coming from this scene. Great job.
@ Klash120: Looks pretty ace bro cant wait to see the updated glowy bits.
Ive been practicing with zbrush lately, this is where I stand so far: crits a very welcome, thank you.
http://www.garymatthews3d.com/gallery/albums/userpics/10002/archWall_highres.jpg
JadedBuddha
10-30-2008, 07:54 PM
http://i445.photobucket.com/albums/qq180/JadedBuddha/1.jpg
534 poly bonzai baboon
I dig it kakikukeko, loads of style, makes me HAPPY. Goodjob!
ben
perna
10-31-2008, 06:40 AM
yeah that's ace kakikukiko
Ryan Smith
10-31-2008, 12:28 PM
Sorry for posting 2 in the same page
About to start Low Poly, might add a few more elements to him to make him seem more like an geologist.
http://www.virtuosicstudios.com/junk/wip5.jpg
Justin Meisse
10-31-2008, 03:07 PM
trying to do a Silent Hill transition, this is what I got so far:
http://www.youtube.com/watch?v=2KyzDaQEnh8
garriola83
10-31-2008, 03:28 PM
For the Zombie Game Character contest over at GA.
Hopefully recognizable....
I'm struggling with the head right now, but now it's bedtime for me.
http://www.igorbazooka.com/3d/Cammy/Cammy_01.jpg
if im not mistaken thats cammy, cuz i was planning on doin that as well
garriola83
10-31-2008, 03:28 PM
and her feet are too small, but so far i like
trying to do a Silent Hill transition, this is what I got so far:
http://www.youtube.com/watch?v=2KyzDaQEnh8
That's really cool, Justin!
Add an upward-floating particle effect timed to match that, and you're golden :)
Toast
10-31-2008, 05:33 PM
Finished my Alien scene. Think I'll go watch the movie again, it's been years now.
http://kiernanmay.net/images/polycount/alienPrison2.jpg
BJA - I love the colours you've used. Saved it to my CG folder. It's rare to see nice toon shader work!
Martin Henriksson
10-31-2008, 06:29 PM
Looks really cool Toast :)
Thegodzero
10-31-2008, 10:06 PM
love it toast! but i couldn't resist doing a paint over...
http://tgz3d.com/images/toastpaint.jpg
dummeh
10-31-2008, 10:11 PM
That looks awesome, toast. I love the lighting.
Been creating and getting the 'combat stance' animations into my game. Still need to get it so that the gun gets flipped to/from the player's back when transitioning from passive to combat mode and back. Higher quality xvid version available here (http://paradum.com/mv2/3/gameplay_examples.avi)
Combat gameplay
Combat animation in-game
The rigging on that model is currently a little dodgy, I just wanted to get some animations in-game and I'm still working on deformations and weights. What's the general way to do 'shooting' animations? I have 2-3 frames spare to animate shooting. Right now I have the guy shuddering and it looks a little weird.
Daaark
10-31-2008, 11:40 PM
Dummeh, that stuff is amazing.
Toast
10-31-2008, 11:57 PM
Looks nice Thegodzero, red up close and blue in the distance - I I have that slightly in there already but what you've done is interesting. Cheers.
Dummeh, good to see this is progressing. Looking forward to more.
aesir
11-01-2008, 12:10 AM
Love it dummeh. Weights look fine from the shots you showed. As far as a shooting animation, all you really need is the arms and gun going up down and forward and back really fast. 1 frame up, 1 frame down and loop.
Really looking forward to playing the game when you're done.
onionhead_o
11-01-2008, 07:06 AM
anim for one piece fighting game.
http://farm4.static.flickr.com/3022/2991149341_5e7e403309_o.gif
dummeh - love the style and proportions :D
got the whole lowpoly model, uvmapping, baking, cleanup work more or less done. baking was not so funny, my computer is too old for such fancy stuff :(
5.5k tris - 1k diffuse/normalmap
http://i289.photobucket.com/albums/ll213/ki_oku/loko_low.jpg
kakikukeko
11-01-2008, 08:42 AM
Spinks, b1ll, per> thank you guys :)
Vahl> thx, yeah I had that in mind too :) but I dont really know what I gonna do for the texturing, realistic or cartoon or inbetween :)
Great work on this page! special mention to Toast/ Kio / Dummeh !
early start on the texturing...(polypaint)
http://kakikukeko.free.fr/images/smokyJoe3.jpg
Davision3D
11-01-2008, 12:29 PM
I have made a nice material in the unreal editor :)
http://www.youtube.com/watch?v=p0ofKw6xA9w
Xaltar
11-01-2008, 01:11 PM
Haha so cool :D
Pope Adam
11-01-2008, 01:11 PM
DAVISON! BADASS!!!!
frostymoose
11-01-2008, 03:19 PM
Wow, davision... that's fantastic!!!
rooster
11-01-2008, 03:42 PM
awesome davision!
really awesome stuff in here !
...yet another zbrush head (hopefully this will end up as a whole game character):
http://img98.imageshack.us/img98/8068/sauleheadwipvp2.jpg
warriah
11-01-2008, 04:53 PM
jasp: looking real good
working on a somewhat stylized zombie bust
http://www.mladenjovicic.com/i/PORTFOLIO/sketchbook/sick_002.jpg
dummeh
11-01-2008, 06:35 PM
That's really cool, Davision3D.
Jasp, nice head also :D
onionhead_o
11-02-2008, 07:46 AM
Justin_Meisse: thats looks cool. I want to see more of ur silent hill stuff
Davision3D: Awesome work, thats one crazy shader you got there.
FAT_CAP
11-02-2008, 07:48 AM
That is an excellent effect Davison! You gotta post up a walkthrough of how you are getting that effect or at least a screenshot of the shader :)
CIgano
11-02-2008, 10:08 AM
http://img98.imageshack.us/img98/2821/shehasthebloodofreptilebi4.jpg
Vitor
11-02-2008, 03:37 PM
Jasp, that is some really nice render. Mind to share some dark secrets?
ScoobyDoofus
11-02-2008, 04:10 PM
Jasp: Im really liking the micro details you've got going on that head. Really excellent, and seeminly realistic! Wanna share your alphas?
Davidson3D: Thats incredible! Loving that!
zerafian
11-02-2008, 08:09 PM
had a chance to put a good 9 or 10 hours into this on the weekend...the bricks and stones were a b*tch to paint but oh well...I thought of faster ways to do it after i finished...imagine that right:poly127:
I have lots left to do obviously. I plan on adding vines on the stone and bricks along with some mossiness and such, just to break up the color.
let me know what ya think.
http://i38.tinypic.com/2du0cqu.jpg
commander_keen
11-02-2008, 08:20 PM
zerafian, I dont like the textures, they look photo sourced which I didnt think you were going for. I liked the older versions better :( But thats just me.
zerafian
11-02-2008, 08:29 PM
zerafian, I dont like the textures, they look photo sourced which I didnt think you were going for. I liked the older versions better :( But thats just me.
Yea, thats hardly what I was going for....Maybe the final product will give it a little more life.
monkeyboy_garth
11-02-2008, 08:48 PM
Here's a character I'm doing for a comp over at MODdb. A survivor concept for the Left 4 Dead universe.
http://i368.photobucket.com/albums/oo122/garth_cochrane/L4D_survivor.jpg
Racer445
11-02-2008, 08:48 PM
trying to decide on if i should model the grooves in on the low or normal them in.
http://i38.tinypic.com/drdpw8.jpg
http://www.dfacto.johnyontehspot.com/weap/dfacto_plasmaknife.jpg
zerafian
11-02-2008, 09:19 PM
I examined the cottage a little bit and felt I was being to true to the reference I got the idea from, color wise at least. Soooo I made some color changes that appealed to me..My thoughts is it made the house look a little more ""playful"" having these brighter colors on it, more refreshing to the eye....I guess :)
http://i34.tinypic.com/34hfo1f.jpg
commander_keen
11-02-2008, 09:41 PM
I think the bricks and the stone are too small maybe. The stone looks kinda like rocks you find at a beach. Usually walls arnt made of random round rocks unless its fake and just for decoration. I would go for a square block like this:
http://pc.ign.com/dor/objects/16985/world-of-warcraft/images/world-of-warcraft-20041209010814974.html?page=mediaFull
Or use plaster like material like this:
http://pc.ign.com/dor/objects/770472/world-of-warcraft-the-burning-crusade/images/world-of-warcraft-the-burning-crusade-20080304001650347.html?page=mediaFull
and make the orange bricks a bit bigger.
zerafian
11-02-2008, 09:51 PM
How did I know those pics were comin' :)... You just gave me a great idea for the stones...Damn, if only I didnt have work tomorrow....I shall experiment once I get home. thanks
I think the bricks and the stone are too small maybe. The stone looks kinda like rocks you find at a beach. Usually walls arnt made of random round rocks unless its fake and just for decoration. I would go for a square block like this:
http://pc.ign.com/dor/objects/16985/world-of-warcraft/images/world-of-warcraft-20041209010814974.html?page=mediaFull
Or use plaster like material like this:
http://pc.ign.com/dor/objects/770472/world-of-warcraft-the-burning-crusade/images/world-of-warcraft-the-burning-crusade-20080304001650347.html?page=mediaFull
and make the orange bricks a bit bigger.
Revliss
11-02-2008, 10:06 PM
http://img361.imageshack.us/img361/1879/sculpt8kc9.jpg
no Zbrushing needed : P
Davision3D
11-03-2008, 05:24 AM
thx everyone
Ok, here is a screenshot of the material:
http://www.vitamin3d.com/bilder/egyptmat.jpg
This is what is doing the effect:
http://www.vitamin3d.com/bilder/headeffect.jpg
And this is the magic texture that controls everything: ;)
http://www.vitamin3d.com/bilder/musternewc.jpg
You may not understand much from that screens ;), here is a quick explanation.
Its not that very complex, basicly that big mask texture is panner animated. i use the R G B channels of this texture as masks for the different layers. The Rotten old textures are additional textures in the material and get mixed with the original texture. The other layers get alpha masked. The rotten zombie head is in the helmet uvw and the skull in the facemasks, both meshes are under the orignal head. I have also added a effect to the edges of the masks with if functions.
crazy shit man !
works well in the video though :)
RazorBladder
11-03-2008, 05:57 AM
That's the best material screenshot I've ever seen xD
Sweet Pores Jasp ;]
haha it looks way more complex than it is, 70% is just UT Gameplaystuff, very nice work on the blending stuff, works really good
Slipstream
11-03-2008, 07:21 AM
:) Nice work
Klash120
11-03-2008, 08:37 AM
Finally got the ship into Unreal. Just notice my problem before was that I was using the wrong plugin/script in Maya... (axmesh & axmain looks a like @ 3am in the morning @ . @)
http://farm4.static.flickr.com/3242/2999784818_5137cc2126_o.jpg
Frozan
11-03-2008, 01:31 PM
hey Klash that looks pretty good. the one thing i would say is that its missing its lighting spectrum lights and darks. the glowy bits need more of a white in the center maybe? also the texture needs a dark areas pass and maybe making the specular a bit more bright on the "rough edges". other then that. i really like the design. keep it up. maybe find a better texture for the glass? really reflective could work for ya , right now it feels real flat. who knows though, u havnt said the word done yet. :):):)
EvilPixills
11-03-2008, 09:45 PM
@Racer: I think it would be much more efficient if you used a normal map for the grooves.
@Klash: Looking good sir, I can agree with what Frozan has said to give it that extra pop. Do you plan on animating this guy?
First major zbrush project, please tell me what you guys think.
1706 tris
2x1024 diffuse, normal, and spec
1x512 diffuse, normal, and spec - Bucket
1x256 diffuse, normal, and spec - Foliage
http://www.garymatthews3d.com/gallery/albums/userpics/10002/archwall_wip2.jpg
http://www.garymatthews3d.com/gallery/albums/userpics/10002/archwall_wip1.jpg
http://www.garymatthews3d.com/gallery/albums/userpics/10002/archwall_wire_wip.jpg
almighty_gir
11-04-2008, 04:21 AM
i think this is a what are you working on thread, not a pimp and crits thread.
start one of your own :P
Klash120
11-04-2008, 09:07 AM
Frozan, first off, Little Big Planet is quite addicting >,< Second, it's still missing quite a bit of stuffs. If you've seen my post back on page 166. You'll notice all sorts of goodness / reflective awesome in Maya. Recent post was mainly "YAY I GOTS IT INTO UNREAL!" :3 and the glowy bits.
Agreed on the white center / hotspot. Am still learning/breaking Unreal, but I'll try my best to get it to look like Maya's 'High Quality'
I think I have said "done" back on 166 :\ Though, I could be wrong .__. -
Again, still wippy Unreal.
Evil: Possibly. I dunno yet, though, it would be neat to have it hover & stuff during a turntable :D
Oooo, and lastly, the design is NetDevil's 'Jumpgate Evolution'. T'was an art test I've done a few weeks ago. Need to post all the progress / concept ....
some progress..
http://img99.imageshack.us/img99/1158/headwipnewerkg1.jpg
nice, eld !
Vitor > I used a modified version of Ralf Stump's material named RS_SkinBase. I just tweaked the parameters a little and adjusted the levels and saturation of the material's texture.
I would have shared it but the problem is that it's part of a set of material they're selling on Gnomonology (http://gnomonology.com/prod/19/39), so i guess i can't :|
ScoobyDoofus > i've just uploaded some alphas (http://smuggledpixel.free.fr/alphas.rar)
Massbot
11-04-2008, 12:32 PM
ye Jasp that head is quality, thank's for sharing the alpha's, think i'll check them out :)
Started sculpting the body for my voodoo / tribesman kinda guy, He was originaly really muscular, but I've now taken him down the skinny road so he has to rely on his dark magix. Also roughed up the skull a bit (which will be a prop somehwere on him / his staff/ belt etc) that I posted a couple of pages back.
Currently working on the arms and hands, then next stop feet. He needs a fair bit o'work, but i'm enjoying it so far.
http://www.curtad.com/voodoo/skull02.jpg
http://www.curtad.com/voodoo/guy01.jpg
Jackwhat
11-04-2008, 01:17 PM
fuck me, some awesome shit kicking around in here lately!
I too have entered the L4D conceptart competition! So, heres the start! Need to work on a more interesting pose and what not and get a nice sexeh sillouette. I will finish it!
-updated! \o/
AimBiZ
11-04-2008, 01:54 PM
eld - Freaky, I like the design.
Massbot - Nice skull! Old man is coming along nicely as well.
Jackwhat - Nice start on that concept. You got some interesting lighting going on.
In the midle of texturing and also got him into the game. :)
http://i110.photobucket.com/albums/n117/AimBiZ/Viking_17.jpg
Vitor
11-04-2008, 02:24 PM
Thanks for the info Jasp, and great alphas you have there ;)
PixelMasher
11-04-2008, 03:41 PM
Aim: thats cool man, normals arnt plugged in are they? also the silhouette of the leg is very straight, could have used some more emphaisis on the forms to break it up. cant wait to see the finished texure!
monkeyboy_garth
11-04-2008, 06:04 PM
http://i368.photobucket.com/albums/oo122/garth_cochrane/L4D_infected_wip2.jpg
ImSlightlyBored
11-04-2008, 06:29 PM
trying to decide on if i should model the grooves in on the low or normal them in.
http://i38.tinypic.com/drdpw8.jpg
http://www.dfacto.johnyontehspot.com/weap/dfacto_plasmaknife.jpg
looking good man
as for your dilemma, what is the model for? is it just a prop, or a FPS weapon? Id normal them in both, but with FPS weapon thered be a more valid excuse for the modelling (Depends on budget and how close you are to it as well)
what id say is normal them and dont feel bad for doing so.
caseofchill
11-04-2008, 08:50 PM
Nice concept monkey, but everyone knows a lunch lady wears a snazzy hairnet.
zerafian
11-04-2008, 09:24 PM
A little something I started monday night. Im painting it all on a full 1024 and its right under 400 tris. It will definetly be done before the weekend. Let me know what ya think. Im about 4 hours into painting. Im plannin' on getting back on that little cottage this weekend.
http://i38.tinypic.com/1rptz8.jpg
Jackwhat
11-04-2008, 10:14 PM
Cheers aimbiz!
- Restarted my l4d concept to make him a bit more interesting!
http://i62.photobucket.com/albums/h91/Jackwhat/1104Left4Dead4.jpg
e-freak
11-05-2008, 06:33 AM
mh it could be me but he shares a lot of simmilarities with the hunter :o
butt_sahib
11-05-2008, 08:55 AM
aimbiz:
Looks awesome. Really love it. MOre closeups please!
Agree with pixelmasher tho.WTf happened to the silluhuette? remember it being better when yoiu posted the low?
jackwhat:
<3 I love how you handle greys.
Racer:
Agree with ISB; if it were mine, i'd normal map them. Those grooves are way to large in number to actually model them.
And great work to eld and basbot :) inspiring!
Working on his textures. heres a render:
http://pinoshare.de/bild.php/2854,danwip6render2MQPKN.jpg
cant decide if i should keep the pink a stagnant flat color or add some variations.
AimBiZ
11-05-2008, 09:17 AM
PixelMasher & butt_sahib: Thanks for the critique. Yes the normalmap is on though it seems it doesn't appear that mutch from this angle. From every other angle the specular on the material was too strong so I made a shot in this angle, perhaps a bad choise.
I'll post some more in the near future once I got the specularmap fixed as well. As for silhouette I really regret not making it more interesting. The lowres model haven't changed though.
As for your character PixelMasher depends if you want it to look more realistic or cartoonish. Judging from how it looks now I'd suggest adding some nice variations.
Racer445
11-05-2008, 09:47 AM
I decided just to normal them in
early start on the diffuse, i need to go somewhere.
http://i37.tinypic.com/othenm.jpg
EricV
11-05-2008, 10:20 AM
looking good racer
Racer445
11-05-2008, 08:45 PM
http://i36.tinypic.com/2h4bzf7.jpghttp://i36.tinypic.com/2ntzjat.jpg
http://i36.tinypic.com/2uzxkjl.jpg
Crit me before I post a new thread.
maps (http://i34.tinypic.com/2quouba.jpg)
almighty_gir
11-05-2008, 08:59 PM
now have it with lights caused by the flame =o
Wow awesome job with the normal and texture racer!
I started a high-poly of a truck im making for an upcoming map :)
http://img.photobucket.com/albums/v92/armanguy/edgetruckhigh.jpg
DemonPrincess
11-06-2008, 02:02 AM
Here's a texture blockout for my zombie Ivy. I still have to do most of the shading obviously.
http://www.wayuki.nl/images/forums/Ivy_wip02.jpg
AimBiZ
11-06-2008, 02:06 AM
Looking good DemonPrincess. Will you keep the style clean or are you going to dirty it up more, like adding blood n such.
Toast
11-06-2008, 02:16 AM
The truck looks ace, love the detail in the tyres. Although I think the door looks a bit off at the moment, but looking good nonetheless.
DemonPrincess
11-06-2008, 02:20 AM
Looking good DemonPrincess. Will you keep the style clean or are you going to dirty it up more, like adding blood n such.
I think I'll go with mostly clean, but I'll make the final decision on that in the shading stage. :)
JasonLavoie
11-06-2008, 05:58 AM
Hey DemonPrincess, have you ever heard of a fellow 3D Artist by the name of Pog? Your modeling style reminds me of his work :P
Great start so far.
Josh_Singh
11-06-2008, 06:01 AM
Demon Princess, This is really looking great. I take it you are going old School diffuse only style with this texture. I am really looking forward to a beautifully painted diffuse, with a few nice gooey bits, combined with attractive looking flesh speculars and material rendering. Great mesh and Great start.
LEViATHAN
11-06-2008, 06:54 AM
http://i34.tinypic.com/nla6nt.jpg
Could be rounder, or is that because of the mapping?
DemonPrincess
11-06-2008, 07:05 AM
JasonLavoie: The name doesn't ring a bell. Do you have a portfolio link or something?
Josh_Singh: I hope I can live up to your expectations. I'm no Kenneth Scott, LOL. :poly135:
LEViATHAN: It could be rounder, it's just pointy by design. At least in this concept illustration it is: http://i198.photobucket.com/albums/aa92/BrazilGameMaster/Soul%20Calibur/IvyArtSC4.jpg
Or do you mean the slight nick in the lacing? That's just because of the lowpoly nature of this model (2000 tris in total). There's only one edge running across her belly, so the steeper the viewing angle, the more pointy it looks.
The truck looks ace, love the detail in the tyres. Although I think the door looks a bit off at the moment, but looking good nonetheless.
yeah the door is to round i saw one of these trucks today when i woke up outside my house, ill have to redo them :)
Jackwhat
11-06-2008, 09:50 AM
More updates on mah zombie, quite a bit of adjustments to make the silouette more distingquishable from the rest of the shuffling bodies! I think this works a lot better than the previous itterations!
http://i62.photobucket.com/albums/h91/Jackwhat/1104Left4Dead8.jpg
PixelMasher
11-06-2008, 11:50 AM
racer: nice work dude, the material definition is pretty awesome. the only thing thats kinda weird is the danger flammable sign, normally those things are quite large and seeing one on such a smaller object is kinda strange. maybe a sticker with some writing about fuel contents under pressure etc? like you see on explosive household items.
Andrew_Morris
11-06-2008, 04:16 PM
A friend and I are having a short competition on who can do the best alternate version of a popular Mario character. I decided to do a Shy Guy (Super Mario Bros. 2, Super Mario World, many others). Here is the result so far.
http://www.andrewjmorris.net/Previews/ShyGuy.jpg
"Who are you to question the divinity of our Lord Koopa?"
Snader
11-06-2008, 04:50 PM
Speedmodeling for school. took me about 2 hours. Half of which was spent on finding out how to make renders like this =P.
i still need to get faster and shizz..
http://pixelsnader.nl/stuff/3d/rocking%20chair%20beauty.jpghttp://pixelsnader.nl/stuff/3d/rocking%20chair%20wires.jpg
edit: oh. 1474 polies.
alexl
11-06-2008, 05:11 PM
http://alexluong.co.uk/blog/images/wip_hospital_800.jpg
Really early stages yet (no textures, just a few basic normals & ambiocc, needs more props etc), trying to get the lighting right at the moment, I do intend to break up the monotony of colours eventually with dashes of red. (The light blurs are done in photoshop by the way, gotta learn how to do those in 3d)
wow Racer445, that's really awesome, u did great justice to dfacto's concept.
I'm really curious about the danger sign, it looks so well done and convincing ! could you give a brief outline of what you did to achieve this effect ?
Racer445
11-06-2008, 07:37 PM
I gave it a drop shadow on the diffuse and spec and painted some big wrinkles on the normal and gave it a very dark spec.
Ryan Smith
11-06-2008, 11:37 PM
Here are some modular docks i'm working on making for the WarmGun mod.
WIP still
http://www.virtuosicstudios.com/junk/dockwip4.jpg
looking good but the back faces on the lower wood struts are deleted and are very noticeable! thats just me being nit picky
JasonLavoie
11-07-2008, 01:33 AM
http://jasonlavoie.net/images/Tests/UGC_face1.jpg
I have more done on this guy, but I thought i would show this, wanna get this and my level done before the end of november, so i really have to step it up.
WarmGun is looking great man, you guys are doing some gooooodd things :) Keep it up!
butt_sahib
11-07-2008, 05:33 AM
jason:
mmmm, texturing looks great! Not a big fan of his dirty googles tho! :)
Virtuosic,AE,Racer: Awesome work guys!
Finished! You can check the construction shot here (http://pinoshare.de/bild.php/2865,consturciondanH5XF4.jpg)
http://pinoshare.de/bild.php/2864,danfinal194RSU.jpg
vBulletin® v3.8.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.