View Full Version : [P&P] - What are you working on? 2008 Edition
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Joao Sapiro
11-07-2008, 06:32 AM
jason, you should use references man , for example those eyes seem to be pinched in the corners in a really unnatural way, his whole face structure even if occulted by the mask seems very weird, i found an image of the same eye shape that you have there, really use reference :)
http://www.ewtn.com/series/2003/Choices_we_face.jpg
Paul Pepera
11-07-2008, 08:13 AM
Still WIP, some Max viewport screens:
http://www.peperaart.com/KangRender01s.jpg
vladino
11-07-2008, 09:43 AM
Cool one Eraserhead (http://boards.polycount.net/member.php?u=20231) ! Love the texturing so far.
Baddcog
11-07-2008, 10:39 AM
Yeah Eraserhead that is pretty cool
I like the springs on the feet, nice attention to detail.
I started working on a character a hybrid form of Human-Animal
2 characters are to be made, first one is a kind of Sumo-Frog and the past human form which leads to it
Here's a comparisson, a will work out the anatomy to be more beliveable
crits & tipa are very welcome
http://img505.imageshack.us/img505/6084/clipwn4.jpg (http://imageshack.us)
http://img505.imageshack.us/img505/1317/clip2he7.jpg (http://imageshack.us)
http://img236.imageshack.us/img236/8117/clip5le9.jpg (http://imageshack.us)
the right ones head is next to do
EvilPixills
11-07-2008, 12:34 PM
Eraserhead: That is pretty sweet dude, nice job all around. Only thing I could say really is maybe add some spec reflections to the front visor?
Here is in update for this cafe I am working on. Standing at 17k tris right now but still more optimizations need to be done.
http://www.garymatthews3d.com/gallery/albums/userpics/10002/caffeewip1027_1.jpg
http://www.garymatthews3d.com/gallery/albums/userpics/10002/caffeewip1027_2.jpg
http://www.garymatthews3d.com/gallery/albums/userpics/10002/caffeewip1027_3.jpg
Here is a tabled and chairs set for the environment: 2232 tris 2048 maps for now till i finish texturing:
http://www.garymatthews3d.com/gallery/albums/userpics/10002/tableset_wip_full2.jpg
http://www.garymatthews3d.com/gallery/albums/userpics/10002/tableset_wip_wires.jpg
http://www.garymatthews3d.com/gallery/albums/userpics/10002/tableset_wip_text.jpg
CookieKingHoi
11-07-2008, 01:06 PM
http://i233.photobucket.com/albums/ee287/HoioH_bucket/wip-1.jpg
Mansion wip, 684 tri's.
Hey EvilPixills. With the table I would put those scratches (the scratches that say bob etc.) also into the normal map, also I would turn down the noise in the normal map significantly cause right now it has a sandpaper like feel to it. Most tables are smooth.
Lastly, in your UV's you could easily overlap a lot of that. The back and the front of the back rest are too similar to share unique UV space.
The more you overlap UV's the higher resolution you get.
Keep it up man! You scene has a lot of potential.
renderhjs
11-07-2008, 06:49 PM
Finished! You can check the construction shot here (http://pinoshare.de/bild.php/2865,consturciondanH5XF4.jpg)
http://pinoshare.de/bild.php/2864,danfinal194RSU.jpg
the blooming effect is kind of killing the picture imo.
leilei
11-08-2008, 04:36 AM
I disagree. The added bloom makes him THE MASTER, though one thing it is missing is some damn anisotropic filter
dfacto
11-08-2008, 05:12 AM
Racer: Well I never expected to see that concept go anywhere. :D Sweet work, are you planning to put it in any game engine?
Eraserhead: Thank you so much for showing Ma.K some love man. And how!
LEViATHAN
11-08-2008, 09:51 AM
@ butt_sahib
I wouldn't call it finished yet if there are still seams and other oddities which could use fixing
http://i33.tinypic.com/2usgc5s.jpg
seforin
11-08-2008, 01:17 PM
@ butt_sahib
I wouldn't call it finished yet if there are still seams and other oddities which could use fixing
http://i33.tinypic.com/2usgc5s.jpg
also to extend on this , a few things that need to be fix additionally, the gloves , if your going for the old fashioned SF style gloves then there a a cross hybrid style of UFC Fighter gloves
http://www.boutready.com/images/products/apg2982.jpg
right now he has foam blocks attached to his hands
If your going for the SF style you need to increase the size of the feet as well.
A good reference is to look at spacemonkeys sagat made recently
Also The belt is floating with no real knot , Go back and sculpt a nub of some sort to have it attach if your going to have it float
Right now it looks like a bow.
and come on man you missed the biggest element of any SF! Were are the gagged cloth pieces?
http://www.gamemanx.com/wp-content/uploads/2008/07/street-fighter-4-dan-fei.jpg
Overall good start but needs alot of polishing and some go back iterations for the textures and the seams obviously
But come on finish up this piece!
If I get my shader to work to mimic SF4 Give me your file and I'll put it in there with my dudley :)
zerafian
11-09-2008, 12:16 AM
Well I finally had a chance to finish this up. It seems weekdays are very unproductive for me because of work. I was able to put a good 6 straight hours in and finished it up...
This fella is painted on a 1024x1024 for everything but the feather which is on a 128x128 and the grass which was a 64x64
Let me know what ya think :)
http://i36.tinypic.com/2zntrhi.jpg
CIgano
11-09-2008, 01:35 AM
sick
maybe some more contrast in the colours imo, as of now the yellows from the wood and the gorund are mixing a bit too much
dummeh
11-09-2008, 02:05 AM
That's cool zerafian, the colours are really nice.
Renaud Galand
11-09-2008, 05:14 AM
Quick evening sculpt from yesterday (with farcry 2 in mind). I may transform this into a complete character.
http://i133.photobucket.com/albums/q48/Guntharf/character01.jpg
Jalechah
11-09-2008, 06:25 AM
Environment art test WIP
http://i57.photobucket.com/albums/g210/Jalechah/renderofscenesofar7.jpg
Jackwhat
11-09-2008, 09:17 AM
Renaud that looks awesome!
I've been trying to colourise my Infected concept and Its being shitty! D:
http://i62.photobucket.com/albums/h91/Jackwhat/1104Left4Dead13.jpg
Racer445
11-09-2008, 09:23 AM
hl2 mod work
http://i33.tinypic.com/21wg9i.jpg
didn't you want to do env stuff? o.o
Racer you better start doing env stuff your weapon work is great its time to branch out!
Racer445
11-09-2008, 01:51 PM
i have been, just been mainly doing it for mods and stuff. been so busy lately.
viewport grabs
http://i33.tinypic.com/2h3wx1u.jpg
http://i37.tinypic.com/4jumxl.jpg
EarthQuake
11-09-2008, 02:30 PM
shit sux
Racer445
11-09-2008, 03:14 PM
diffuse lighting blows
Vitor
11-09-2008, 04:09 PM
Keeping the tendency and revisiting old models. I really need some of this stuff finished...
http://img370.imageshack.us/img370/5845/16292146ji0.jpg
Nice work guys
Wall
(To be updated)
pliang
11-09-2008, 10:31 PM
Bah..
http://i30.photobucket.com/albums/c348/pliang/HumveeGunEmplacement2.jpg
http://i30.photobucket.com/albums/c348/pliang/HumveeGunEmplacement.jpg
Saidin311
11-09-2008, 10:56 PM
Solid Hummer, but the white is blinding!
Working on a sci-fi hallway.
Some Highpolys followed by some import tests (ue3)
Colours are just there for separation purposes.
Original concept is on the Dead Space website. It's a tram hallway. I think I might go for the cleaner look because I like it. We'll see.
http://i7.photobucket.com/albums/y255/Saidin311/test_3.jpg
http://i7.photobucket.com/albums/y255/Saidin311/test_4.jpg
zerafian
11-09-2008, 10:56 PM
check it out...some tires here..YEAH!!...Nothing special..Maybe you can put them on your Humme pliang :). I suppose I'll do the hubs tomorrow.
Oh and Im sure you all recognize the tires from cgtextures...They are continentals but stupid as I am I forgot to add the C and AL at the end to fix that...Oh well, it will jsut practice anyways.
http://i34.tinypic.com/2q21clw.jpg
dummeh
11-10-2008, 11:42 AM
Continued to texture the engineering room. The engine, chair, desk and trolley weren't modelled by me, I've just done the computer at the bottom and the floor mesh/texture. Wanting to get the walls done next, something a little industrial looking.
http://i37.tinypic.com/34s027o.jpg
Jackwhat
11-10-2008, 12:00 PM
Vitor, his hips look very pushed in, wouldnt it be better to take a bit of an angular approach? i.e. where youve got the dint have that kinda out and pointy. Tryin to get a mental image from how loomis does his blocking out. D:
A quick 1hour Study from Rens' awesome photo.
http://i62.photobucket.com/albums/h91/Jackwhat/1110EnvStudy.jpg
I love your study Jackwhat
A random sculpt for a big lamp deco
http://uppix.net/0/5/0/c2f1d1ab2f5240f5f5c3b4624a200.jpg (http://uppix.net/0/5/0/c2f1d1ab2f5240f5f5c3b4624a200.html)
still wip and unposed
Vitor
11-10-2008, 02:10 PM
Thanks Jack, yes the hip is an area to be worked next. I didn't clearly understand your critic but I'll probably fix it :D
Wow jack! thats awesome
NICE! :D
< got a big smile on my face :D >
Jackwhat
11-10-2008, 03:43 PM
Hehehehe Rens! shoulda spent another hour on it, damn the colours were hard... they look like yellow greens but theyre orange! D:
Vitor; http://i62.photobucket.com/albums/h91/Jackwhat/bridgman.jpg
^ Illustrates what im getting at
Jeremy Lindstrom
11-10-2008, 03:58 PM
bah, nm.. can't delete anymore.
DemonPrincess
11-10-2008, 06:25 PM
I managed to get this thing done before the deadline! I would have liked to play a bit more with the texture, but I ran out of time.
http://www.wayuki.nl/images/forums/Ivy_beauty_shot.jpg
And the texture flat:
http://www.wayuki.nl/images/forums/Ivy_texture.jpg
Marisa
11-10-2008, 06:42 PM
Fantastical as usual DemonPrincess! Good Luck :)
DrillerKiller
11-10-2008, 07:04 PM
nice work DemonPrincess.
renderhjs
11-10-2008, 07:09 PM
awesome work DemonPrincess,- I just had to paint over her because she has great proportions- skinning a model like that would be propably alot of fun
http://www.renderhjs.net/bbs/polycount/tips/DemonPrincess_paintover.jpg
just some random changes that came to mind,- just for fun
Jackwhat
11-10-2008, 08:12 PM
Thats looks sweet Demon! If I were to crit something id crit the skin, it lacks texture or depth. Throw in some vibrant midtones or some slightly turquoise ish blues/greens possibly?
Ack im spamming at the moment, I'm gunna call it quits around about here on my L4D concept. I tried colouring it but as i started out in black and white I would of had to redo a lot to get it to the quality I'd like. /angst.
Excuse size/spam.
http://i62.photobucket.com/albums/h91/Jackwhat/1111L4D_Herder.jpg
greenj2
11-10-2008, 08:50 PM
Looks nice DP, well done! Personally I'd throw a few dozen buckets of gore, dirt and general wear and tear at those textures. I like my zombies filthy. :D
She looks like she'd make an awesome SDK.
AimBiZ
11-10-2008, 08:58 PM
Really nice DP. I would also like some more dirt though, still I like the clean version as well.
Well, not much left on the viking. Will give the face some more loving not to mention the hair, and take a look how the specular acts while playing. Right now in character selection it reacts pretty strong on that backlight.
http://i110.photobucket.com/albums/n117/AimBiZ/Viking_18.jpg
Jeremy Lindstrom
11-10-2008, 09:39 PM
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!
It doesn't look like if his goggles were pulled down they'd fit over his eyes. Too much space in the nose section. Cool stuff though!
Emil Mujanovic
11-11-2008, 12:14 AM
Jackwhat, some seriously awesome sketches from you, dude. Always digging your stuff. It always inspires me to actually do more studies and just random sketches. I'd love to see a timelapse vid of your workflow.
-caseyjones
DemonPrincess
11-11-2008, 01:38 AM
Thanks for the comments, guys!
Gore is especially something I would have liked to play with, but completely ran out of time. I would have liked to shade it more too, but this was all I could do within the time alotted. :poly136:
I need to practice my texturing more, LOL! :poly142:
DemonPrincess she's looking hot, nice job:)
Jackwhat like the concept alot, the steam looks like he is very hot but it also gave me the idea that with the blisters shown his arm could be infected, giving off some bubbling steamy puss!
Would love some crits on this if poss...
http://i93.photobucket.com/albums/l64/GC3D/Ankhmanscenewip.jpg
Tried to plan out textures for this part and feel pretty good about the direction it's going except for the map size and it needs some grass. Not sure whether to make opacity planes for that or use diffuse and normal. Whole scene (some parts not shown) @ 20,000 tri's approx.
ImSlightlyBored
11-11-2008, 05:09 AM
yeah, for grass, I'd use alpha cards, unless you want it quite flat. Depends on the focal point of it all - I guess its a large enviro you can get quite close to, so I'd alpha card it.
Havent had a good experience with normal mapped grass before now; if you do normal it, I'd go with very light strength, most of the depth could be spec mapped.
shit sux
Wonder if that's sarcasm. Perhaps the mighty EarthQuake could offer some 'constructive' criticism..
Renaud Galand
11-11-2008, 10:27 AM
Lunch time update. I think I'm gonna go for a RAGE style character :p (I just can't help it)
http://i133.photobucket.com/albums/q48/Guntharf/character02_1.jpg
Perhaps the mighty EarthQuake could offer some 'constructive' criticism..
lol
perna
11-11-2008, 11:11 AM
Wonder if that's sarcasm. Perhaps the mighty EarthQuake could offer some 'constructive' criticism..
LOL how did I miss that one
Racer445
11-11-2008, 11:15 AM
Wonder if that's sarcasm. Perhaps the mighty EarthQuake could offer some 'constructive' criticism..
hahahahahaha
Really nice DP. I would also like some more dirt though, still I like the clean version as well.
Well, not much left on the viking. Will give the face some more loving not to mention the hair, and take a look how the specular acts while playing. Right now in character selection it reacts pretty strong on that backlight.
http://i110.photobucket.com/albums/n117/AimBiZ/Viking_18.jpg
Aimbiz, that's looking great. Rock-solid proportions, and a really clean design that's easy to read. It's a nice break from the crazy overdetailing that you see everywhere. Looking forward to your final!
etsuja
11-11-2008, 04:10 PM
For some reason I love pixel art. Maybe because it reminds me of the old days. Anyways here's something I don't see often on here... a sprite I did just to see what I could do, and possibly use it for a 2D game. The view is supposed to be isometric. I'm not yet sure if I want to hand draw the sprites or use 3d rendered ones....
http://img88.imageshack.us/img88/8564/femspriterx8.png
LEViATHAN
11-11-2008, 04:23 PM
Weapon animations, damn I feel nerdy.
http://i37.tinypic.com/2q01qir.jpg
http://srsbsns.nl/rel2.avi
Right-click > save target as, you know the drill. :poly124:
Everything but the Glock model is by me.
zerafian
11-11-2008, 08:41 PM
tires and hubs in the house :)..I'll be probably be setting these in teh corner of a garage setting with a large tool box a 50 gal plastic crash can and a few other things.
http://i35.tinypic.com/70dpuv.jpg
Jeremy Lindstrom
11-11-2008, 09:29 PM
what are the lug nuts attached too? :D
zerafian
11-11-2008, 09:32 PM
what are the lug nuts attached too? :D
Hey man...dont ask me...thats what my reference showed...I thought it looked nifty so I did it..
They are attached anywhere you like...
edit: But in all seriousness Im pretty sure the smaller ones in the middle are a sort of cap....an extra sturdy cap I suppose. Then the outter ones actually attach to the hub that sits inside the rotor.
check this link..it was on the first page when I googled truck axles..Apparently theres a cap that goes over the center smaller ones.I suppose their for extra support for tire attachment due to hulling heavy stuff. http://lh6.ggpht.com/_kGugknj3qHQ/Rop_1kQdp7I/AAAAAAAAAVI/jENdxbDM33Q/CIMG1933.JPG
Some great stuff here everyone!!
I've not touched 3D in a while so decided to freshen myself up with more TF2 fan love :)
http://farm4.static.flickr.com/3178/3023138662_d479dfbaba_o.jpg
Autocon
11-12-2008, 02:29 AM
Ani your work is just full of so much win. I love it =)
dummeh
11-12-2008, 07:51 AM
Haha, that's cute Ani
EricV
11-12-2008, 10:03 AM
Well I finally had some free time recently, so I got around to finishing up the socom I started a while back
http://ericvanic.files.wordpress.com/2008/11/socom_unreal_renders_002.jpg
MartinH
11-12-2008, 10:56 AM
Looks cool Eric, I'd def. simplify the texture of the grip though, it comes across as really busy and hard to read compared to the rest of the model
Rumkugel
11-12-2008, 12:24 PM
well the surface texture on the real thing is the same... so..
Jeremy Lindstrom
11-12-2008, 12:30 PM
...
warby
11-12-2008, 03:07 PM
i would post this in a separate not safe for work thread but seeing the last 10 or so pages i think this much more tame:
http://warby.bitproll.de/wip/speedpainting_maid_03.jpg
Weapon animations, damn I feel nerdy.
http://srsbsns.nl/rel2.avi
Right-click > save target as, you know the drill. :poly124:
Everything but the Glock model is by me.
What did you encode this with, I can't play it?
karera
11-12-2008, 06:46 PM
Trying to finish up a character.. a lot of texture work left though!
The normals are a bit f'ed up on the hands though, will fix that and probably rebake the normal maps..
hair is a bit of a placeholder/test.. haven't got the hang of it yet!
http://www.alexanderlilja.com/scubagirl02.jpg
http://www.alexanderlilja.com/scubagirl01.jpg
Psyk0
11-12-2008, 06:47 PM
Mawr work on this sucka.
http://i472.photobucket.com/albums/rr90/Psyk0/folds.jpg
http://i472.photobucket.com/albums/rr90/Psyk0/gun.jpg
pliang
11-12-2008, 09:14 PM
Best put together gun ever.
AimBiZ
11-12-2008, 09:45 PM
So I call him done now. Here's some shot ingame. I got cloth working... partially. :P
http://i110.photobucket.com/albums/n117/AimBiZ/Viking_19.jpg
EricV, awesome job with that gun man! :)
I'd love to see the maps used and the wire!
(Sorry if you posted them already on previous pages, I'm not a huge fan of these WIP threads with milions of pages! :P)
Joao Sapiro
11-13-2008, 04:45 AM
fuck psycho that looks awesome, i would just work a tad more on them folds, get reference of that kind of tissue from the intranats ! also that gun is tight ! add some more detail or change the shape of the trigger and some parts that might look boring, or put parts from other weapons like he putted things together :)
also that render is pretty good ! what was your setup ? glad to see you posting dude. French.
Sectaurs
11-13-2008, 09:15 AM
pretty sweet, AimBiz. and in game, to boot!
http://nonpublic.airborn-game.com//scribbles/neox/animals/tokachuroo.jpg
it's gonna eat your nuts!
EricV
11-13-2008, 10:40 AM
Martin H: yeah I 'spose the grip normal could be toned down a bit
Helder: thanks man, yeah I'm not a fan of polluting the forums with too many threads either, so for smaller projects like the gun I think its cool to just post it up in this threads like this. You can see the all maps used and wires up on my site if you like =)
Frogfish
11-13-2008, 12:10 PM
Weapon animations, damn I feel nerdy.
http://i37.tinypic.com/2q01qir.jpg
http://srsbsns.nl/rel2.avi
Right-click > save target as, you know the drill. :poly124:
Everything but the Glock model is by me.
The link is broken : <
Jeremy Lindstrom
11-13-2008, 01:27 PM
Weapon animations, damn I feel nerdy.
http://i37.tinypic.com/2q01qir.jpg
http://srsbsns.nl/rel2.avi
Right-click > save target as, you know the drill. :poly124:
Everything but the Glock model is by me.
Also looks like the gun is currently clipping in the middle of his hand, or it might be the animation (the slide is back, i think).. can't tell :)
Jackwhat
11-13-2008, 02:13 PM
Cute Neo!
- Back into doing daily stuff!
http://i62.photobucket.com/albums/h91/Jackwhat/1113EnvStudy.jpg
Tumerboy
11-13-2008, 02:24 PM
HA HA! Neo, when you start selling those as pets, I'll take 3.
I like the colors jack, nicely done as always :D
pliang
11-13-2008, 07:02 PM
http://farm4.static.flickr.com/3183/3028081241_9389d4a3ec.jpg
Jack, that looks good, I'll save it for my color folder.
zerafian
11-13-2008, 08:07 PM
Im diggin' in pliang..I used the same tread type on the tires I made...theres something about them thats nice detail but not to much..
Heres another part of my little garage scene...A little tool storageness :)
let me know what ya think.
http://i36.tinypic.com/16hlogl.jpg
tokidokizenzen
11-13-2008, 08:57 PM
Great looking stuff as always peeps. Been off for a while, here's my latest:
http://www.poppon.com/stevecgallery/main.php?g2_view=core.DownloadItem&g2_itemId=482&g2_serialNumber=8
Movie of Dog!
http://www.poppon.com/stevecgallery/main.php?g2_itemId=498
http://www.poppon.com/stevecgallery/main.php?g2_view=core.DownloadItem&g2_itemId=485&g2_serialNumber=4
http://www.poppon.com/stevecgallery/main.php?g2_view=core.DownloadItem&g2_itemId=507&g2_serialNumber=2
http://nonpublic.airborn-game.com//scribbles/neox/animals/shnail.jpg
heavily inspired, but yeah i'm a fanboy :P
EricV
11-14-2008, 05:33 AM
o wow sweet toolchest zera.
LEViATHAN
11-14-2008, 06:42 AM
Also looks like the gun is currently clipping in the middle of his hand, or it might be the animation (the slide is back, i think).. can't tell :)
Fixed link.
UnsteadyTeddy
11-14-2008, 06:46 AM
zerafian: Nice work. Maybe you could have a few drawers falling off their runners.
zerafian
11-14-2008, 06:51 AM
zerafian: Nice work. Maybe you could have a few drawers falling off their runners.
Oh thats a sweet idea..why didnt I think of that, thx : )
hopefully tonight I'll add some tools, a rag, and some other garagish items.
thanks again guys.
Jeremy Lindstrom
11-14-2008, 07:41 AM
Im diggin' in pliang..I used the same tread type on the tires I made...theres something about them thats nice detail but not to much..
Heres another part of my little garage scene...A little tool storageness :)
let me know what ya think.
http://i36.tinypic.com/16hlogl.jpg
You know binford tools was on Home Improvement, but they are also a real tool company? :D
zerafian
11-14-2008, 07:57 AM
pft..that doesnt say binford..more like bimord or binfood :)
Really though, I figured adding the binford brand in there would make people like it more since it helps add attachment to the object, something like that.
arrangemonk
11-14-2008, 12:11 PM
@neox, the rat thing looks totoro like :D
would you mitnd practising my modeling skills on it?
To toro
Pi kachu
Kanga roo
Tokachuroo
the similarities are wanted ;)
sure do it but if you don't mind i'd do my own version for the game :P
arrangemonk
11-14-2008, 12:25 PM
aww^^ my brain doesnt work really lately... (just lost english skills)
erwarte nicht zuviel in sachen erkennung, bin banane^^
das du selber einem machst is mir eigntlich klar
kein grund frech zu werden, menschen die ihren verstand verlieren reitzt man nicht :D
cholden
11-14-2008, 01:11 PM
Neox, are you consciously or subconsciously creating penis critters? Cause there’s a group of us enjoying the lol’s but curious. Please don’t stop on our behalf. :)
Ghostscape
11-14-2008, 03:23 PM
Neox, are you consciously or subconsciously creating penis critters? Cause there’s a group of us enjoying the lol’s but curious. Please don’t stop on our behalf. :)
I never saw either one as a penis but now it's all I see.
Thanks :D
Neox, are you consciously or subconsciously creating penis critters? Cause there’s a group of us enjoying the lol’s but curious. Please don’t stop on our behalf. :)
thats all i'm thinking of, penis critters everywhere
pliang
11-14-2008, 04:41 PM
http://farm4.static.flickr.com/3014/3030097441_a005cb3a0e.jpg
http://i30.photobucket.com/albums/c348/pliang/Wires.jpg
More cars, I figure they would be well re-usable.
EvilPixills
11-14-2008, 05:03 PM
I think Tim Allen would have no problem endorsing that tool chest :) Looks nice dude.
Nice vehicles, Pilang. Do you plan on using them in an engine or what?
alexl
11-14-2008, 05:07 PM
Looks good Zeraflan, nice textures, could use some tools in there and maybe some dents? (unless im blind and they are already there) as it looks quite damaged.
http://alexluong.co.uk/blog/images/fh_01s.jpg
Some basic practice for me, not the most exciting of subject matter but if possible any suggestions?
1,202 tris, 512x512 diffuse/spec/normals
ScoobyDoofus
11-14-2008, 05:17 PM
Lol, I keep seeing this type of fire hydrant posted. I guess its a Digital Extremes art test?
I was gonna try to do it myself one night in the 4hr timetable provided just to see if I was up to snuff but couldn't find that type of hydrant in my ref search. Any help?
alexl
11-14-2008, 05:19 PM
DE Art test? never seen it :( however my googling tells me its a fire hydrant from Hong Kong? At least the one in the photo I used is from Hong Kong :P
This one: http://upload.wikimedia.org/wikipedia/commons/2/2c/Hong_Kong_fire_hydrant_number_2239.jpg
pliang
11-14-2008, 05:33 PM
INice vehicles, Pilang. Do you plan on using them in an engine or what?
Yep, like the Hummer.
EvilPixills
11-14-2008, 05:42 PM
Nice hydrant, alexl.
I'm pretty sure the DE art test specs are 500-600tris. With low res textures. I know thats not what you were aiming for, I just thought i'd share for future reference. Good job with hiding the seems too.
Snader
11-14-2008, 07:59 PM
first time dicking around in Zbrush... i have absolutely no idea what i'm doing but its all fun!
http://pixelsnader.nl/stuff/3d/first.JPG
PixelMasher
11-15-2008, 12:28 AM
peter dude, those cars look great man. how long are you taking for each, bangin one out each night? any wireframes to show? they look nice and clean.
Jackwhat
11-15-2008, 09:30 AM
Todays! although its not really a good copy... didnt check the details much D:
http://i62.photobucket.com/albums/h91/Jackwhat/1114EnvStudy.jpg
I could really do with some colour-scheme suggestions:
http://i77.photobucket.com/albums/j62/drain-body-confirmed/bwip0.jpg
pliang
11-15-2008, 01:25 PM
peter dude, those cars look great man. how long are you taking for each, bangin one out each night? any wireframes to show? they look nice and clean.
Yep, each took a day to do, usually with the UVs..
indian_boy
11-15-2008, 05:24 PM
http://i174.photobucket.com/albums/w104/indian_boy/random/wip.jpg
a computer terminal that checks the status of a certain machine
its a part of an environment im working on.
Yep, each took a day to do, usually with the UVs..
that's pretty mad for a day's work
achmedthesnake
11-15-2008, 11:20 PM
finally got this bstrd up and runnig again now i've got timz.....
http://www.achmedthesnake.com/images/wip/cyclops08.jpg
pliang
11-15-2008, 11:48 PM
Lovely looking bastard. What does the note say?
achmedthesnake
11-16-2008, 12:10 AM
he's in the 'fantasy speical olympics', as a visually challenged javelin athelete - so the tags are his numbers...
Im starting to layout somethings for a left for dead map i wanna make when the game hits, and with my new computer it will be awesome:P anyways this is just one of the many vehicles ill be making for it :)
low-poly on the top and low-poly with normals on the bottom what you guys think i need to finish this before Monday as its the day im getting my new comp and after that i wont be able to work on this until i re-install and format my new computer :P
http://img.photobucket.com/albums/v92/armanguy/edgetruckLOWHIGH.jpg
JohnnyRaptor
11-16-2008, 06:37 AM
oh snap look at all the awesome art.
heres a little something i made in an hour or so over lunch. no clue what hes good for, perhaps some future pipe cleaner?
http://i35.tinypic.com/25hh9xl.jpg
ImSlightlyBored
11-16-2008, 11:34 AM
@pliang
those are lethal-good man, can imagine them in burnout paradise (for some reason.) Make them uber shiny!
http://medicinal-waste.co.uk/skulls.JPG
Top is my current mesh, bottom is my quick sillhouette edit, but I'd really appreciate some paintovers to steer me in a better direction. Not after anything really elaborate, but it needs to stand up and something bothers me so far.
penrod
11-16-2008, 04:42 PM
Here is a quick paintover. The top of the skull needs more mass. The skull is very planar, so I would try to get some planes defined and that should help out a lot.
http://img527.imageshack.us/img527/5122/paintoverrx1.gif
indian_boy
11-16-2008, 10:45 PM
a little update on this thing
http://i174.photobucket.com/albums/w104/indian_boy/random/bla.jpg
butt_sahib
11-17-2008, 01:26 AM
Indian_boy:- still cant get around what it actually is :/ reference please! :)
Jhonny:nice! think you shoudl give the lip area more personality, like you have with the whole face :) reminds me of the telle-tubbies :/
Imslightlybored: Immense amount of improvement and awesome from you lately.Great work. Great paintover btw penrod
Guys please comment! Dont know where to go from here! :/
http://pinoshare.de/bild.php/2911,pleasecrit807YO.jpg
Thanks :)
pliang
11-17-2008, 02:14 AM
I somehow think the forearms are little short and the paint somehow looks like it could use a little breakup, it looks more like vinyls for some reason.
Bottom of the feet makes her seem flat foot as well.
- the back of the neck needs to be wider, she is missing the "trapezius" (http://www.rci.rutgers.edu/~uzwiak/AnatPhys/APFallLect15_files/image009.jpg)
- the arms are too short in general, rework the curves of the arms a bit, specialy the elbow area
- the mid torso and pelvis are too thin ( specialy when you compare them to the shoulders )
- the legs are too straight/ cylindrical, needs more curves
- flat feet indeed
What you can try, make a backup, and start moving things around, not just by a little tiny bit, just move it and experiment with shapes and sizes.
Like grab the mid torso and pelvis, then slide them out by alot and keep going back and forth (slowly) untill you get the idea what it can look like.
Overal its a nice model, just need to tweak it and keep working on the texture (wich will be deformed by moving things around)
Nice hairstyle btw.
butt_sahib
11-17-2008, 08:52 AM
Thank you very much for the help.
If you would be so kind as to visit my thread (http://boards.polycount.net/showthread.php?p=868676#post868676), you will see that i have used someone elses concept and have also used a model sheet. (please see thread for complete information).
I will work on the things you pointed out pliang and rens (big fan:)) such as the elbow,adding curve to the legs(if the count permits),flat feet,back of the neck; however, as i used a model sheet, do you think it is viable to take some creative liberty and change the anatomy? Dont think there is anything wrong with it,but still. I guess i should....
What do you think about the breast area?in terms on the diffuse?does it look liek it works?
Im working on the texture atm,will update my thread in a moment. :)
thank you
Renaud Galand
11-17-2008, 10:11 AM
spent some additionnal time on this guy. I just need to make the weapons and pose him. I'm gonna ask a 3D print from it to offload studios, we'll see :)
http://i133.photobucket.com/albums/q48/Guntharf/kahnam_finished.jpg
Massbot
11-17-2008, 10:16 AM
wow man that's awesome. Love the muscle /bone forms. Very cool.
caseofchill
11-17-2008, 10:51 AM
Agree, like that warped muscle look.
RazorBladder
11-17-2008, 10:53 AM
Renaud, your mutant anatomy stuff is incredible, but... Is that an ass at the back of his head?
PixelMasher
11-17-2008, 11:38 AM
cool work Renaud, I actually used to work at offload a while back and Id highly recommend getting a print done if you are even considering it. they turn out some awesome work, I dont know of anyone who has been disappointed.
I really like the guys jaw piece it looks great.
Renaud Galand
11-17-2008, 12:12 PM
thx for the kind words guys.
Razor : HAHAHA, I may want to fix that, indeed :D good call !
Paul Pepera
11-17-2008, 12:13 PM
Great model Renaud. :)
Vitor
11-17-2008, 12:30 PM
That is sexy Renaud. Really nice model you got there.
I think I'm done for now with this one body. Still unsure where to go from this point.
http://img127.imageshack.us/img127/9493/42809529qy4.jpg
Baddcog
11-17-2008, 12:44 PM
Renuad,
That is awesome. Seems like you should add a loop around the back of the head maybe (that matches the top).
Would make him even more badass looking too, right now it seems like it would just fall off the front of his head.
JohnnyRaptor
11-17-2008, 01:06 PM
maybe its nailed to his head? :D
looking dope fresh ren
SHEPEIRO
11-17-2008, 01:13 PM
renaud- do something under-pa just to shake things up a little ;-)
Jackwhat
11-17-2008, 01:37 PM
fucking hell renaud, he looks really badass... I just wonder about how well those horns would stay in place, especially the one on his shoulder.
http://i62.photobucket.com/albums/h91/Jackwhat/1116EnvStudy.jpg
AimBiZ
11-17-2008, 02:37 PM
Renaud, that goes straight to my inspiration folder!
Very nice colors Jackwhat!
Here's what I'm working on. Just finished the concept for my next character. It's a complete remake of a character I did about half a year ago.
http://i110.photobucket.com/albums/n117/AimBiZ/BobRevisitSketch-1.jpg
rollin
11-17-2008, 03:08 PM
renaud: nice one :)
vitor: you're getting better and I still love your style..
--
just a little update to show that I´m still working on it..
i don´t have much time to though
going for one 1024^2
http://www.rollin.homepage.t-online.de/vox/vox_01f_b.jpg
fearian
11-17-2008, 04:19 PM
That looks fantastic, I could really picture it being in mass effect!
Only crit is that the body looks much ado about nothing, tons of straps and buckles that may look way to flat in game. got any plans for some equipment to hang off his side or something?
zerafian
11-17-2008, 07:46 PM
I added some rags, stickers, a hammer, and started the walls tonight..Im looking to add a clock, license plates on the wall, poster, and so on and so on.
http://i36.tinypic.com/33f8e4z.jpg
indian_boy
11-17-2008, 08:16 PM
Renaud Galand: that thing is AWESOME
zerafian: the binford stickers dont look like stickers. they may not be, but if they are, give em scratches rather than a fade. at least a few scratched / torn off parts
------------
http://i174.photobucket.com/albums/w104/indian_boy/random/bla-1.jpg
i hope that clears out what it is im making? its basically a computer terminal to do manual overrides for a generator.
a little update before i go study physics:
http://i174.photobucket.com/albums/w104/indian_boy/random/bla02.jpg
monkeyboy_garth
11-17-2008, 09:51 PM
http://i368.photobucket.com/albums/oo122/garth_cochrane/dock.jpg
zerafian
11-17-2008, 11:44 PM
Just messin' around with making trees of metal..painted stylized...hopefully its noticable Im not trying to go anything near realistic. Im planning on adding leaves and a bush...then go from there...not sure yet.
http://i36.tinypic.com/2l898ub.jpg
a little hulkness started over the weekend
http://img296.imageshack.us/img296/9049/hulknesswip1aa6.jpg (http://img296.imageshack.us/my.php?image=hulknesswip1aa6.jpg)
Emil Mujanovic
11-18-2008, 04:26 AM
Holy shit. Nice one, mat.
My last day before going back to work tomorrow, so here's a little something I did to pass the time. Hopefully I'll get around to finishing it.
http://www.itsonlikedonkeykong.net/personalart/texturesdk/oBoB01/wip-oBoB01-006.jpg
-caseyjones
PixelMasher
11-18-2008, 10:48 AM
mat: interesting take on the hulk, cant wait to see more!
caseyjones: I was wondering if when you paint faces do you start them straight up and down for the most part then rotate 45 degrees and refine? or do you just paint them on an angle like that? looks pretty cool, love the fatty chin area.
El Scorcho
11-18-2008, 11:25 AM
That's really cool Renaud, very stylish.
JohnnyRaptor
11-18-2008, 11:37 AM
dude, that hulk is badass!
Target_Renegade
11-18-2008, 12:15 PM
Going back to finish an MP5 I started back before the Unearthly Challenge. First texture pass, trying to get the materials right. Its such a clean gun usually that I'm not sure how far to go with damage and scratches.
http://dominicgutridge.files.wordpress.com/2008/11/1st_text_pass.jpg
Pope Adam
11-18-2008, 12:18 PM
WIP This is a machine that holds thebody of Christ after the 2nd coming. It syphons his energy to use as a weapon.
http://i189.photobucket.com/albums/z105/williafx/ARK01.jpg
rollin
11-18-2008, 02:23 PM
finally.. someone makes a different hulk version.. thx mat !
fearian: jie you're right.. its very flat atm.. but there are two reasons for it.. 1. its an vip and 2. extra props can be added every time later on. but first of all I want to test some bake-to-texture stuff with this model.. and on a 1000 poly model you have to be carefull with faked 3d-stuff .. thats why I´ll do these tests.
and btw. thx!
lill bit work on the head
http://www.rollin.homepage.t-online.de/vox/vox_01f_face.jpg
EricV
11-18-2008, 03:57 PM
renaud and zerafin, both awesome work!
beancube
11-18-2008, 08:08 PM
Just fleshing out an idea i am working on in my lunch break.
http://img.photobucket.com/albums/v389/loom/mario_bust01.jpg
indian_boy
11-18-2008, 10:54 PM
almost finished
another 10 minutes of work left on this, i presume
http://i174.photobucket.com/albums/w104/indian_boy/random/bla04.jpg
Jeremy Lindstrom
11-18-2008, 10:58 PM
WIP This is a machine that holds thebody of Christ after the 2nd coming. It syphons his energy to use as a weapon.
you plan on making this a portfolio piece? It might be offensive to some folks. :thumbdown:
Emil Mujanovic
11-19-2008, 03:18 AM
caseyjones: I was wondering if when you paint faces do you start them straight up and down for the most part then rotate 45 degrees and refine? or do you just paint them on an angle like that? looks pretty cool, love the fatty chin area.
Well the model was made by bobo the seal and he also did the UV unwrap for it. I just painted the texture. I didn't rotate any part of the texture while painting, what you see is what you get. I hope that answers your question :D
Thanks for the kind words.
-caseyjones
c0ldhands
11-19-2008, 01:20 PM
Amazing stuff Rollin, really impresive work on the sculping. I like the head specially, reminds me of a fish head. Whats also interesting is the anal hole in his forehead. Imagine that! Just kiddin mate, like to see more of the character soon. MOAR!
alexl
11-19-2008, 01:36 PM
WIP of a 2d platformer level tile I am working on, mind you the games not real (and I don't know if my approach was correct for 2d games), just abit of practice for me anyway. Doesn't have any foreground elements yet besides the border.
I'm not so good at 2d so most of it is actually baked down to texture using the ink'n'paint shader in 3dsmax, then painted on in photoshop.
Meant to be a tunnel eventually leading into abit of a rundown secret facility.
http://alexluong.co.uk/blog/images/wip_2d_s.jpg
PixelMasher
11-19-2008, 01:40 PM
Indian Boy:
Its hard to see how exactly you would interface with this machine, even after your explanation with the bigger picture, the design needs something to help it read as a terminal i think.
the texture is quite noisy and adds to the sense of confusion, especially the table part and floor. i think there might be too much detail in th diffuse and spec so combined it just adds a ton of visual noise that makes it hard to focus.
caseyjones: thanks for the explanation, ive always kinda scratched my head when i see rotated faces, then again i mainly do environments so painting a face for me would be hard anyways haha. maybe ill give the sdk a shot and start leanring some flesh painting skills.
Joseph Silverman
11-19-2008, 02:01 PM
casey inspired me to dig up an old BoboTheSeal SDK.
only got like 20 minutes to start on it though. :(
http://i37.tinypic.com/fn5iiv.jpg
Vitor
11-19-2008, 04:03 PM
Was bored eh, and yes I also hate people that post work too early haha about 30 min of sculping work plus photoshop for hair, eyes and cloth...
Actually this is more a exercise to help me modeling with more realistic proportions on my own heads.
http://img205.imageshack.us/img205/3523/70875780lx1.jpg
Target_Renegade
11-19-2008, 05:50 PM
alexl: looks really nice, the rocks top and bottom have a graf quality to them.
Dragos
11-19-2008, 06:05 PM
Ok, a colleague suggested I check out this site to look for feedback on my models. These are high-rez and were done exclusively in Maya and Photoshop. I'm just starting to dig my teeth into ZBrush, so I should have some new low-poly models real soon with normal mapping utilized.
I'd love any critiques you all can provide, since I'm hoping to break into the gaming market in the Chicago area eventually, and I need some direct feedback from those who know the real deal. Thanks.
http://www.creativeforce.tv/MDPortfolio/gallery/stills/byos.jpg
http://www.creativeforce.tv/MDPortfolio/gallery/stills/female_figure.jpg
http://www.creativeforce.tv/MDPortfolio/gallery/stills/UncleSam.jpg
_Shimmer
11-19-2008, 06:22 PM
cool stuff all around!
Rollin, Renaud, Psyko very nice characters!
been bored and now I feel weak next to you ;)
nevertheless:
http://stephko.viranyi.de/folio07/personal/001_recent/0001_CrewDoctor.jpg
hobodactyl
11-19-2008, 10:11 PM
Shimmer: Great work on both, it's really cool seeing both ideas executed so well.
Vitor: Cool quickie :)
Junkie_XL
11-19-2008, 10:42 PM
Was working on this a while ago but never posted it. Based on some art by Ed Frank over at McFarlane.
http://www.forbrook.com/1/big/0.jpg
http://www.forbrook.com/1/big/1.jpg
indian_boy
11-19-2008, 10:52 PM
shimmer those are wicked!
both of em
and vitor
tht's ace! love it
Junkie_XL : that is pure pwn! the cloth on the back is a bit too thick imho, but even still, its lovely! diggin it
PixelMasher:
thanks for the tips man!
'the last bit of work' was actually the small keypad that was planned
http://i174.photobucket.com/albums/w104/indian_boy/random/bla04-1.jpg
remember this is just the manual override 'switch' really.
if automatic maintenace / restart etc fails, then u'd come to this terminal, punch in the PIN. then punch in numeric codes for whatever u want to get done.
the monitor portion of it is just to display the status of the four pumps which keep the generator running.
the monitor, btw, might get a facelift. most likely will, including the process of making it black and blue.
http://img179.imageshack.us/my.php?image=generatoranimateddi6.swf
wat the generator / generator animation currently looks like ^
probably will also get a face lift of sorts... not too sure
will show that model in detail when the time comes. this is just to show u wat the generator / terminal setup works like
cheers guys
Joseph Silverman
11-20-2008, 12:04 AM
this doesnt really deserve an update but w/e, gingers are hilarious.
http://i37.tinypic.com/o6zpyq.jpg
ImSlightlyBored
11-20-2008, 03:12 AM
reworking my SD art test for kicks
http://img525.imageshack.us/img525/9356/screen1lk4.jpg
Posted more in my sketchbook too.
beancube
11-20-2008, 05:09 AM
sweet az alex.
Martin Henriksson
11-20-2008, 05:49 AM
Shimmer: Very cool headsculpt :D lots of character! Looks like John Malkovich.
EricV
11-20-2008, 07:24 AM
reworking my SD art test for kicks
http://img525.imageshack.us/img525/9356/screen1lk4.jpg
Posted more in my sketchbook too.
thats awesome Alex, did you end up getting get the gig?
ImSlightlyBored
11-20-2008, 07:29 AM
The one I submitted is in my sketchbook; I spent an extra night getting it to this. In the original I obviously had the 20k tri limit and a 7 day turnaround.
I've ended up breaking the tri limit now as its just a PF scene, and breaking the time limit (7 days)
My submission wasn't successful, but they did recently offer an interview (vacancys came up and I got lucky.)
Junkie: That pirate is awesome! love it
shimmer: that looks awesome too, love the hard edges and style of it. Really like it.
Shimmer ImSlightlyBored Junkie_XL wow, bling 8)
Wall 1024x1024 1234 tris
diffuse, specular, glossiness, normal
x normal
http://i93.photobucket.com/albums/l64/GC3D/wallmax3.jpg
max screengrab
http://i93.photobucket.com/albums/l64/GC3D/wallmax.jpg
Looking to put this on a portfoilio so any crits would be really helpful:thumbup:
JasonLavoie
11-20-2008, 11:03 AM
Damn alex, I know I say this a lot but you are constant inspiration man, the touch ups you did to that art test is really nice man, each piece you are getting better and better :)
Rawk onz!
butt_sahib
11-20-2008, 11:33 AM
GCMP:
Very nice work. Though i cant really tell that a specular is at play...yet :)
Pope Adam
11-20-2008, 11:37 AM
you plan on making this a portfolio piece? It might be offensive to some folks. :thumbdown:
Aye, I plan on using this in portfolio.
Religious topics aren't new to games, movies, stories or cinema - I probably wouldn't like working for someone easily offended by art anyhow, regardless of the subject.
butt_sahib
11-20-2008, 11:45 AM
touche'
ImSlightlyBored
11-20-2008, 12:03 PM
GCMP, following up what butt_sahib said, in xnormal- make your spec color brighter than all- this brings it out alot.
Jeremy Lindstrom
11-20-2008, 12:48 PM
Aye, I plan on using this in portfolio.
Religious topics aren't new to games, movies, stories or cinema - I probably wouldn't like working for someone easily offended by art anyhow, regardless of the subject.
Well, in the way you are portraying could possibly be new and offensive. You aren't killing demons, etc..
I'm just suggesting you'd be better off portraying a neutral point of view with a 'portfolio piece' since you are selling yourself rather then put something someone might offensive you'd want to sell yourself and your art not your ideals and views, and not everyone that views your site might not be the person you'd end up working for, imagine that the HR person saw your work and before even forwarding your work she was offended and instead just went to the next prospective employee. Now, if you just label it something innocuous it won't be a huge deal, but if you label it in your portfolio "MACHINE THAT HOLDS BODY OF CHRIST AFTER SECOND COMING TO SYPHON HIS ENERGY TO USE AS A WEAPON" you might have some issues with folks.
DrillerKiller
11-20-2008, 03:34 PM
some lunch doodles
http://i166.photobucket.com/albums/u87/drilllerkilller/giant.jpg
Thanks for the advice, didn't add specular map to xnormal render as there seemed there was no place for one, is there a way to see specular and or glosiness with xnormal?
Emil Mujanovic
11-20-2008, 04:37 PM
http://www.itsonlikedonkeykong.net/personalart/digitalpainting/November%202008/20081120-003.jpg
Couldn't come up with anything fun for the DK challenge at GA.org last night, so I did this quick paint (from reference). Trying to get better with colour, refine my workflow and generally speed up my painting.
Bit over an hour.
-caseyjones
JohnnyRaptor
11-20-2008, 04:40 PM
everyone, what gender is this?
http://i34.tinypic.com/4ugv7o.jpg
Emil Mujanovic
11-20-2008, 04:42 PM
Looks feminine to me.
-caseyjones
Baddcog
11-20-2008, 05:05 PM
everyone, what gender is this?
Hermaphrodite? LOL
JohnnyRaptor
11-20-2008, 05:07 PM
*jumpsoutthewindow*
Pope Adam
11-20-2008, 05:19 PM
Well, in the way you are portraying could possibly be new and offensive. You aren't killing demons, etc..
I'm just suggesting you'd be better off portraying a neutral point of view with a 'portfolio piece' since you are selling yourself rather then put something someone might offensive you'd want to sell yourself and your art not your ideals and views, and not everyone that views your site might not be the person you'd end up working for, imagine that the HR person saw your work and before even forwarding your work she was offended and instead just went to the next prospective employee. Now, if you just label it something innocuous it won't be a huge deal, but if you label it in your portfolio "MACHINE THAT HOLDS BODY OF CHRIST AFTER SECOND COMING TO SYPHON HIS ENERGY TO USE AS A WEAPON" you might have some issues with folks.
indeed sir, indeed. at this point, all that will be included in the portfolio is that it is called The Ark and it looks cool. The backstory is actually less blasphemous than implied, and I'd be glad to share it in another thread. Good point though, not aiming to hurt anyone's feelings, just making arts.
Here's updates on texture:
http://i189.photobucket.com/albums/z105/williafx/ark03-1.jpg
edit: JohnnyRaptor - female imo
ImSlightlyBored
11-20-2008, 05:59 PM
Thanks for the advice, didn't add specular map to xnormal render as there seemed there was no place for one, is there a way to see specular and or glosiness with xnormal?
yeah there should be!
I always recall it accepting specular slots and a seperate gloss slot.
Might be wrong as I never use gloss maps as a seperate file so dont use it in xnormal, but theres definitely a spec map slot.
I was in a rush last time I posted so I'll make make it a little clearer (Sorry!)
basically if you keep your spec at bright white and knock down ambient and light colors to something greyer (or equivalent values) then your spec will quite literally shine through. It's not entirely accurate to what you'll get in engine, (without shader work) but its good to check if your spec is working the way you want it to etc.
As for your piece, I would suggest (as its going to a portfolio) making it modular and getting a lot of pieces out of your single texture sheet. Lego sets are king! For brick walls I like to do broken variants, as you can easily get single bricks out of a tiled texture.
Couple of minor things as well if you dont mind
Bricks are a little red for my liking. (I accept that bricks come in all shapes and colours!)
AO bake.
Make it a little more obvious where the concrete blocks meet the brick wall. This could just be some little cracking on the bricks (maybe a little growth growing from the cracks?) as well as a little bit of wear on the edging of the concrete.
Try and describe where the bricks and concrete meet the ground maybe? Bricks tend to go a different colour when they touch the ground, courtesy of dampness etc.
On a design note, I feel like the tops of the brickwork could be perhaps plastered/concreted over. One thing I remember as a kid is that brick walls arent ever really brick on top, they were always surfaced differently so they were a joy to walk on. But I think this might be erring on the side of personal preference, so go with what you think for that.
And finally, what I like doing when I get to do bricks is modelling a few loose bricks, and then making them sit out from the wall a little bit. When these cast shadows it looks effective alongside a good normal map, at the cost of what, 8 tris a brick? good deal! Same can be said for cutting in to your texture and insetting a brick a slight amount, though that can be more expensive so I wouldnt use it as frequently.
Oh and finally, finally, on a similar note, I'd push those concrete blocks out a little to break the boxiness of it and then they'll cast shadows over the bricks, too, as well as compliment SSAO if its being used.
I know it seems like I've said alot, but its all just real small crits tbh.
@JohnnyRaptor:
Female I think, but one thats got jimmy chin-itis and or is eating a particularly large toffee. Not an.. er, overly female girl, but more feminine than a guy.
Massbot
11-20-2008, 05:59 PM
Johnny- hrmm female i'd say!
Driller- lol I like the eyes :) awesome.
Got some free time on my hands, started a head - been messing around with the hair tonite, will be back on the face/ear/cloth in the morning. Think I may cheer her up a bit as well :P
http://www.curtad.com/work/hand/girl.jpg
Saidin311
11-20-2008, 06:17 PM
Here's updates on texture:
http://i189.photobucket.com/albums/z105/williafx/ark03-1.jpg
I think this looks bad ass. And to be completely honest I wouldn't have a clue what it's purpose was if it was standing alone in a portfolio. Not that I'm any Voice of Reason (pun?) on the subject.
The_Kozmonaut
11-20-2008, 08:07 PM
trying to get back into this. Bit of an update
http://i296.photobucket.com/albums/mm191/thekozmonaut/update.jpg
caseofchill
11-20-2008, 09:45 PM
Mmmm....jet fighter
http://www.digitalillusionary.com/polyCount/me262.jpg
pliang
11-21-2008, 12:37 AM
http://farm4.static.flickr.com/3197/3047777720_824b546071.jpg
Bah, based off something I've seen before.
I'm thinking of changing it around a bit.
http://stephko.viranyi.de/folio07/personal/001_recent/0001_CrewDoctor.jpg
Yeah!
A cyber-Lenin!
michi.be
11-21-2008, 02:45 AM
Testing my destructable building assets combined with full breakable vegetation.
http://www.youtube.com/watch?v=aS6CchHfl1Y
Just a testmap on CE2. :)
JohnnyRaptor
11-21-2008, 03:53 AM
thats pretty cool destruction dude, not too extreme.
thanks for the guesses dudes, it is a woman indeed, but not as feminine as id like it to be, gotta work on that..
well the problem with women and girls is, that unless you make them totally smooth, they will look too manly if you're not adding a proper feminine haircut, eyeleshes etc.
ImSlightlyBored
11-21-2008, 04:47 AM
Testing my destructable building assets combined with full breakable vegetation.
Just a testmap on CE2. :)
MAXIMUM CREED
Looks good man, I really liked how it didnt all crumple in but only the edging
JohnnyRaptor
11-21-2008, 04:54 AM
well the problem with women and girls is, that unless you make them totally smooth, they will look too manly if you're not adding a proper feminine haircut, eyeleshes etc.
yeah, im trying to get a feminine face with the bare minimum, and once thats achieved, the hair and the rest will be a bonus that takes it even further.
michi.be
11-21-2008, 07:07 AM
thanks guys. just downloaded the rayfire demo and testing aroung with it. seems i can combine it but have to do some model with it this weekend.
CE2 physics is a little bit buggy sometimes...or maybe my models are. ;)
yeah there should be!
I always recall it accepting specular slots and a seperate gloss slot.
Might be wrong as I never use gloss maps as a seperate file so dont use it in xnormal, but theres definitely a spec map slot.
I was in a rush last time I posted so I'll make make it a little clearer (Sorry!)
basically if you keep your spec at bright white and knock down ambient and light colors to something greyer (or equivalent values) then your spec will quite literally shine through. It's not entirely accurate to what you'll get in engine, (without shader work) but its good to check if your spec is working the way you want it to etc.
As for your piece, I would suggest (as its going to a portfolio) making it modular and getting a lot of pieces out of your single texture sheet. Lego sets are king! For brick walls I like to do broken variants, as you can easily get single bricks out of a tiled texture.
Couple of minor things as well if you dont mind
Bricks are a little red for my liking. (I accept that bricks come in all shapes and colours!)
AO bake.
Make it a little more obvious where the concrete blocks meet the brick wall. This could just be some little cracking on the bricks (maybe a little growth growing from the cracks?) as well as a little bit of wear on the edging of the concrete.
Try and describe where the bricks and concrete meet the ground maybe? Bricks tend to go a different colour when they touch the ground, courtesy of dampness etc.
On a design note, I feel like the tops of the brickwork could be perhaps plastered/concreted over. One thing I remember as a kid is that brick walls arent ever really brick on top, they were always surfaced differently so they were a joy to walk on. But I think this might be erring on the side of personal preference, so go with what you think for that.
And finally, what I like doing when I get to do bricks is modelling a few loose bricks, and then making them sit out from the wall a little bit. When these cast shadows it looks effective alongside a good normal map, at the cost of what, 8 tris a brick? good deal! Same can be said for cutting in to your texture and insetting a brick a slight amount, though that can be more expensive so I wouldnt use it as frequently.
Oh and finally, finally, on a similar note, I'd push those concrete blocks out a little to break the boxiness of it and then they'll cast shadows over the bricks, too, as well as compliment SSAO if its being used.
I know it seems like I've said alot, but its all just real small crits tbh.
Thanks for all the crits, wasn't thinking modular when it was made as it's measured out for a scene, might be better of deleting this and starting again :/ Funny you should mention the top of the wall, I was thinking exactly the same thing so I might have gone about this the wrong way from the start... mm, will post another one, try something a bit different... :)
Slave_zero
11-21-2008, 10:41 AM
Here is what I'm working on right now.
Based on this concept from homeworld II I'm modelling an Interceptor. As soon as I've finished the high-poly mesh I'm going for the Normalmap baking and texturing. Below you can see one first draft of the high-poly model. The model is still WIP and I'm still trying different techniques of smoothing / subdividing to get better high-poly results.
http://www1.inf.tu-dresden.de/%7Es3208766/polycount/Interceptor/inteceptor_concept_small.jpg
http://www1.inf.tu-dresden.de/%7Es3208766/polycount/Interceptor/interceptor_ocl_small.jpg
JohnnyRaptor
11-21-2008, 02:13 PM
picked up an old project of mine, and started working on its textures while cooking in the background hehe, based on schell designs
http://i36.tinypic.com/14wvght.jpg
alexl
11-21-2008, 03:18 PM
ImSlightlyBored that SD Art test attempt looks awesome, nice atmosphere.
JohnnyRaptor, that looks great, is he grinning? looks like a wierd inbetween mix of grinning and not.
http://alexluong.co.uk/blog/thumbs/wip_2d_03_t.jpg (http://alexluong.co.uk/blog/images/wip_2d_03s.jpg)
Making progress on my 2d platformer env thingy. (click thumb for a bigger pic as its quite wide atm)
butt_sahib
11-21-2008, 09:26 PM
alexl:
Wow thats amazing :D
The cacti will animate!! (guessing from the wireframe) so cool
how about adding more zing with even more vibrant colours.Might look nice :)
Slavezero:
Excellent modeling.
The low will look suh-weet
Horrible HORRIBLE paintover, just for funsies. That's great work Johnny raptor, just bored a bit.
http://codywright.com/images/random/po.jpg
JohnnyRaptor
11-22-2008, 02:46 AM
lol, nice one cody :D dude looks more evil now! i actually have a set of teeth modelled, but havent polypainted them yet so theyr not in the screen :) and not as big as your paintover
alexl, is that for some game or just doin some art? looks fresh!
alexl
11-22-2008, 04:32 AM
Just some art, dont have the programming skills to make a game :(
Thanks for the suggestion butt_sahib, I do agree, needs something extra.
http://i302.photobucket.com/albums/nn112/cgipalm/hammerhead_wip2.jpg
Max screen using JIStyles_skinshader and post_bloom_fx.
The glowmap is a fake by adding it into the trans and diffmap. It’s a bit, crappy but it works.;)
Made this one during the last couple of days. I haven’t posted anything since DW3 so it's about time. It wasn’t suppose to be a Star wars guy but my wife thought it looked like a star wars dude so I thought I might as well add a lightsaber.;) Still needs to be rigged, and maybe Ill tweak the textures some more.
Martin Henriksson
11-22-2008, 10:12 AM
Very cool Palm, now give us some nice poses! :D
indian_boy
11-22-2008, 11:39 AM
yea palm, thats amazing
the head makes it very 'pirates' for me, but the armour etc makes it SW lol
but yeaa... pose him cool!
cant wait to see something epic [i <3 SW lol]
---
http://i174.photobucket.com/albums/w104/indian_boy/random/kitchen.jpg
dont really do things that are this low poly, so i thought i'd give it a try
its mainly 256x256 and 512x512 textures
currently at 1284 tris
all CnC is welcome!
cheers
EDIT: its still in progress btw
palm thats real nice. he looks a bit docile, but cool still
kukk - stylish man
Vitor
11-22-2008, 04:50 PM
Did some more work on him. Hope it keeps recognizable... the more I work the hardest it gets :\
http://img518.imageshack.us/img518/9012/64401143dk9.jpg
PixelMasher
11-22-2008, 05:13 PM
Daniel Craig right? I think the hairline is a bit off, and something about the brow seems a bit weird i think. instantly recognizable though and looks awesome so far.
http://i302.photobucket.com/albums/nn112/cgipalm/Hammerhead_03.jpg
I think it’s done now. Ill post it here since I don’t feel like starting a new thread about it. Thx for the comments. I kept this one really simple on both texture and model. I wanted big contrast in it so I worked more on getting large fields. It only took me a few days to do this one. And before anyone comments, I know the rig suck balls!;)
BTW. Does anyone know how to get rid of that useless circle polygon you get from your rigs in max (inside max)? You can see it on the screen.
Palm! been a Whileeeeee!! Nice work dude!,, btw Just Unfreeze all, then select and hide it!
Hello B1! Nice to see your still around. Yeah, Iv been lazy lately, my wips these days are mostly bad industrial metal, but I don’t dare to post that anywhere. ;) However I gotta get my creative juices flowing again. I need a new freelance gig.;)
I never thought about unfreezing all. Thx a lot dude. =D
_Shimmer
11-22-2008, 08:13 PM
so much nice stuff, also very cool driller killer.
finally want to set a little standard thing in the house..
http://stephko.viranyi.de/folio07/personal/001_recent/0001_MrStandard.jpg
renderhjs
11-22-2008, 08:55 PM
I just started with the layout of my 2009 portfolio this evening which will be booth a book and interactive flash website.
Its a face page layout thus 2 pages visible at a time, screens are grabbed from inDesign
http://www.renderhjs.net/bbs/polycount/submissions/portfolio_2009_dev_01.jpg
so far I have planned 16 chapters ~ 44 pages. Many pictures are beeing sorted and collected right now (500+ screens including wires, application screenshots, textures, animation screenshots,...). Once I progressed far enough I will create a propper thread for it to get specific feedback.
Pope Adam
11-22-2008, 09:31 PM
HJS - Looks really awesome man! What a cool idea!
_Shimmer
11-22-2008, 09:53 PM
just a quicky from the base
http://stephko.viranyi.de/folio07/personal/001_recent/001_OldSniper.jpg
JasonLavoie
11-22-2008, 10:48 PM
Ha ha render I love seeing what you come up with man, so cool.
Paul Pepera
11-22-2008, 11:49 PM
http://www.peperaart.com/images/door01.jpg
achmedthesnake
11-22-2008, 11:58 PM
http://www.achmedthesnake.com/images/wip/cyclops09.jpg
dont mind the seams
rollin
11-23-2008, 12:23 AM
Eraserhead, Shimmer, renderhjs .. great stuff!!
achmedthesnake - how did you manage to get these seams in there?
palm - the model of yours is realy lacking some unmonochromatic colour.. glowing red or orange or something like that.. some stripes or so..
btw.. starwars chars ftw !!! :D
Carl Brannstrom
11-23-2008, 01:26 AM
Awesome stuff everyone!
renderhjs
11-23-2008, 02:39 AM
a few categories are still missing but here are more screens,- all barely layouted:
http://www.renderhjs.net/bbs/polycount/submissions/portfolio_2009_dev_02.jpg
MightyPea
11-23-2008, 04:34 AM
Shimmer: I'm no expert on anatomy, but in my experience (ie. on myself, being skinny enough to easily see this) the clavicle connects to the top of the shoulder. It seems to go in the right direction for a long time, but then drops down near the end. While there is a certain bend to it (in my case), it never goes in that direction.
Here's a vector-picture of a human skeleton that confirms what I said (which I'm sharing mostly since it's vector, which is nice!): http://upload.wikimedia.org/wikipedia/commons/8/85/Human_skeleton_front.svg
Firefox loads svg natively, and you can zoom using ctrl+
I also believe Photoshop loads it (at the very least Illustrator does), but if not, try inkscape.
Note that it's a skeleton of a female.
edit: shit, wrong page. I was talking about this:
http://stephko.viranyi.de/folio07/personal/001_recent/0001_MrStandard.jpg
rollin
11-23-2008, 05:52 AM
ok base model is 99%
paintover for props..
btw.. i want jedi knight 4 .. i hope someone is working on it secrletly by now..
http://www.rollin.homepage.t-online.de/vox/vox_01f_c.jpg
JohnnyRaptor
11-23-2008, 07:26 AM
rollin that looks awesome dude, dig the paintover, will make the contour more interesting.
heres a small update on this geezer, teeth and hair and adjusted the skin.
http://i33.tinypic.com/11j156c.jpg
Just a paintover concept from a bad model i did a few weeks ago. Most of the modeling is
already done. To bad I did the normalmaps etc before I decided to scrap it. Now I will
redo large parts and hope that it turn out better this time. That’s what happens when
your lazy on the concept stage.;)
paintover
http://i302.photobucket.com/albums/nn112/cgipalm/buffout_paintover.jpg
Crappy basemodel.
http://i302.photobucket.com/albums/nn112/cgipalm/buffout_crapp.jpg
JasonLavoie
11-23-2008, 11:52 AM
Rollin, I'm loving the direction you're taking the character, I'm a big fan of more "bulky" armor, and that helmet and pack on his back is just perrffeecctt, breaks the silhouette up a bit.
Well done sir, I wants MOARZ!
Vitor
11-23-2008, 01:13 PM
Damn rollin, that is sexy as hell!
[EDIT]
Well I should be studying but...
http://img412.imageshack.us/img412/2663/10971715ct1.jpg
Renaud Galand
11-23-2008, 05:28 PM
Looking really nice Vitor, you both keep your style and achieve a good likeness :)
/Me like
indian_boy
11-23-2008, 05:29 PM
http://i174.photobucket.com/albums/w104/indian_boy/random/kitchen-1.jpg
some really aweesome shit in here!
rollin i look forward to seeing that done
eraser head thats g. absolutely amazing
Popeye9
11-23-2008, 06:22 PM
Here is the high poly model of a car that I am making to put in unreal ed. Still optimizing low poly and need some texture work. Will post low poly when it is in game engine.
http://img242.imageshack.us/img242/1800/cobrapassespcix8.jpg (http://imageshack.us)
rooster
11-23-2008, 06:24 PM
some kind of test:
http://redprodukt.com/wp-content/uploads/2008/11/testman1.jpg
sir-knight
11-23-2008, 06:45 PM
renderhjs : really nice stuff... buuuuuuuut... one of these things is not like the other.
You ink drawing right under the 31, dude has a fairly flat looking head, this compared to the rest of the other techically awesome artwork sticks out like a sore thumb to me. A little PS lovin to skew the face back into perspective might be called for.
As for the rest of it... I'm jealous. :/
Kevin Johnstone
11-23-2008, 07:00 PM
Great work eraser, your work has been improving in leaps and bounds between each new
hipoly piece. Now that you are pushing more wide curved surfaces you'll be get the best
kind of normal maps from it :)
AimBiZ
11-23-2008, 07:53 PM
Here's what I'm working on. Going to start on the normalmaps tomorrow. Tricount is at 9263.
http://i110.photobucket.com/albums/n117/AimBiZ/Roboter_1.jpg
Ryan Smith
11-23-2008, 09:26 PM
anim biz how are you planning on doing the normals?
Harry
11-24-2008, 12:57 AM
rough to get a feel for colours
http://img234.imageshack.us/img234/8480/meighntiu7.jpg
Squirrely Jones
11-24-2008, 01:03 AM
I did a presentation for work on how I did some of the features on my Dominance War critter, I figured I'd put together a slide show to share with everyone, Here's the feathers one: http://www.squirrelyjones.com/public/feathers.pdf
I'm gonna eventually do one for the fur and modeling.
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