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Master_v12
11-24-2008, 01:16 AM
I love your style Rollin


projecting stuffs
http://www.masterv12.com/pics/gearsscene03.jpg

Nick Carver
11-24-2008, 02:15 AM
Hey guys!

Great work as always going on in here.

Here's my most recent bit of ID work:

http://i3.photobucket.com/albums/y95/oishiiniku/autruche.jpg

And some thumbnails for a Left4Dead Boss Infected:

http://i3.photobucket.com/albums/y95/oishiiniku/flockthumbs.jpg
http://i3.photobucket.com/albums/y95/oishiiniku/flock_actions.jpg

Recent head sculpt:

http://i3.photobucket.com/albums/y95/oishiiniku/roughhead.jpg

Cheers, Nick.

Neox
11-24-2008, 02:33 AM
Nick, awesome work!

Renaud Galand
11-24-2008, 05:18 AM
oh my... the Autruche vehicule is just awesome !!

JohnnyRaptor
11-24-2008, 05:20 AM
yeah man, really nice. is that 2D or 3D? :D

Sa74n
11-24-2008, 06:06 AM
thats awesome nick :D
great work on the l4d boss concept.

AimBiZ
11-24-2008, 06:39 AM
anim biz how are you planning on doing the normals?

I'm baking from a hipoly. I'm going to move all the meshes apart for correct results.

FAT_CAP
11-24-2008, 07:18 AM
That head sculpt is awesome Nick!

onionhead_o
11-24-2008, 08:10 AM
the flock boss concept is so damn cool. awesome job Nick Carver

flatHead
11-24-2008, 08:15 AM
Damn Mr. Carver, your concept art is TIGHT. Great sculpt also!

caseofchill
11-24-2008, 08:55 AM
Good stuff Nick. Looks like you can have some win on the L4D boss.

perna
11-24-2008, 09:40 AM
Awesome Nick.
Shimmer, you got those collarbones off of old Bobo concepts, didn't you? ;)

Waz
11-24-2008, 11:24 AM
Can't wait for more L4D stuff. Hope someone mods in the gravity gun from HL into L4D. Would love to fling dead zombies at other zombies.

Also nice work rollin and Vitor

BlackulaDZ
11-24-2008, 11:45 AM
Carver, that l4d boss concept is awesome!

Tumerboy
11-24-2008, 04:24 PM
Nick, Xmas is right around the corner, I think you need to start production on the two-legged-scooter you've got there. . . I'd buy one. . . or 3.

konstruct
11-24-2008, 05:37 PM
fuuuck I love you mr. jones- I was hoping you`ed put that in a doc. I watched that demo and afterwards felt incredibly retarded and now I can digest at a rate my speed :)

Blaizer
11-24-2008, 06:11 PM
Great concepts Nick :D

GCMP
11-24-2008, 06:13 PM
Need a hair suggestion...
http://i93.photobucket.com/albums/l64/GC3D/hairmakeoversuggestion.jpg

Paul Pepera
11-24-2008, 07:41 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 :)

Thanks Kevin. :) Your work, along with the other Epic modelers, is my biggest source of inspiration.



@ Nick: Awesome stuff . :)

gavku
11-24-2008, 09:52 PM
Nick the left for dead stuff is fuken ace!!

Harry
11-25-2008, 04:29 AM
Experimenting. Trying to get some nice polyflow, any paintovers would be super halpful.
http://img355.imageshack.us/img355/753/blehsg5.jpg

JohnnyRaptor
11-25-2008, 04:40 AM
Here you have a decent basemesh with good flow, its pretty old and cant remember the artist, but yeah, try to recreate this for your head.
http://www.mc-rolling-skulls.at/oglu/zeugs/headi.jpg

Harry
11-25-2008, 04:55 AM
ive seen that pic countless times, they show it to us in school and stuff. Could you maybe give more specific crits?

http://img208.imageshack.us/img208/4204/blehbp8.jpg

JohnnyRaptor
11-25-2008, 05:03 AM
Well, i would say redo yours to follow the picture, not to be harsh, but if you want a decent flow, thats what it will look like.

You can cut in the loops on your current mesh, and then delete the old edges if you dont want to start over.

Besides that, i couldnt say much at this stage as its too early to comment.

Keep it coming tho,

Ani
11-25-2008, 05:48 AM
Something I whipped up last night....though I feel a little guilty for creating this scenario in the first place :(

http://farm4.static.flickr.com/3147/3057995135_110147a50d.jpg

Rens
11-25-2008, 07:30 AM
Haha! nice expression Ani :D

butt_sahib
11-25-2008, 08:33 AM
Rens havent seen any new pimp for you since foreva.....

ScoobyDoofus
11-25-2008, 09:22 AM
Ani: Cute style yeah, but makes me feel terrible. I just wanna help the widdle guy! Somebody get some icing STAT!

I suffer from an over-abundance of empathy.

okkun
11-25-2008, 09:43 AM
Nick, that's pretty awesome! Did you model that out and paint on top?

http://www.okkun.net/Polypaintorc.jpg

Rens
11-25-2008, 10:06 AM
Yezz yezz ive been saving it ;)

Im practicing alot with sculpting with different clay types and recently picked up my 3d again. (since i hardly done anything in the past 2 years, rsi holdback)

Probably going to post it later on today.

snake85027
11-25-2008, 11:53 AM
http://i93.photobucket.com/albums/l74/spawn85027/PERSONALFINALErender.jpg

Pope Adam
11-25-2008, 01:03 PM
Snake, coming along nicely, I'd reckon you put a heavy grunge layer on the dirt near the bottom. Wooden stands are usually outdoors and would be quite weathered with dirt from the streets and beaten from the sun on top. Fruits look good, but the tomatoes look a kinda strange with that flat texture, whereas all the other fruits have some more dimension to them.

Here's something i'm BS'ing around with

http://i189.photobucket.com/albums/z105/williafx/shot1.jpg

okno
11-25-2008, 03:30 PM
That looks really good, snake. To make the tomatoes look less flat, you could put just a few actual tomato meshes near the back so they occlude the back part of the box. Either that or make the surface more bumpy like you did with orange stuff in the other boxes.

jlewis
11-25-2008, 05:20 PM
http://i93.photobucket.com/albums/l74/spawn85027/PERSONALFINALErender.jpg

i'm not sure what the exact context of this piece will be. but to me i picture it on the side of a highway in the boonies... almost shack-like. i'm totally reading into how i see the piece being used so feel free to ignore these crits if they are not relavent to the situation.

1 - slightly twist up some of the boards, long-ways. not all lumber is perfectly straight (especially the lumber that would most likely be used in a building like this) you also might want to slightly taper them to give it more character - and i do mean very slightly.
2 - vary the length of some of the boards also. this is pretty obvious on the roof, the back wall and the floor. the guy that put this thing together probably isn't an advanced carpenter. make the piece reflect the skills of the person that assembled it. you might also want to ad some edge loops on the individual boards and do some scaling - that would add some imperfections for sure.
3 - as it is, every thing is either parrallel or perpendicular. it seems like this building would be a make-shift shelter for sales and that's about it. i would give it some character by angling the upright supports. make it look like it's been there a while. maybe even the entire building is leaning a bit from lack of structural integrity. the signs could also use some tilting.
4 - this is nic-picking, but i would stay away form black as a background color if you're sending in a render.

textures look great to me. and i think it's a nice piece - could maybe just use some character details.

JasonLavoie
11-25-2008, 07:55 PM
Been working on my level, and I kinda liked how the light was showing on this (just screengrab from material editor in UE3) so I thought... meh might as well show it :P

http://jasonlavoie.net/images/Tests/TheOutskirts_ElevatorPlatform.jpg

Its an elevator platform for a level I'm currently working on.

Loving the pipe work Pope, gonna get some reallllyy nice shadows once you start baking the light down.

GoSsS
11-26-2008, 02:32 AM
I wanted to do a starcraft's style marine.
So, here is the Hi Res.
http://gaetm.free.fr/3d/2008/Marine/Marine_Head_HiRes.jpg

Low poly (2336 tris with eyes and cigar) in UT3.
http://gaetm.free.fr/3d/2008/Marine/Marine_Head1.jpg

And the chest armor. Done in major part in ZB (base meshes done in max)
http://gaetm.free.fr/3d/2008/Marine/Armor.jpg

Nate Broach
11-26-2008, 02:48 AM
wow neat stuff Gosss looks great! Kinda looks like he has cataracts though :P

butt_sahib
11-26-2008, 02:57 AM
great stuff goss and jason :D
btw Goss, show the model with better lighting :P

Also,
http://i55.photobucket.com/albums/g145/butt_sahib911/p-done.jpg
Working on a new character. At 4500 tris atm. The head will be around 1.5-2k so my 6k limit seems ok. Please comment! :D

Renaud Galand
11-26-2008, 10:35 AM
Little progress on this guy :

http://i133.photobucket.com/albums/q48/Guntharf/desert_rider021.jpg

just a little head from today :

http://i133.photobucket.com/albums/q48/Guntharf/speed_head01.jpg

rollin
11-26-2008, 10:55 AM
cool stuff here

- GoSsS : these gunshot impacts are too planed placed.. the distance between each of them is very similar and there is no spot where more than one hit is and they look like clones too

- renaud: are you also planing to lowpoly-bake-texture some of your sculpts? .. would be cool
realy cool stuff

Pope Adam
11-26-2008, 12:20 PM
I love the style of the 2nd head. That is AWESOME! Reminds me of Jafar from Aladdin for a sec :P

Jaco
11-26-2008, 02:09 PM
Great stuff okkun and Renaud!

Looks like a good start Butt, it's probably not necessary to model all the cloth wraps and strips though, normal mapping and alpha maps can take care of that.

Here's what I've been working on, still needs some sculpting and eventually his tribal garb. I'm going to do a cinematic version and a real time version of this guy.

http://img.photobucket.com/albums/v332/Jacoh/MbaziWip.jpg

Sorry, no penis, it was intersecting with his loin cloth.

Harry
11-26-2008, 03:11 PM
great stuff goss and jason :D
btw Goss, show the model with better lighting :P

Also,
[IMG]http://i55.photobucket.com/albums/g145/butt_sahib911/p-done.jpg[IMG]
Working on a new character. At 4500 tris atm. The head will be around 1.5-2k so my 6k limit seems ok. Please comment! :D


somehow this reminds me of Zarathustra.

Blaizer
11-26-2008, 05:12 PM
http://blog.whiteblaizer.com/wp-content/uploads/2008/11/crocoplus_wip4.gif

More free time for this little dude...

Target_Renegade
11-26-2008, 05:35 PM
GoSsS: Looks really awesome, but theres something thats troubling about the gap between the eye region and the ear, it seems theres too much space there.

GCMP
11-26-2008, 06:40 PM
V nice work guys
JasonLavoie - reminds me of doom 3 but with better lighting :)
still texturing...
http://i93.photobucket.com/albums/l64/GC3D/ruinedwallinprogress.jpg

monkeyboy_garth
11-26-2008, 07:22 PM
Blaizer: that is awesome! I love it.

Jaco: Great work. Will look awesome once you've finished sculpting. Looks like you're still working on the hands, feet and horns I guess.

Renaud: Awesome. I can see straight away that the second one is yours. The torso on the guy above has some freaky swirls that are a tad confusing but it still rocks.

Harry
11-26-2008, 09:27 PM
am i doing it right
http://img389.imageshack.us/img389/810/testci4.jpg

edit: I baked it and laid down a simple-as-fuck texture

http://img389.imageshack.us/img389/2662/meighntbj4.png

karera
11-26-2008, 11:22 PM
http://www.alexanderlilja.com/sketches/face02.jpg

Funky Bunnies
11-26-2008, 11:49 PM
Karera, you keep using the same weird pointy pursed tubelips on your characters. Fix em up and these could be so much better.

Renaud and Jaco, awesome.

Harry
11-27-2008, 12:56 AM
i dont know
http://img372.imageshack.us/img372/4880/testtb7.jpg

upd:
http://img377.imageshack.us/img377/3452/ahlh3.jpg

penrod
11-27-2008, 02:04 AM
Karera, I am going to try to illustrate what I think funky bunnies is trying to explain. My 2d isnt the greatest, but hopefully this helps.

http://img384.imageshack.us/img384/2268/headpaintoverpy9.gif

The first thing I noticed was the lips seemed to be sitting on top of the face. The outsides of the lips should sink back a good bit making them feel like they are part of the face. Also, the crease that you have starting from the bottom of the nostril running down to the outside of the lips looks off. If you raise that crease to the top of the nostril it may look more accurate.

On the top lid of the eyes...the inner part of the upper lid would be raised more so than the outer part.

http://img143.imageshack.us/img143/5945/eyedq3.jpg

Also, I added a suggestion of the skull in the cheek area. Hope this is helpful.

karera
11-27-2008, 09:54 AM
Karera, you keep using the same weird pointy pursed tubelips on your characters. Fix em up and these could be so much better.

Renaud and Jaco, awesome.

Thanks, i'll look into it!
Reference so far has been Zachary Quinto, Im not really planning on making it completely like him, just good to have references a while into the model i guess..


Edit:
And definately thanks penrod! Much appreciated.

Jackwhat
11-27-2008, 10:45 AM
Man, its shocking how hard I find not drawing from reference... trying to draw from my head to test myself, so i've gotta work my way up again.

I realised the other day that im so uncertain at working in colour, especially on figures... and i cant render well yet either! Colour only practice time!


http://i62.photobucket.com/albums/h91/Jackwhat/1127rakugaki.jpg

Ruz
11-27-2008, 04:11 PM
Harry thats coming along. perhaps you should focus on the zbrush model now and then worry about the rebaking after.
its geting ther, just needs more detail

nice jackawhat and Blaizer

Renaud Galand
11-27-2008, 06:44 PM
Did you say lobotomised cybord footballer ? Oh and yeah, I'm definitly planning to finish something one day :D But for now, these little heads are just a good exercice to start my day.

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

Daaark
11-27-2008, 07:59 PM
Low poly cartoon style level for a side project I'm using to get started in character modeling and animation. Basically a simple 4 way battle royal fighter. The figures are stand-ins I borrowed from the Blender model depot, since I'm horrible at figures right now.
http://img.photobucket.com/albums/v227/Vampyre_Dark/Blender/Renders/th_PPRBackStreetAAOTest2.jpg (http://smg.photobucket.com/albums/v227/Vampyre_Dark/Blender/Renders/PPRBackStreetAAOTest2.jpg)

shotgun
11-27-2008, 08:01 PM
That's awesome Renaud. Images of the kick-ass-speedball-sequel-that-was-never-made spring to mind...

I took this turkey paparazzi shot before we ate him.

http://www.planetquake.com/skingun/postage/rangda_wip.jpg

greenj2
11-27-2008, 08:54 PM
You're a sculpt-fiend Renaud, digging your stuff! :)

Nice textures shotgun.

_Shimmer
11-27-2008, 11:57 PM
mighty pea, thanks for the heads up !

here is something little I worked on, ca. 4 hours


http://stephko.viranyi.de/folio07/personal/001_recent/0001_ZangiefWIP01.jpg

seforin
11-28-2008, 12:22 AM
Shimmer:

YES YES YES!


NEEDS MORE SUPLEX!

Are you planning on making a low poly for him?/ in game model?

Also give that hair and goate some love please :)

And remmeber the scars on him !

_Shimmer
11-28-2008, 12:34 AM
patience, still wip :D

pliang
11-28-2008, 01:22 AM
Love the guy _Shimmer.

http://farm4.static.flickr.com/3295/3063370133_325bc69e47.jpg?

Did this while on a personal project.

Frozan
11-28-2008, 01:34 AM
nice stuff shimmer, cant wait to see progress.

Fliff
11-28-2008, 03:37 AM
lol, shimmer you mentalist

snake85027
11-28-2008, 05:17 AM
just a wall piece
http://i93.photobucket.com/albums/l74/spawn85027/wall_02.jpg

Harry
11-28-2008, 06:47 AM
i cant tell if im doing it right

The head looks small to me, if i size it up even slightly it looks too big... The shoulders look completely fucked in the helmet but as soon as i remove it they appear fine...

http://img206.imageshack.us/img206/41/ahnc3.jpg

Xenobond
11-28-2008, 09:43 AM
Started fiddling around with DP's Ivy SDK.
http://kman.cottages.polycount.com/images/polycount/ivy_render_02.jpg
Going to work in a 3rd color to the outfit (maybe dark blue) and try something out with the legs/asymmetry.

low odor
11-28-2008, 09:55 AM
I love your eye for color shotgun...awesome stuff all around

ae.
11-28-2008, 10:20 AM
wow xenobond that's beautiful

Jackwhat
11-28-2008, 11:00 AM
So much sexy hotness! sweet ass stuff renaud, shotgun, shimmer... the list goes on~

Still tryin to learn how to colour my stufffffff.


http://i62.photobucket.com/albums/h91/Jackwhat/1128rakugaki.jpg

GCMP
11-28-2008, 11:46 AM
Xenobond - Textures are starting to look very nice
http://i93.photobucket.com/albums/l64/GC3D/th_Elainesyawn.jpg (http://s93.photobucket.com/albums/l64/GC3D/?action=view&current=Elainesyawn.flv)
Crits?

leilei
11-28-2008, 12:47 PM
i dont know

battlezone needs a remake badly

FAT_CAP
11-28-2008, 12:51 PM
Beeyoootifull colours as usual on that one Shotty :)

Xenobond - that texture is shaping up very nicely indeed

Jackwhat - liking the colours and texure on your painting aswell

islipaway
11-28-2008, 01:57 PM
I loved the airborn mod concepts so much I though I'd make a low-ish poly model of one of the planes. Just feel I better state I am in no way associated with the mod and if it's a problem for them me posting this I'll get rid of it straight away.

http://img219.imageshack.us/img219/3820/airbornwipiu6.jpg

Comments really appreciated, think it's heading in the right direction? Orange panels possibly a bit muddy?

Slipstream
11-28-2008, 05:23 PM
School works are killin me xO
@Jackwhat: That's amazing :)
http://img.photobucket.com/albums/v416/temetry/kaliRender007.jpg
http://img.photobucket.com/albums/v416/temetry/AncientMonk2.jpg

Indecom
11-28-2008, 06:00 PM
Trying to get back into the swing of zbrushing, this is about 45 minutes worth, started with zspheres.

http://i132.photobucket.com/albums/q27/indecom/alienbustwip.jpg

If anyone has any crits or suggestions, feel free!

commander_keen
11-28-2008, 07:15 PM
Making a node based everything editor for max \o/

http://www.keenleveldesign.com/pimp/scripteverything/wip01.jpg

Harry
11-28-2008, 10:00 PM
I dont wanna sound like an asshole but i'm actually kind of ignorant when it comes to this

Are there any real advantages to using a node editor? I just completely ignored it when I was forced to use maya...

Indecom
11-28-2008, 10:27 PM
Another shot, another 2 res levels higher

http://i132.photobucket.com/albums/q27/indecom/alienhead1.png

butt_sahib
11-29-2008, 01:31 AM
HOLY MOTHER OF PERAL COMMANDKEEN. JEEEEZAZ a reason why im envious of maya now in max??!?! OMFG
this WILL be sweeeeeet.
OOO OOO how about having a maya-like outliner..not like the schematic vew

@ harry: meh. its teh same thing i guess as saying " i dont know why theres a layer manager when i have everything out in the opening" layers make everything easier and efficient. Remember, tools are incorporated to improve YOUR workflow, not to just add "tools " into a software to make it more attractive i guess

demoncage
11-29-2008, 01:42 AM
In my limited experience w/ Maya it became necessary to start thinking in nodes the more complex a scene got. That's all a scene is in Maya is a bunch of nodes. They think they're so cool those fucking nodes.

Paint job on a stylized head:

http://www.ent3d.com/style_head_3.jpg

GCMP
11-29-2008, 07:53 AM
_Shimmer - Zangief's chest has a huge vein in the middle that kind of spoils the flow but otherwise it's shaping up nicely :)
commander_keen - perhaps you could start with materials? That's the only part I hear anybody complaining of when switching to max from maya :/
Slipstream - Nice Kali model, where are you studying?

butt_sahib
11-29-2008, 08:12 AM
slipstream:-
need to see more dudes from you! XD
also, those are great looking breasts, they are so hard to get down right :) so good job on that!

PolyHertz
11-29-2008, 09:16 AM
butt_sahib: you mean like this (http://www.scriptspot.com/3ds-max/outliner)?
GCMP: like this (http://www.nodejoe.com/index_en.php) or this (http://3dfiles.blogspot.com/2007/10/schematic-material-editor-10-for-3ds.html)?

Max has many of mayas features via plugins already.

Harryscary276
11-29-2008, 09:32 AM
In a Sci Fi mood so working on some starship environments

A maintanince access
http://img.photobucket.com/albums/v168/harryscary276/Ship.jpg

Daaark
11-29-2008, 11:38 AM
In my limited experience w/ Maya it became necessary to start thinking in nodes the more complex a scene got. That's all a scene is in Maya is a bunch of nodes. They think they're so cool those fucking nodes.

Paint job on a stylized head:

http://www.ent3d.com/style_head_3.jpg Reminds me a lot of John Locke (http://images.google.ca/images?um=1&hl=en&safe=off&client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&q=%22john+locke%22+lost&btnG=Search+Images).

commander_keen
11-29-2008, 02:54 PM
@Harry/GCMP: The goal of it is to make everything in max editable and linkable through visual connections. Maya does this through expressions and the connection editor/material editor but max doesnt have that by default. Technically as it stands right now it does work with materials although i would like to make special ui nodes for materials with previews and stuff. The nice thing about not just making a material editor is you can link between materials and anything else in max.

Funky Bunnies
11-29-2008, 04:42 PM
that's totally badass, commander keen
So is this based off of kees' Helium?

commander_keen
11-29-2008, 04:47 PM
yep, but im only using it for the UI, everything else is my own code in a more OOP style system.

EvilPixills
11-29-2008, 04:58 PM
I am resurrecting an old project from my old demo reel. I had a lot of optimizing/cleaning up to do and I still have quite a bit left. I'm at 7.5k tris now and I hope to finish up with about 16k-20k tris in the end. Any thoughts or crits?
http://www.garymatthews3d.com/gallery/albums/userpics/10002/building1_wip.jpg
http://www.garymatthews3d.com/gallery/albums/userpics/10002/building2_wip.jpg
http://www.garymatthews3d.com/gallery/albums/userpics/10002/building3_wip.jpg

Harryscary276
11-29-2008, 07:27 PM
Looking good Evil, I've gone back and tried to clean up old work before, it aint fun XP

If I may I see a lot of round shapes that seem to be made from 20 sided base shape, 10 is good when you soften the edges, its not much but every little bit helps. Also I would use a normal map for the roof, it looks like you loose a lot there, but that is just me

Swizzle
11-29-2008, 09:24 PM
Mucking about with the Mudbox 2009 generic dude:

http://farm4.static.flickr.com/3044/3069328969_90f7a3ef68_o.jpg

Paul Pepera
11-29-2008, 09:35 PM
quick floor...

http://www.peperaart.com/images/floor01_pc.jpg

Slipstream
11-29-2008, 09:44 PM
@GCMP: Art Institute of Atlanta, Georgia :)
@Butt_sahib: Ha, thanks! And I'll try . . . at some point in the future that's hopefully soon >_>
@demoncage: Nice! I'm thinking he's really shiny, so I can't wait to see the finished version
@Eraserhead: I like it; its well presented and executed. Only thing I think could improve it, is highlighting the edges of the tiles in your specular map, to further pop them out of the grout

EarthQuake
11-30-2008, 12:52 AM
quick floor...

http://www.peperaart.com/images/floor01_pc.jpg

You made a bit of a mistake here dude, you want 6x6 tiles.... 5x5 alternating tiles would not actually work as a tiling texture =D

commander_keen
11-30-2008, 01:15 AM
A little more progress, this example uses a modified color to define the size of a box and then set the height of the sphere to the height of the box

http://www.keenleveldesign.com/pimp/scripteverything/wip02.jpg

Socket ordering on the dynamic object nodes needs to be fixed

SouL
11-30-2008, 03:12 AM
A little more progress, this example uses a modified color to define the size of a box and then set the height of the sphere to the height of the box

http://www.keenleveldesign.com/pimp/scripteverything/wip02.jpg

Socket ordering on the dynamic object nodes needs to be fixed

I SEE WORDS, A SPHERE AND A BOX. MY EYES MY EYES.

karera
11-30-2008, 06:14 AM
Eraserhead: I don't know what your references are on the floor, but usually the shit u put in between the tiles is sunk down, and not up like in your mesh
http://www.dahlstromsbygg.se/bilder/golv/kakel.jpg

MoP
11-30-2008, 07:07 AM
karera, it is sunken down on his model.
although EQ makes a good point, that texture doesn't tile, heh!

e-freak
11-30-2008, 07:10 AM
where do you see it coming up? The normal is fully correct.

odium
11-30-2008, 07:54 AM
The normals are correct, I dunno what karera is seeing, lol...

As for it not "tiling", it will. Of course it will.

The problem you should be saying is that because it isn't divided equally, it won’t be as easy to use in a game environment because of the average scales of brushes. So I would of gone with 4, or 6 tiles wide/high.

But it will tile over any surface, of course it will.

MoP
11-30-2008, 08:08 AM
odium, no, look at the texture. it ends on a blue tile on the right and has a blue tile on the same row on the left. nothing to do with scale, it's just that if you wanted a checkerboard pattern it'd need the other colour on the opposite side.
obviously since it's a division of 5 it'll be harder to use in a lot of games since they're powers of two for object sizes, i'd probably do a division of 8.

Paul Pepera
11-30-2008, 08:08 AM
EQ is right, it won't tile, correctly. Originally I didn't intend to make it a checker pattern, I added that after everything was baked. It was just something that did not occur to me at the time. :(

And yes, karera, the grout is sunken.

rollin
11-30-2008, 09:05 AM
I´m now heading to the lowpoly.. ahhh .. i hate this part..

as-good-as-finished, I´ll do the rest of the normalstuff on the flats

http://www.rollin.homepage.t-online.de/vox/vox_01f_30.jpg

odium
11-30-2008, 09:28 AM
odium, no, look at the texture. it ends on a blue tile on the right and has a blue tile on the same row on the left. nothing to do with scale, it's just that if you wanted a checkerboard pattern it'd need the other colour on the opposite side.
obviously since it's a division of 5 it'll be harder to use in a lot of games since they're powers of two for object sizes, i'd probably do a division of 8.

You know, I never even thought about that :p

Razorb
11-30-2008, 09:38 AM
rollin: sweet work ... buuuut what is it with these jedi/light saber wielding characters ppl are making lately ? is there a competition somewhere or something ? but yea allways liked ur style and it transferred nicely into this one also!

karera
11-30-2008, 09:59 AM
karera, it is sunken down on his model.
although EQ makes a good point, that texture doesn't tile, heh!


And hmm i just looked over it again. maybe you're right, sorry, i made a fool out of myself ;D but at first glance it looked like it was sunken down, and then up again. like just sunken down on the sides of the mass u put inbetween, how to explain.. hm. None the less, nice textures on it and such!

And the tiling issue is probably not so much problem to fix

Paul Pepera
11-30-2008, 10:46 AM
karera, yea sometimes these things play tricks on the eyes, I should have taken a clearer render to show the grout action more clearly.

Anyway, I went ahead and fixed the floor, made it 6x6 as opposed to the incorrect 5x5.

http://www.peperaart.com/images/floor01_pcfix.jpg

maltuna
11-30-2008, 10:47 AM
Eraserhead: The floor looks nice. Ah, you fixed it. Is it for an environment your making?

penrod
11-30-2008, 10:48 AM
rollin - the high poly looks awesome...cant wait to see the texture. great work!

Paul Pepera
11-30-2008, 10:49 AM
Eraserhead: The floor looks nice. Ah, you fixed it. Is it for an environment your making?

Nah, it's just a stand-alone floor.


@rollin: sexy model :)

EDIT: noticed you edited your post maltuna.

GCMP
11-30-2008, 12:23 PM
commander_keen - looking forward to the results, great that the materials already work. This could actually end some maya vs max wars!
EvilPixills - the factory looks nice but the chimney could be longer and the front entrance doesn't look right, I would delete it and put a bay door at the back of the building.
rollin - nice model, his lightsaber looks a bit too phallic/organic though.

HAL
11-30-2008, 01:28 PM
Woahhh rollin, eraserhead looking nice :D

Here's a little something I'm working on...

Space marine orbital drop pod highpoly wip

http://i193.photobucket.com/albums/z106/SoullanceHAL/wip-3.jpg

Harry
11-30-2008, 02:49 PM
blender?

HAL
11-30-2008, 02:55 PM
Blender.
Gives better results for the normal maps than xnormal at least from my view...

Slipstream
11-30-2008, 03:42 PM
another quick sculpt for school.
http://img.photobucket.com/albums/v416/temetry/Ereshkigal4.jpg

MightyPea
11-30-2008, 03:54 PM
Slipstream: I quite like some of the shapes you've got going on, but without fail, your silhouettes are always much less interesting, and quite blobby as a whole.
Take the scythe for instance. You can see some bold and angular strokes on the blade, whereas the blade itself is a bland and blobby.

GoSsS
11-30-2008, 05:34 PM
Beginning of the armor in Low Poly. Diffuse needs to be finished and specular needs to be done.

http://gaetm.free.fr/3d/2008/Marine/Armor_RT1.jpg

wow neat stuff Gosss looks great! Kinda looks like he has cataracts though :P

I'll try to work on that !

btw Goss, show the model with better lighting :P

I'll probably set up the lighting when the chest armor will be finished.

These gunshot impacts are too planed placed.. the distance between each of them is very similar and there is no spot where more than one hit is and they look like clones too

I've added some impact and dispatch them between the two shoulder pads.

GCMP
11-30-2008, 05:55 PM
Diffuse first boyo!

MightyPea
11-30-2008, 06:04 PM
gcmp: no.

GCMP
11-30-2008, 06:31 PM
What do you mean MightyPea? Without diffuse we are at a loss no?

EarthQuake
11-30-2008, 06:57 PM
karera, yea sometimes these things play tricks on the eyes, I should have taken a clearer render to show the grout action more clearly.

Anyway, I went ahead and fixed the floor, made it 6x6 as opposed to the incorrect 5x5.

http://www.peperaart.com/images/floor01_pcfix.jpg

This just goes to show, whenever you're texturing a tileable texture, preview it tiled! =D

EarthQuake
11-30-2008, 07:00 PM
What do you mean MightyPea? Without diffuse we are at a loss no?

If you're suggesting you should finish your diffuse before moving on to the spec, no, this is in fact *terrible* advice. For most materials you want to work concurently on both your diffuse and spec, perhaps working up your main details in the diffuse first, and then going on to tweak both at once. Its pretty simple really, they need to work together to create a readable material, so you need to work as whole, not focus on singular parts and ignore the other half(or 3rd =P) of the equation. Usually i'll do maybe, half or so of the diffuse work, or even less, before i start working up the spec.

EarthQuake
11-30-2008, 07:57 PM
Woahhh rollin, eraserhead looking nice :D

Here's a little something I'm working on...

Space marine orbital drop pod highpoly wip

http://i193.photobucket.com/albums/z106/SoullanceHAL/wip-3.jpg

As this is now, a lot of your detail will get lost when trying to bake a normals map from this, you shouldn't have super hard edges like this in your highpoly, and heres a little image to explain why:

http://i451.photobucket.com/albums/qq234/earthquakeblah/science-1.jpg

okkun
11-30-2008, 08:05 PM
karera, yea sometimes these things play tricks on the eyes, I should have taken a clearer render to show the grout action more clearly.

Anyway, I went ahead and fixed the floor, made it 6x6 as opposed to the incorrect 5x5.

http://www.peperaart.com/images/floor01_pcfix.jpg

You're spec map is jacked. Why would the blue tiles be less shiny than the yellow tiles? Also ditch or change the spec color, spec using the same color as diffuse should really only be used for soda cans..

I would also recommend boosting your normal, it's not really reading very well. A couple off blurred at different width overlays should do it( keep a selection of the grout so you can nuke that out of the overlays).

_Shimmer
11-30-2008, 10:28 PM
still missing some trademarks, but I want to have the base done first, then add asymetry and probably a pose in zbrush and sculpt accordingly later.

I gonna make a slight redesign but it will stay pure for the most parts :)

http://stephko.viranyi.de/folio07/personal/001_recent/0001_A_ZangiefWIP02.jpg

JGunnDesign
11-30-2008, 10:28 PM
This looks awesome. It really reminds me of Aughra from the Dark Crystal. I don't know why though, I guess it's just me.

thatnumpty - that's a sweet mecha! that gun looks a bit boltery though, maybe something more attenuated would suit the design?

been slacking off a bit on personal stuff, here is a quicky of wayne barlowe's decurion demon. it's not really a 100% likeness of the painting, I think i might make him a different rank entirely so i can play around with costume and distortion of the limbs

http://www.adventuresincommuting.com/actarion.jpg

Blaizer
11-30-2008, 11:56 PM
http://blog.whiteblaizer.com/wp-content/uploads/2008/12/crocowip5.jpg
A bit more of work for this character, almost finished with the modelling and mapping " phase" :D

Here's a screen capture with some details and the uv. Almost all mapped with UV peeler! in some clicks. I did a tutorial for some friends with the peeler tool http://blog.whiteblaizer.com/?p=906 , but it's in spanish, if you are interested let me know it and i will make a version in english.
http://blog.whiteblaizer.com/wp-content/uploads/2008/12/faldon03.jpg

HAL
12-01-2008, 01:49 AM
As this is now, a lot of your detail will get lost when trying to bake a normals map from this, you shouldn't have super hard edges like this in your highpoly, and heres a little image to explain why:


Whoaa you're right, I didn't think of that, thanks for the advice.

snake85027
12-01-2008, 05:00 AM
Worked some more on this scifi wall.
http://i93.photobucket.com/albums/l74/spawn85027/scifiwall_01.jpg

Paul Pepera
12-01-2008, 09:29 AM
You're spec map is jacked. Why would the blue tiles be less shiny than the yellow tiles? Also ditch or change the spec color, spec using the same color as diffuse should really only be used for soda cans..

I would also recommend boosting your normal, it's not really reading very well. A couple off blurred at different width overlays should do it( keep a selection of the grout so you can nuke that out of the overlays).

Thanks for the tips, I agree with what you wrote; I post the updated floor later today.

@snake85027: It looks like some of the red Ray-miss color from your bakes is making it to your texture, you may want to fix those errors before moving on.

Also, I think you should put your name in the image credits as opposed to "Modeled and Textured by Me", so a person that saves the image to their HD can trace it back to you.

Jeremy Lindstrom
12-01-2008, 10:07 AM
I am resurrecting an old project from my old demo reel. I had a lot of optimizing/cleaning up to do and I still have quite a bit left. I'm at 7.5k tris now and I hope to finish up with about 16k-20k tris in the end. Any thoughts or crits?
http://www.garymatthews3d.com/gallery/albums/userpics/10002/building1_wip.jpg
http://www.garymatthews3d.com/gallery/albums/userpics/10002/building2_wip.jpg
http://www.garymatthews3d.com/gallery/albums/userpics/10002/building3_wip.jpg


any reason you cut the circular shapes out of the wall? You could of just used intersecting geo there, since it's not cutting back into the wall and saved tons of polys

Uly
12-01-2008, 11:09 AM
blaizer, that dude is the coolest. supercool proportions, can't wait to see it finished. : )

AimBiZ
12-01-2008, 01:56 PM
Got started on this one today. I'm planning to make him more lizard like on the next couple of subdivs.
Any suggestions about muscular anatomy regarding the tail merging with the butt would be appreciated.

http://i110.photobucket.com/albums/n117/AimBiZ/Bob_1.jpg

GCMP
12-01-2008, 02:15 PM
If you're suggesting you should finish your diffuse before moving on to the spec, no, this is in fact *terrible* advice. For most materials you want to work concurently on both your diffuse and spec, perhaps working up your main details in the diffuse first, and then going on to tweak both at once. Its pretty simple really, they need to work together to create a readable material, so you need to work as whole, not focus on singular parts and ignore the other half(or 3rd =P) of the equation. Usually i'll do maybe, half or so of the diffuse work, or even less, before i start working up the spec.

Never heard of that, I just can't see how it would be of profit to devote half the concentration to other shader includes like specularity before the diffuse is finished? I know they have to work together but also so do glossiness and bump, so that's like 4 texture sheets to contend with all at the same time. Pretty sure most peoples heads would be spinning looking at 4 maps and an application unless they were unwrapping nothing more complex than a box.

Pope Adam
12-01-2008, 02:30 PM
EQ has a point, but I don't think it's absolutely necessary to be concurrently working on both textures at the same time. I believe that it IS however very important to have your specular map in your mind as you work the diffuse texture. I keep my diffuse master files layered like a mother f* for easy tweaking and adjusting at the end.

Sometimes I do get myself a little confused by working on them separately and then trying to dissect my layers at the end and decide what I want to be diffuse and what to be spec. It's surely worth a try to do both at the same time... probably would end up with a better product at the end of it all if you were able to wrap your head around it all at once.

konstruct
12-01-2008, 02:31 PM
GOOD LORD is that the Geico lizzard ?

cholden
12-01-2008, 02:46 PM
Pretty sure most peoples heads would be spinning looking at 4 maps and an application unless they were unwrapping nothing more complex than a box.

If you think four maps would make your head spin wait till your doing a whole environment OR being the clean-up artist that has to unify every material of a project.

Martin Henriksson
12-01-2008, 02:57 PM
Never heard of that, I just can't see how it would be of profit to devote half the concentration to other shader includes like specularity before the diffuse is finished? I know they have to work together but also so do glossiness and bump, so that's like 4 texture sheets to contend with all at the same time. Pretty sure most peoples heads would be spinning looking at 4 maps and an application unless they were unwrapping nothing more complex than a box.

I do i like EQ suggests and imo it really isnt a problem juggling several maps at once, i usually do a single PSD file with 3 folders inside the file, one for specc one for diffuse and one for normal and i just work on them all at once. If i do some scratches in the diffuse i just instantly copy it down to the specc aswell and do a quick correction to get it right. IMO this is waaaay better then doing the diffuse 100% first.

AimBiZ
12-01-2008, 03:24 PM
GOOD LORD is that the Geico lizzard ?
No... that's Bob.

GCMP
12-01-2008, 03:37 PM
Thanks for the info. my mind just can't seem to get past the notion that all maps are based off the diffuse so after a few years of getting used to doing it that way it tends to become the law but I will try juggling a few maps as it should help improve skills.

vahl
12-01-2008, 05:25 PM
yeah i tend to do the same thing as EQ, it's IMO the most efficient way to be able to check your texture and modify it accordingly since the spec and diffuse really need one another to work.
I started doing that because on one of my previous titles, we had the spec in the diffuse alpha, but it also works perfectly for spec color (which I used on other projects, including all my personal stuff) and I'm still somewhat close to sanity.
It's just a workflow thing, really.


WIPZ ZOMG
http://wip.global-illusions.com/sketch/Magicwip1.jpg

based on Conte's concept (http://boards.polycount.net/showthread.php?p=862287#post862287)

Pope Adam
12-01-2008, 06:50 PM
Just dickin around with some russian nuclear facility stuff... no intent to texture yet...

http://i189.photobucket.com/albums/z105/williafx/shot2.jpg

Renaud Galand
12-01-2008, 07:00 PM
looks awesome vahl ! :)

Emil Mujanovic
12-01-2008, 07:46 PM
Lunch time speed paint. It changed direction about 4 times, I probably should have used some reference.

http://www.itsonlikedonkeykong.net/personalart/digitalpainting/2008-12/2008-12-02_001.jpg

-caseyjones

Mr GetDown
12-01-2008, 08:17 PM
still missing some trademarks, but I want to have the base done first, then add asymetry and probably a pose in zbrush and sculpt accordingly later.

I gonna make a slight redesign but it will stay pure for the most parts :)

http://stephko.viranyi.de/folio07/personal/001_recent/0001_A_ZangiefWIP02.jpg

Looking good, I hope you give him some cool spikey hair.

ae.
12-01-2008, 08:32 PM
looking good pope!

X-Convict
12-01-2008, 09:51 PM
http://artemstudios.com/08Portfolio/Environment/coltPython_renders.jpg

More weapon goodness, making this for testing engine stuff some more.. low and textures to come.

Slum
12-01-2008, 10:59 PM
Nice Artem, looks great :)

The other weekend I was playing way too much Advance Wars on my DS, so I decided to fiddle with creating a similar tile-based tactical game. After a couple hours that evening, I got this much done. I’ll probably never finish it, so here’s a video for posterity. Written in C++ and utilizing the allegro library.


http://www.floatvoid.com/code/legion/test01.jpg

click for video
(http://vimeo.com/2403162)

Peris
12-02-2008, 02:18 AM
any reason you cut the circular shapes out of the wall? You could of just used intersecting geo there, since it's not cutting back into the wall and saved tons of polys

afaik it's better to cut them though, it doesn't really add any vertexes (trianglecount doesnt really matter for a game engine, it's vertexcount), and you get a nice solid mesh without any overdraw.

Rumkugel
12-02-2008, 05:07 AM
modeled during lunchbreaks

http://www.abload.de/thumb/12pdr.jpg (http://www.abload.de/image.php?img=12pdr.jpg)

http://www.abload.de/thumb/2drrh.jpg (http://www.abload.de/image.php?img=2drrh.jpg)

still needs a spec map and the normal map pimped.

Super
12-02-2008, 06:13 AM
http://www.splitpoly.com/images/work/mutant/mutant_02.jpg

JohnnyRaptor
12-02-2008, 06:31 AM
hands are too small, unless thats an intentional retardation :D looking sweet tho

AimBiZ
12-02-2008, 08:51 AM
http://i110.photobucket.com/albums/n117/AimBiZ/Bob_2.jpg

Frozan
12-02-2008, 09:16 AM
aim im loving it. i like the scale on the hands and the feet that you made i wish i could see more of in characters. are you planning on finishing this or is it just a lunch play around?

AimBiZ
12-02-2008, 10:12 AM
aim im loving it. i like the scale on the hands and the feet that you made i wish i could see more of in characters. are you planning on finishing this or is it just a lunch play around?
Glad u like. Yes I am going to finish it, at least I plan to. I posted my concept of this a while ago on this very same thread.
http://boards.polycount.net/showthread.php?t=51687&page=176

Might as well mention it is a remake of an old character I made for a schoolproject and the concept was made by another member of my team.
http://aimbiz.deviantart.com/art/An-adventure-awaits-81457399

This time I wanted to make it my style and also found it challenging to translate it from the cartoony style to a more realistic kind.

Pope Adam
12-02-2008, 11:59 AM
AimBiz, I see that you've wrapped up his little gecko fingers with tape! NOOO!!! show off his little badass suction toes!

http://farm4.static.flickr.com/3064/2514333659_71400093e2.jpg?v=0
http://www.sciencenewsforkids.org/articles/20050112/a646_1611.jpg

Joopson
12-02-2008, 01:12 PM
http://i110.photobucket.com/albums/n117/AimBiZ/Bob_2.jpg

Geico for Realz!

Tumerboy
12-02-2008, 02:29 PM
I like him, but there's something odd with where/how the tail meets up with his body. Doesn't look natural. I would have the tail follow the spine more, rather than sticking out as drastically as it does. I'd also try to blend the musculature of the lower back and the tail. Make it look like the muscles in his tail continue up his back some.

Jeremy Lindstrom
12-02-2008, 02:54 PM
Kinda reminds me of Sloth from the goonies, he needs a superman shirt though :D


http://www.splitpoly.com/images/work/mutant/mutant_02.jpg

http://www.andgor.com/Gallery%20Pictures/Sloth-Figure.gif

AimBiZ
12-02-2008, 02:54 PM
Pope Adam: Nice references! I'll give it a thought. Having his fingertips more gekko like sound like a pretty good idea.

Tumberboy: Yes, the tail still needs more work. If I'll do as you suggest. I've taken a look at the lizardmen figures from warhammer and their tails go alot more downwards. Perhaps it will also look cooler when/if he gets animated since he's placed in an enviroment which require alot of climbing.

c0ldhands
12-02-2008, 03:51 PM
Hai, just posting up something here that im working/strugling with right now. Feel free to visit my website too if you may desire.

http://i99.photobucket.com/albums/l299/calinescu/1.png

konstruct
12-02-2008, 04:07 PM
dang- people be modeling those thiongs left and right- must be some collective consciousness funniness goin on.

Pope Adam
12-02-2008, 04:21 PM
here's franks :P http://www.ciscojavierart.com/images/3d_graacI-MECH.jpg

thatnumpty
12-02-2008, 04:28 PM
moar!

http://boards.altgn.com/imagedump/1564935c416d1f5c.jpg

http://boards.altgn.com/imagedump/1564935c416e7335.jpg

Pope Adam
12-02-2008, 04:37 PM
Numpty: COOL!!!!!

Ged
12-02-2008, 04:39 PM
thatnumpty, thats awesome! just so clear abd sharp, can we see wires?

c0ldhands
12-02-2008, 05:00 PM
Maschinen Krieger FTW! MOAR "thatnumpty".

-Konstruct: nope, people dont model maschinen krieger enough! like only 4 here on polycount have ever done that, as far as I have researched. We need MOAR

Paul Pepera
12-02-2008, 05:37 PM
Damn, nice SAFS c0ldhands and Gladiator numpty. ;) Rock the Maschinen Krieger.

Razorb
12-02-2008, 05:48 PM
numpty really nice work :)

thatnumpty
12-02-2008, 06:18 PM
thanks for the compliments! more shots, flats, highpoly at my site http://adrianzamora.carbonmade.com/projects/2173942


btw I just ordered these, figured others might be interested in them too. Yokoyama's designs sooooooooooo awesome.
http://www.hlj.com/product/MDG22825

http://www.hlj.com/product/MDG22875

http://www.hlj.com/product/MDG22897

Paul Pepera
12-02-2008, 06:46 PM
btw I just ordered these, figured others might be interested in them too. Yokoyama's designs sooooooooooo awesome.


Yea, I have those books sitting right here by my computer; great reference.

EvilPixills
12-02-2008, 07:31 PM
Looking sharp Pope!

Numpty, nice textures.

any reason you cut the circular shapes out of the wall? You could of just used intersecting geo there, since it's not cutting back into the wall and saved tons of polys

I went back to my reference (http://www.hfinster.de/StahlArt2/archive-Zeebrugge-BW-5000-1-19.09.2003-en.html) I was using and noticed that the circle trim actually sits inside the wall and not on the outside so in that case if I just intersected the wall itself would intersect through it, then it wouldn't look right.

I have some updates. Been messing with some pipe work and uv's recently. I'm hoping to wrap up the low res modeling and uv's tonight or tomorrow and to have some texture progress done by this weekend. Please feel free to add some feedback. Thanks.

http://www.amplifiedwebdesign.com/gm3d//cutenews/data/upimages/machineHouse_frnt.jpg
http://www.amplifiedwebdesign.com/gm3d//cutenews/data/upimages/machineHouse_side.jpg
http://www.amplifiedwebdesign.com/gm3d//cutenews/data/upimages/machineHouse_uvs.jpg

The_Kozmonaut
12-02-2008, 09:38 PM
Bit of an update

http://i296.photobucket.com/albums/mm191/thekozmonaut/frontcopy.jpg

sama.van
12-02-2008, 10:39 PM
Working back on this character..
Actually Line + shadow...

http://samavan.com/3D/Esenthel/CreatureSoldier/WIP/samavan_CreatureSoldier_A02.jpg

Medestruit
12-02-2008, 11:33 PM
Kinda reminds me of Sloth from the goonies, he needs a superman shirt though :D


Actually, it reminds me more of Victor Crowley from the movie Hatchet.

penrod
12-02-2008, 11:43 PM
lookin cool sama. im interested to see how this one turns out

indian_boy
12-02-2008, 11:48 PM
aimbiz, thats amazing. loving it

and numpty: wow. but, i think itd be good if u set up a 3point lighting [for display purposes] and not render against a black bg

The_Kozmonaut: i think ther's a bit too much noise on ur texture. im not one to judge, but at the moment, it feels that way. otherwise, it looks real good!

-------

now then, sommin of my own:
my communications technology teacher let me do 3d animation for my ISU project to finish the semester off. just wanted to post the character i've been working on.

my 2 - 3 minute animation will be very 'mirror's edge' theme, simply because ive wanted to create something like it ever since i saw 'transporter' and 'district b13' in close succession.

the model is indeed meshsmoothed, simply because it will be meshsmoothed while rendering out the movie. i may make a game res version later on, down the line.

i just wanted to post it up for some CnC from you guys:
http://i174.photobucket.com/albums/w104/indian_boy/random/display.jpg
probably will make a thread for it some time in the future, so that i can get as much assistance as possible

LoJack
12-03-2008, 12:35 AM
Mr. Benzington, about 2 hours, waiting to go home -_-

http://i435.photobucket.com/albums/qq73/lojack14/MrBenington.jpg

fonfa
12-03-2008, 02:56 AM
indian boy, IMO the distance between the eyes and between the bottom of the nose and the lips is too big. makes him look a bit weird.

HAL
12-03-2008, 03:55 AM
So a little update from my side, I beveled the edges that are supposed to be baked into the normal map, like Earthquake suggested.

http://i193.photobucket.com/albums/z106/SoullanceHAL/wip2-2.jpg

Japhir
12-03-2008, 05:47 AM
wip:
http://img390.imageshack.us/img390/2233/deathknightorcwiptu2.jpg

Jackwhat
12-03-2008, 07:54 AM
One thing thats annoying me with a lot of these death knight entries is just how samey the concepts are, there are way too many skulls and generally uninteresting concepts... fuck the spikes go with something a bit more outlandish!

Just look at say... druid t5 shoulders (bark with mushrooms) or priest t6 (bound faces) the class specific tier sets are generally unique and refreshing. Unless youre aim is to make a orgrimmar guard in black? :P

Dont wanna sound like a dick, hell... i didnt even post my entry D:

pliang
12-03-2008, 01:47 PM
http://farm4.static.flickr.com/3210/3080868468_2d5904f727.jpg

Fixing the geometry silhouette as I'm going along. It will be going into a scene I've settled down with.

woogity
12-03-2008, 02:08 PM
sama thats awesome your characters always have the most interesting armor, lovin the boots on that one and im sure its gonna look amazing caus your textures are tops.


-woog

misterboogie
12-03-2008, 03:14 PM
Sama, Pliang:

Very nice!!

karera
12-03-2008, 03:27 PM
A hand for first person view, work in progress, will finish up the highpoly tonight, the textures are polypaint and photosource. A bit red material from zbrush though. Mostly just testing it out. Will go back and focus on the sculpt now instead.

http://www.alexanderlilja.com/sketches/arm_photosource.jpg

ae.
12-03-2008, 03:47 PM
@karera - its creepy how real that looks :O

Japhir
12-03-2008, 04:03 PM
@karera - its creepy how real that looks :O
yeah! only things that don't add to the realism a whole lot are the fingernails.

_Gr9yFox_
12-03-2008, 04:51 PM
Messing up with BoBo's head, trying to block out how this fella will look. I missed painting.

The final result will probably be a lot smoother and with some orange parts.

http://i72.photobucket.com/albums/i171/_Gr9yFox_/obob_rascunho04.jpg

Some suggestions would be nice.

DrillerKiller
12-03-2008, 04:55 PM
A hand for first person view, work in progress, will finish up the highpoly tonight, the textures are polypaint and photosource. A bit red material from zbrush though. Mostly just testing it out. Will go back and focus on the sculpt now instead.

http://www.alexanderlilja.com/sketches/arm_photosource.jpg



nice hands, tips of the fingers are a bit plump, and the nails seem a bit small, looks good though:)

karera
12-03-2008, 05:07 PM
Thanks for the comments guys, i haven't really gotten into details yet, specially considering the nails. i kinda got in mind how i want them to look though. why u think im making the left hand? so i can sculpt with my right :D Wonderful with real live references.

robomaniac
12-03-2008, 06:12 PM
http://img220.imageshack.us/img220/3346/mech000nh1.jpg (http://imageshack.us)
wip

Thegodzero
12-03-2008, 09:34 PM
my day dream for today...
http://tgz3d.com/images/iphone_d2.gif
and
http://tgz3d.com/images/iphone_sc2.gif
http://tgz3d.com/images/iphone_sc3.gif

If only they were real...

aesir
12-03-2008, 09:38 PM
I think the fingers are a touch small on your hand, but overall it's fantastically detailed.

killingpeople
12-04-2008, 02:53 AM
http://tgz3d.com/images/iphone_d2.gif

Diablo 1 with Diablo 2 interface? ... At least your head is in the right place ;)

vladino
12-04-2008, 04:05 AM
my day dream for today...

http://tgz3d.com/images/iphone_sc3.gif

If only they were real...

The only problem I see with this is the actual control of the game which is way hard to do right with just tap-screen and accelerometer ;)

butt_sahib
12-04-2008, 08:02 AM
robomaniac:
Solid modeling!
Do you have any references that you follow when making mechs and shit? do you know any reference site i could check for blueprints and such? (no blueprints for gundams :))

Thegodzero
12-04-2008, 11:23 AM
kp, we both know the d1 UI would be WAAAAY too big for the iphone where as the d2 one with a few adjustments(inventory, and menu tabs) would work great. Hell you could get rid of the potions boxes and replace them with the inventory and menu boxes. Then have the player tap the health or mana globes to use a potion of that type with it grabbing the one with the closest amount to what was needed. The body recover mechanic would have to go away for the mobile version because of the unneeded frustration it would create.

vladino, No need to even use the accelerometer, just taping and multi touch to create a selection boxs. Or at least it would work in my head.

robomaniac
12-04-2008, 12:35 PM
butt_sahib
i am not using any references, i "read" volume from picture

misterboogie
12-04-2008, 01:12 PM
WIP El Corazon

http://elvisperry.com/wip/heartwip17.jpg

Ryan Smith
12-04-2008, 01:35 PM
WIP HighPoly - had to rush this due to school deadlines!!!! ARGH!


http://www.virtuosicstudios.com/junk/monster.jpg

karera
12-04-2008, 01:41 PM
http://www.alexanderlilja.com/sketches/arm05.jpg

No photosourced textures on this one, but im getting kinda pleased with the highpoly now, will move on to the lowpoly and remake the textures/photosource

rooster
12-04-2008, 02:33 PM
random idea i had:
http://redprodukt.com/wp-content/uploads/2008/12/3dsketch.jpg
it was fun, I reccommend having a go

steady
12-04-2008, 02:44 PM
ummm, heh, rooster... care to explain how you did that??? really neat, really thought it was sketched by hand at first ;P

Spinks
12-04-2008, 02:50 PM
looks like scaled/rotated planes shaped into strokes.. awesome effect :)

Em.
12-04-2008, 03:10 PM
Misterboogie: I thought that was done..? Just cleaning it up a bit?
I don't like how realistic that stone texture is in contrast to the cool stylized-ness heart/brain/thing centerpiece.

misterboogie
12-04-2008, 03:18 PM
oglemeanimations:

Uhhh,... I never finished my Unearthly entry. I'm still in the process of finishing it.

However, I loved how your's came out. Great stuff!

Wanted to mix old Mayan/Aztec with the techy brain. I'm working on the Mayan stuff now.

cholden
12-04-2008, 03:38 PM
Hey Elvis, got some quick feedback for you if you're interested:

I'm a big fan of the red vs aqua lighting, but your placement could make more sense. I suggest moving the red to the front, focusing on those red "eyes", and the blue in the back. From this angle the blue source doesn't need t be explained.

To enhance this effect further. I noticed you have a blue lighting from above, so instead of fade-to-black, fill the bottom with hot red lighting. Sort of like there's a lava pit down there. Doesn't have to be lava, again from this angle it doesn't have to be explained but it will aid in scene composition as well as make it look more dangerous. This should help removing all the black, unlite areas.

That angler fish bait coming off the front of the brain just needs to go. It detracts from your good work around the scene, looks low poly, draws the eye in a negative way. I'd just hide/delete it.

The brick has got to go. I'm confident that's a placeholder since it's just a picture of bricks. A quick fix is building columns and a ceiling out of the pipe work you already have as the based of the centerpiece.

Once you've got that, a slight depth of field, increased fov and lite haze/fog would really bring this scene together. Let me know if you're interested in more details on this.

rooster
12-04-2008, 04:17 PM
hey steady, yeah spinks is on the money- just shaped planes moved about and curved with soft selection. its like sketching in 3d, and you can edit any stroke as you like. i did genericman as a test but I think itd be fun to design a character that way

MoP
12-04-2008, 04:20 PM
rich, you're always one step ahead of everyone else when it comes to trying out totally new stuff using existing tools. great idea, works well too!
i also loved your older stuff where you just used flat material colours all on fullbright to shade a scene, looked great ... maybe combine that with this ?!

katzeimsack
12-04-2008, 04:43 PM
blocking out the airport for airborn. man, there is so much stuff to do D:

e: I will deform the house later. While editing, i want to keep it as easy to change as possible.

http://bildupload.sro.at/a/images/1-chinese.jpg

demoncage
12-04-2008, 10:34 PM
hey steady, yeah spinks is on the money- just shaped planes moved about and curved with soft selection. its like sketching in 3d, and you can edit any stroke as you like. i did genericman as a test but I think itd be fun to design a character that way

Rooster, cool idea. I wouldn't have caught it was 3d if steady didn't say anything. What about angles in-between front and side though? Won't it look weird the more contours you add to the model?

ae.
12-04-2008, 10:37 PM
misterboogie that looks awesome!

Tumerboy
12-04-2008, 11:16 PM
rooster that's awesome!

Katz, beautiful work! Every time I see something new from that project, I want to live there!

Japhir
12-05-2008, 03:03 AM
http://img338.imageshack.us/img338/1822/deathknightorcwipwv2.jpg

i know he's generic, but ... bla.
i probably won't be able to finish him in time for the comp :(.

pliang
12-05-2008, 03:09 AM
http://farm4.static.flickr.com/3222/3083715087_3ed4383d2f.jpg

Second car to go into the scene I'm working on, a GT500

Neox
12-05-2008, 06:08 AM
manuel: lovin it :)
plian: i'm really don#t know anything about cars, but i like yours, cool clean presentation

been working on onscreen posteffect outlines as the last possiblity to create outlines in unreal without extra code (at least the last one i know), i assume this is how they'ce done it in Naruto Ultimate Ninjastorm, thanks to crazybutcher, flavius and kazeohin for their help telling me how the math behind that works
but instead of making it pitch black like naruto i colored it with a blurred screentexture

http://www.polyphobia.de/nonpublic/airborn/outlines4.jpg
is there a way to maipulate the zbuffer? right now i'm using scenedepth/1000 to get the gradient but i'd love to have a more correct edge detection up close then far away

caseofchill
12-05-2008, 07:20 AM
Awesome work katzeimsack and neox. Love the look of those assets; lots of style and done very well.

DrillerKiller
12-05-2008, 08:38 AM
nice work neox, looks great.

Justin Meisse
12-05-2008, 08:42 AM
Neox: how are enabling the post process effect? I've tried messing around with it and it seems like the ppeffect editor lets you do more complex stuff but I've been told it can only be enabled via a script.

Neox
12-05-2008, 08:46 AM
it's triggered in the UTEngine.ini you have to change the lines with "DefaultPostProcessName" in it to something like "DefaultPostProcessName=airborn_posteffects.posteff ect_01" airborn_posteffect is the package and .posteffect_01 the name of the post process chain

but it crashes the game, so i guess if you only use iot in editor like me right now it's ok, for gameplay i don't know how to make it work without scripting

pliang
12-05-2008, 11:21 AM
Looking good Kaz, the props seem very easy to rearrange too, shame the post process isn't that easy to attain.

DrillerKiller
12-05-2008, 11:42 AM
saint of killers... speed sculpt, about 2 hours or less, head is from a base mesh of mine
http://i166.photobucket.com/albums/u87/drilllerkilller/saint_of_killers.jpg

karera
12-05-2008, 12:24 PM
Neox: Bravo! I really love everything that comes out of Airborn, really nice and refreshing style.
Pliang: Really neat and clean renders on those cars, and u seem to practically spit out new cars every day? Working real fast. Cool.
DrillerKiller: Looking cool so far, nice expression, makes me thing of Dany Trejo. Not such a good material to present it with though, its hard to see everything that's going on in there. Are u gonna continue working on it?

Anyway, it's cool :D More cowboys in here!

Vredesbyrd
12-05-2008, 02:37 PM
concept from most Great Nick Bradshaw , the Blacksmith.

warmgungho mofo's

http://i365.photobucket.com/albums/oo94/kimman-maniac/321.jpg

http://i365.photobucket.com/albums/oo94/kimman-maniac/312.jpg

work in progresssss


http://i365.photobucket.com/albums/oo94/kimman-maniac/blacksmithscreenshot.jpg

PixelGoat
12-05-2008, 02:38 PM
That looks awesome.. but the metal parts are a bit noisy.

MoP
12-05-2008, 03:01 PM
Neox, that looks great! I will punch Flavius until he shows me it on his computer :)

Vredesbyrd
12-05-2008, 03:01 PM
it's a shitty max 9 viewport screenshot , will render out beauty render soon.

Vredesbyrd
12-05-2008, 03:04 PM
HOLY SHIT airborne mod is looking beyond great , good work guys

Chai
12-05-2008, 03:08 PM
Vredesbyrd : it needs even more bloom

JasonLavoie
12-05-2008, 03:51 PM
awesome awesome awweessommmme Neox!

It would be great to see your shader setup (or maybe a piece of it at least).

commander_keen
12-05-2008, 05:47 PM
Nice, Neox. But what do you mean by maipulate the zbuffer? UE3 renders hdr images for post effects so you should be able to manipulate it all you want without accuracy loss, if thats what you mean. Also you are aware that the alpha channel of the render output used for post processing is the z depth?

Neox
12-06-2008, 12:52 AM
what do you mean? o.o is the alpha of the scene texture the zbuffer? o_O

tested it

AWESOME, thanks, i lost a bit of screenspace as plugging a uv node into the scene depth results in an ugly offset, great man thanks!

:edit: awesome awesome awweessommmme
to say it with jason's words, the outline is now fully tweakable in thickness based on distance, so if we decide that it doesn't look good in total shots we can tweak it to be only visible in closeups etc :D
haha super

@mop: then i'll have to clean the shader a bit ;)

TNO
12-06-2008, 03:55 AM
something new
http://timurariman.jimdo.com/cc_images/cache_1072717512.jpg?t=1228560870
http://timurariman.jimdo.com/cc_images/cache_1072717012.jpg?t=1228560839

Razorb
12-06-2008, 06:14 AM
Neox: thats crazy nice :>

Neox
12-06-2008, 09:35 AM
Neox: thats crazy nice :>

it's even better with the new version, thanks to commander keen ;)

http://www.polyphobia.de/nonpublic/airborn/outlines5.jpg

@Jason:

http://www.polyphobia.de/nonpublic/airborn/shader.gif

"does nothing" is just an add by 0 or multiply by 1 or something like that so i can change the part behind that "does nothing" without having to replug the result everytime i change something... is there a connect node that does nothing mathmaticly in unreal? 1 node would just look better ;)

and just to show what the outline currently is capable of

http://www.polyphobia.de/nonpublic/airborn/outlines5a.jpg

Davision3D
12-06-2008, 01:25 PM
Awesome Neox! Im glad you have the outlines finally working and its looking great! :)


Im working on hands...various hands:

http://www.vitamin3d.com/bilder/handnormal.jpg

http://www.vitamin3d.com/bilder/handrotten.jpg


The not yet colored old hand and skeleton hand and the others without colorized:
http://www.vitamin3d.com/bilder/hands.jpg
The skeleton hand needs some more work

They are for my UT3 egyptian Warlord FPV Arms and his fancy effect:
http://www.youtube.com/watch?v=p0ofKw6xA9w


Btw, i had made a simple "making of" of that character: http://www.vitamin3d.com/UT3-EgyptianWarlord.html

commander_keen
12-06-2008, 02:07 PM
cool Neox, but how were you doing it before? I was looking for a way to get custom render passes into the post process system but couldnt find any way to do it.

Xenobond
12-06-2008, 03:10 PM
http://kman.cottages.polycount.com/images/polycount/ivy_render_05.jpg
Slowly, but surely. Forgot to turn the lines down before I collapsed everything, so now I get to clean up as I go. :S

snake85027
12-06-2008, 05:09 PM
my scifi ammo crate
http://i93.photobucket.com/albums/l74/spawn85027/polycount-1.jpg

whipSwitch
12-06-2008, 05:25 PM
http://i204.photobucket.com/albums/bb282/asretist/CharacterStrip.jpg

need to redesign the belt and refine some stuff here and there, but coming along.

Neox
12-06-2008, 05:35 PM
it's triggered in the UTEngine.ini you have to change the lines with "DefaultPostProcessName" in it to something like "DefaultPostProcessName=airborn_posteffects.posteff ect_01" airborn_posteffect is the package and .posteffect_01 the name of the post process chain

but it crashes the game, so i guess if you only use iot in editor like me right now it's ok, for gameplay i don't know how to make it work without scripting

@Justin: Just turn off and on the f!ckin bShowingame Flag in the posteffect and it won't crash, i guess that thing is ticked on but it's not and then it crashes now i can play with outline yay

http://nonpublic.airborn-game.com/wip/neox/123a.avi
hahahaha hohohoho just laughing my ass off, it works :D
xvid codec, will upload it on moddb asap

and no it's not slow or laggy thats just the compression/capture whatever

The_Kozmonaut
12-06-2008, 06:56 PM
I really like that character Davision3D. Awesome work, looks really great in Unreal

snake85027
12-06-2008, 09:35 PM
nice model whipswitch, great form!

jmiles
12-07-2008, 01:52 AM
http://img243.imageshack.us/img243/7119/vette06ff6.gif (http://imageshack.us)


thot i'd try my hand at a high rez vehicle.. still a wip

Carl Brannstrom
12-07-2008, 02:17 AM
Awesome Neox! Im glad you have the outlines finally working and its looking great! :)


Im working on hands...various hands:

http://www.vitamin3d.com/bilder/handnormal.jpghj

http://www.vitamin3d.com/bilder/handrotten.jpghjhj


The not yet colored old hand and skeleton hand and the others without colorized:
http://www.vitamin3d.com/bilder/hands.jpghj
The skeleton hand needs some more work

They are for my UT3 egyptian Warlord FPV Arms and his fancy effect:
hghjjhgtube.com/watch?v=p0ofKw6xA9w


Btw, i had made a simple "making of" of that character: http://www.vitamin3d.com/UT3-EgyptianWarlord.html

That tutorial is really helpfull! Thanks alot!

Rens
12-07-2008, 07:34 AM
Xeno, nice zipper XD

Some good stuff on the page!



I tried out some charcoal yesterday, not really my medium

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

SuPa-
12-07-2008, 08:25 AM
Great work guys
Davision3D, the thumb seems a bit too high on the hand