View Full Version : [P&P] - What are you working on? 2008 Edition
MAUL0r
02-25-2008, 10:33 PM
http://i181.photobucket.com/albums/x211/MAUL0r/rotla1.jpg
a gold star to the first person who can guess what this is going to be (WIP)
y00tz
02-25-2008, 11:27 PM
I think it's reminiscent of the soldier from TF2 ^^
MAUL0r
02-26-2008, 12:01 AM
rofl, well it's gonna be a prop for tf2... so close!
maybe this will help:
http://i181.photobucket.com/albums/x211/MAUL0r/rotla2.jpg
still very WIP
Target_Renegade
02-26-2008, 03:26 AM
thanks Vig, will look into making it neater. cheers, East, I'm really thinking about buying that DVD - I think I remember seeing someone modelling really detailed stone steps and learnt from that.
is that the gold statue from the start of Raiders of the Lost Ark?
[ QUOTE ]
time for some new female characters
[/ QUOTE ]
/images/graemlins/cool.gif
MAUL0r
02-26-2008, 09:38 AM
dingdingding! good job target_renegade.
http://catalog.schoolocker.com/images/edu/big/CE/BJ51202.gif
Target_Renegade
02-26-2008, 01:22 PM
cool, first thing i've won in ages!
ekman
02-26-2008, 03:25 PM
i saw the unreal 3 thread and did this head just for funnsies.
http://img175.imageshack.us/img175/3406/previewnyasteke6.jpg
Justin Meisse
02-26-2008, 08:12 PM
I dunno, something doesn't feel right about this, any pointers? from my own base mesh, currently at around 60,000 polies.
http://www.artbyjustin.com/wip/022608sculpt.jpg
Joseph Silverman
02-26-2008, 08:15 PM
Eyes are high and wide. Mouth shapes are wrong, and mouth is a bit low -- 'ideal' measurements are:
Upper end of eyes halfway down the head.
Bottom of nose halfway between there and the bottom of the chin.
Mouth 1/3rd of the way down from the nose.
Looking cool, anyway, i like how you handled the forms on the cheeks and around the mouth.
MAUL0r
02-26-2008, 10:40 PM
http://i181.photobucket.com/albums/x211/MAUL0r/rotla3.jpg
progress
Davision3D
02-27-2008, 09:01 AM
Cool head ekman, welcome to polycount. /images/graemlins/smile.gif
This is my first model i am actually pretty proud of
My low poly head...well, ya, sorta low poly head.
The image tag isn't working for me, so here are the links...
http://i272.photobucket.com/albums/jj173/Wej00/head_low_poly.jpg?t=1204076012
Smoothed version
http://i272.photobucket.com/albums/jj173/Wej00/head_high_poly.jpg?t=1204076402
The high poly still needs work (ears, chin, lips, hear, textures) but i am going to do the rest of the body before i do the major details. He is going to be a computer nerd for a HL2 mod i am making. /images/graemlins/smile.gif
ekman
02-28-2008, 08:02 AM
Thx Davision3D /images/graemlins/smile.gif
darth.perry
02-28-2008, 12:13 PM
http://bbs.chinadv.com/attachment/Day_080229/37_8367_6efedb42d25e3f5.jpg
i am working in it:)Crit please:)
darth.perry, you'll need to host that somewhere else, since the place you're linking from doesn't allow hotlinking. Nobody can see your image. Try uploading to a place like Imageshack or Photobucket.
darth.perry
02-28-2008, 12:25 PM
Thanks MOP,i has change another link,Can you please tell me does it works?
Yep, works now, looks cool ... but isn't he... missing something? /images/graemlins/wink.gif
Mop: I think he's going for the Buffalo Bill look /images/graemlins/wink.gif
Looks awesome either way, albeit a bit creepy.
Armanguy
02-28-2008, 01:49 PM
also darth.perry your portfolio link does not work either /images/graemlins/smile.gif
thats really creepy darth.perry but really well done also:)
Dusty
02-28-2008, 06:27 PM
Darth thats freakin me out, its like a Ken doll that went through puberty.
j_bradford
02-29-2008, 12:09 AM
Fun exercise just trying to just sculpt completely from imagination. I want to start a sketchbook if I can keep a momentum up.
http://www.jamesbradford.net/images/scribble_5.jpg
darth.perry
02-29-2008, 12:31 AM
Thanks for all dude!i am google Some concept of warhammer40k,so i do a simple exercises,thanks again:)
i have make some change for the muscle,please crit more:)
http://bbs.chinadv.com/attachment/Day_080229/37_8367_d368adefa6bdde6.jpg
darth.perry
02-29-2008, 12:35 AM
To Armanguy :yes,my portfoilo has demaged:( i am looking for new webspace now,hope i can find it:)thanks for your remind.
Armanguy
02-29-2008, 12:37 AM
you should just set up a quick wordpress acount it only take a few seconds /images/graemlins/smile.gif
FAT_CAP
02-29-2008, 01:51 AM
Ruz and Darth. Perry - those are both looking GREAT!
Darth - the head may be slightly too small and the lower leg/ calf looks too small aswell compared to the thighs? It could just be the perspective though I can't really tell.
seantree
02-29-2008, 03:13 AM
http://img176.imageshack.us/img176/7486/dp2jb4.jpg
http://img184.imageshack.us/img184/8439/dp4wx9.jpg
http://img184.imageshack.us/img184/7733/ndpym3.jpg
on a Wade kick lately. Disregard the sculpts left eye. it's borked atm.
Davision3D
02-29-2008, 12:12 PM
I released a Beta of my UT3Bunny:
http://www.daxx-web.de/bilder/bunny_ut2.jpg
Download (http://files.filefront.com/Bunny+Beta+085zip/;9728328;/fileinfo.html)
The Bunny is in his own family but still in the Krall Faction. I made a custom Material with fancy stuff like transmission, fresnel and animated emissive effects.
The tank content is animated, you can see the juice going through his veins and some lights are blinking. The Transmission effect lets you see bright light going through the skin and scattering in a red color. The fresnel shadeing is mainly seeable at the metal parts. Patch2 made the custom material and custom family possible but there are still some barriers that made it hard to get this effects.
I will make a custom faction with a own room and a Custom FPV arm once i figure out how to do it.
caseofchill
02-29-2008, 12:43 PM
Nice Davision3D, that looks sweet.
IronHawk
02-29-2008, 12:53 PM
Nice work Davison. Going to check it out. /images/graemlins/smile.gif
StJoris
02-29-2008, 02:46 PM
Working on an architectural project now, it's a sustainable public building built on a dam holding industrial slag placed in nature reserve, with no acces to facilities. Some pictures of a very early maquette:
http://www.jorishoogeboom.com/uploaded/DSC05407.jpg http://www.jorishoogeboom.com/uploaded/DSC05408.jpg http://www.jorishoogeboom.com/uploaded/DSC05409.jpg http://www.jorishoogeboom.com/uploaded/DSC05410.jpg http://www.jorishoogeboom.com/uploaded/DSC05412.jpg http://www.jorishoogeboom.com/uploaded/DSC05415.jpg
awesome joris!,
that fanta sure looks tasty /images/graemlins/wink.gif
Justin Meisse
02-29-2008, 03:08 PM
StJoris: is there anywhere online I could order some of those little people? I have a project I'd like to use them on.
StJoris
02-29-2008, 03:15 PM
Not that I know of Justin, we have a materials/book shop inside the university where I buy them. I left the packaging at uni, I could take a look monday to see the brand. Might have some luck searching for hobby shop/architectural shop?
Mtg_kirin
02-29-2008, 05:42 PM
this is a low poly batman Ive been working on. Its at 1164tris. Not done but getting there
http://i228.photobucket.com/albums/ee3/Mtg_Kirin/render.jpg
Neo_God
02-29-2008, 05:53 PM
Sculpture-
http://img.photobucket.com/albums/v305/Neo_God/Legofmortality.jpg
I sculpted it out of waterclay, and is life sized, then casted it in Polyester Resin (nasty stuff by the way. I'm actually going to repaint it, or at least paint more on it, as I hate the overly pink skin tone, and the wood on the top (yes that is supposed to look like wood on top) is a little shoddy and I want to paint in the rings you'd normally see on wood.
[ QUOTE ]
Thanks for all dude!i am google Some concept of warhammer40k,so i do a simple exercises,thanks again:)
i have make some change for the muscle,please crit more:)
http://bbs.chinadv.com/attachment/Day_080229/37_8367_d368adefa6bdde6.jpg
[/ QUOTE ]
I think it needs nipples.
seantree
02-29-2008, 07:28 PM
Very nice Neo. I have yet to tackle any 1:1 scale stuff but have plans to do so soon. Keep postin progress pics. I'd like to see how it turns out.
Neo_God
02-29-2008, 08:01 PM
It's funny, it's 1:1 scale, however it doesn't seem that big, when you break things down like this you realize how small parts of the human body are. It's light as hell because it's fiberglass,although I may fill with expanding polyurethane foam to give it more weight, because some ass clown tipped it over and cracked it (it's all good I patched it right away).
When I have more cash and skill, I want to attempt a full body.But that'll probably be in a year or 2.
It's obvious that one of my idols is Ron Mueck, and I am constantly astound by the work he does, and the dedication he puts into it.
Cojax
02-29-2008, 08:23 PM
Davision3D - that looks awesome man great job. I think this is the first custom UT chr I have added to my UT3 haha. Nice work.
seantree
02-29-2008, 10:11 PM
Hope I'm not cloggin the thread but I was wondering what you thought of working with fiberglass Neo. I plan on using it for my 1:1 stuff also. Anything I should be prepared for?
Take that VA! Beat you to it.
http://www.codywright.com/images/random/lowpoly.gif
Neo_God
02-29-2008, 11:15 PM
seantree, it's actually very easy to work with fiber glass, granted, I used polyester resin (bondo to be exact) which is extremely uhealthy, it can give you liver cancer, Polyurethane resin is much safer, Polytek makes a great array of resins, I've heard good things about polyflo 60 and poly 15-6, I used bondo resin just because of cost I could get a gallon for $37, while the polytek brands mostly go for at least $100 for 2 pints. Though I will worn you, the glass mat can be quite iffy, I mean, I got several glass fibers in my skin, and it's pretty much a glass splinter it sucks.
I finished this tonight, I needed to do something fun and different, and practice texturing. /images/graemlins/wink.gif p 51 mustang 100 tris 64x64 texture. Let me know what you think.
Alex
http://apsentertainment.com/previews/p51_m.jpg
http://apsentertainment.com/previews/p51_m01.jpg
Dusty
02-29-2008, 11:47 PM
Pretty good pixels.
Tumerboy
03-01-2008, 12:17 AM
good pixels I agree, though it seems like a lot of the texture space is wasted with 2 extra copies of the wing? or is there a purpose/difference I can't see?
Davision3D
03-01-2008, 05:06 AM
@ Cojax
Sadly, there are not much Custom Chars to choose from yet
Where are all the Polycount UT3 Chars? I hope some of the DW3 entries will make it in the game.
Btw, my mice custom char is used as a monster in this mod:
http://utforums.epicgames.com/showthread.php?t=590438
lol Cody that's awesome! /images/graemlins/smile.gif
great sculpt neo, i also need to do some 1:1, but let me get something smaller right before i start going big /images/graemlins/wink.gif
do you use an airbrush to paint it? i still need to get me one of those
pliang
03-01-2008, 05:59 AM
Lol...that's a lot of details for a 64 by 64...
Thanks for the feedback. Looking back on the uv layout it seems pointless to give the top portion of the wing separate uv space considering how big it would look on screen. I'll be adding some more details to it and probably fix the uvs since it would allow me sharper decals on the wing. The problem with that is I don't have enough pixels for the decals on the body of the plane. I guess I can use a poly for that. Hmm. That's whay I did what I did I wanted to keep the texture space consistent across the board. Also i wasn't sure how I would paint the plane, with camo or another color. If I was going to do camo on the top portion I like to give the top of the wings unique uvs to paint different patterns. I always disliked how the camo lookes when it's mirrored.
Alex
I did an update to the texture, I'm calling it done. Pretty happy with it. Let me know what you think. Thanks.
http://apsentertainment.com/previews/p51_m02.jpg
Alex
StJoris
03-01-2008, 11:51 AM
I think it will help to focus more on the bigger forms first, and the details later. I like the wing stripes, but the side lose it's shape to noisyness. The model will probably be seen very tiny, so you could question wether you would distinguish the tiny details vs visual noise.
That said it's a cool start, you can show it raw though, without AA.
St Joris do you think the shading is too soft? I was looking at your avatar and it made me wonder.
I turned AA off, filter maps, mip mappping all samplers. Did I miss anything? I'm wondering cause the image now doesn't look that different. /images/graemlins/wink.gif I also rendered out the wires. Let me know hat you think. Thanks.
http://apsentertainment.com/previews/p51_m03.jpg
http://apsentertainment.com/previews/p51_mw01.jpg
Alex
Tumerboy
03-01-2008, 02:46 PM
Sage, that's cool (about the UV layout for camo) as long as there was a reason for it (and that's a perfectly valid one) I was just going off what we see here, which seemed like a waste.
Good work though!
thatnumpty
03-01-2008, 04:06 PM
http://boards.altgn.com/imagedump/15647c9e0d77bf1a.jpg
http://boards.altgn.com/imagedump/15647c9e0d8bd42b.jpg
That is a tasty SCAR. : ) Love the detail on the sight.
I tried pushing the shading further and fixed a few things I didn't like. Here it is. Thanks for the feedback. Tummerboy your comment was valid, and I don't mind, it's not like your going to hurt my feelings. I post to get feedback, so I can learn and improve. So let me know what you think and thanks. /images/graemlins/wink.gif
Alex
http://apsentertainment.com/previews/p51_m04.jpg
Tumerboy
03-02-2008, 04:57 AM
I call for a dogfight!
http://farm4.static.flickr.com/3160/2303720631_7c41cf0384_o.jpg
did it pretty quick tonight, so it's not as purdy or refined as yours. I'll probably tweak it some more tomorrow.
That kicks ass man. I was thinking of cutting up the main body similar to what you did for the uvs. I'll have to give that a go. /images/graemlins/wink.gif I'm working on a DS lamborghini right now, but will be making a spitfire after that.
Alex
multivac
03-02-2008, 05:55 PM
some vehicles for a RPG project,512x512 diffuse for both of them,1 shared alpha sheet
are the colours too garish?i had to use an unbelievably crappy LCD while working on those,i`m not really sure how they turned out.
http://img214.imageshack.us/img214/445/img1io3.jpg
http://img238.imageshack.us/img238/5131/img2hu2.th.jpg (http://img238.imageshack.us/my.php?image=img2hu2.jpg)
http://img214.imageshack.us/img214/913/wirejl8.jpg
MAUL0r
03-02-2008, 07:57 PM
SUCCESS! After much frustration I've succeeded in getting a model from 3DSMAX into tf2. I'm thinking of making a tutorial to help explain how I did it.
http://i181.photobucket.com/albums/x211/MAUL0r/indy0001.jpg
http://i181.photobucket.com/albums/x211/MAUL0r/indy0003.jpg
Armanguy
03-02-2008, 09:02 PM
if you do, i will forever be in your debt /images/graemlins/smile.gif
EarthQuake
03-02-2008, 09:06 PM
[ QUOTE ]
http://boards.altgn.com/imagedump/15647c9e0d77bf1a.jpg
http://boards.altgn.com/imagedump/15647c9e0d8bd42b.jpg
[/ QUOTE ]
TACTICOOOOOOL
Detailing looks pretty good aside from the pistol grip, that needs to be revamped, the shape is totally wrong there and you could add some more of the details in too.
http://www.classicarmy.com/SCAR%20BLACK%203.jpg
AsylumSeaker
03-02-2008, 09:09 PM
[ QUOTE ]
http://apsentertainment.com/previews/p51_m04.jpg
[/ QUOTE ]
[ QUOTE ]
http://farm4.static.flickr.com/3160/2303720631_7c41cf0384_o.jpg
[/ QUOTE ]
These are rockin!
I'm gunna do one my self I think.
hour and a half wall test for fun
http://www.codywright.com/images/random/walltest.jpg
AsylumSeaker
03-03-2008, 12:15 AM
http://img511.imageshack.us/img511/3141/zerosr1.jpg
~100 tris, 64x64 wip texture
Bout an hours work
spanks
03-03-2008, 12:59 AM
QUICK SHIELD YOUR EYES!
http://spanks.sourceblog.org/walk_cycle.avi
I'm very new to the whole character animating thing
I've done first person animations for over a year now on and off
This is my first walk cycle with a proper character (thanks for the sdk btw /images/graemlins/smile.gif)
the arms were giving me a ton of trouble, so I just gave up on em for now as I need sleep :P
I would greatly appreciate any help!
conman44
03-03-2008, 01:51 AM
http://img404.imageshack.us/img404/5461/lavochkin5kv4.jpg mine is pretty bad but its my first texture that is this low. but sense everyone else is making these planes ill add my Russian one /images/graemlins/laugh.gif
MAUL0r
03-03-2008, 02:32 AM
http://i181.photobucket.com/albums/x211/MAUL0r/indy0004.jpg
slightly better lighting.
Slaught
03-03-2008, 11:17 AM
Holy shit, awesum bandwagon! /images/graemlins/confused.gif
http://img171.imageshack.us/img171/5343/focke01iw3.jpg
101 tris
Someone has got to make a DS dogfight homebrew with these /images/graemlins/laugh.gif
Tumerboy
03-03-2008, 12:11 PM
Look what you started Sage!
Zwebbie
03-03-2008, 01:07 PM
That would've been an awesome next Low Poly Challenge for after the DomWar if not everyone had started doing it now.
Tumerboy
03-03-2008, 02:24 PM
There's plenty to do with lowpoly prop/environment stuff, but they always end up being character based . . . :::grumble, grumble:::
[ QUOTE ]
some vehicles for a RPG project,512x512 diffuse for both of them,1 shared alpha sheet
are the colours too garish?i had to use an unbelievably crappy LCD while working on those,i`m not really sure how they turned out.
[/ QUOTE ]
I think they look lovely, and see no problem with the colours, but I suppose that depends on whether or not they fit with the rest of the game /images/graemlins/smile.gif
I've stalled on my DW3 entrance, so I've done a little more work on another project which I posted in the old WAYWO thread. John Cosmos:
http://www.davidostman.se/blog/wp-content/uploads/2008/03/004.jpghttp://www.davidostman.se/blog/wp-content/uploads/2008/03/003.jpg
Ya there should mos DEF be an environment low poly challenge!
East does it beast!
AsylumSeaker
03-03-2008, 07:56 PM
http://img505.imageshack.us/img505/5595/finishedel7.jpg
Nice planes, love it. I wonder what happens if I do this. /images/graemlins/wink.gif
Very wip just started it, but after seeing all the planes I decided to show this. I'm doing a Lamborghini Cuntach lp500. I post some more tomorrow. 100 tris I think.
http://apsentertainment.com/previews/lp_500_01.jpg
Alex
multivac: that's so awesome, cool designs !
East , thats coming along nice. Did you use displacements for the seams?
darth.perry
03-04-2008, 10:13 AM
Thanks for all Dude's comment:)
that is the WIP:)
i am google this concept from internet,It from Warhammer40K,Hope you like it:)
http://bbs.chinadv.com/attachment/Day_080305/37_8367_d70f901232c069f.jpg
coming along nice. interesting style you got going there Darth.Perry
Thumbs are a bit stunted though
Joseph Silverman
03-04-2008, 05:03 PM
Trying to learn Zbrush again, after liking Mudbox so much... just a doodle. (my first post in wayw08!)
http://i31.tinypic.com/9t3093.jpg
TWilson
03-05-2008, 12:44 AM
nice body hair /images/graemlins/laugh.gif
DeathByChris
03-05-2008, 05:35 AM
hope Swizzle likes. been meaning to finsh it awhile ago.
http://www.deathbychris.com/wp-content/uploads/swizzle_comp.gif
Peris
03-05-2008, 06:11 AM
thats awesome!!!
Trying to learn MudBox, this is my second sculpt
eyes need more work :P
http://img110.imageshack.us/img110/3505/fatbastardkn9.jpg
marro
03-05-2008, 07:22 AM
Tried my hand at boxmodeling a head, and liked it. Had no real direction when i started and it ended up looking like a pig.
http://img219.imageshack.us/img219/3329/pigfacedi3.jpg
IronHawk
03-05-2008, 07:50 AM
thats badass DeathByChris.
Joseph Silverman
03-05-2008, 09:02 AM
Deathbycris, that's awesome. Little more of this guy, mostly just cleanup
http://i31.tinypic.com/4jkw09.jpg
surprone you always seem to make the same face with the same mistake, I have a quick paintover with direction if you want to improve.. PM me,
and deathbychris ROFL win!
http://eonix.shackspace.com/ac1888_mar5th_03.jpg
http://eonix.shackspace.com/ac1888_mar5th_01.jpg
http://eonix.shackspace.com/ac1888_mar5th_02.jpg
http://eonix.shackspace.com/ac1888_mar5th_04.jpg
Jeremy Lindstrom
03-05-2008, 10:16 AM
[ QUOTE ]
Thanks for all Dude's comment:)
that is the WIP:)
i am google this concept from internet,It from Warhammer40K,Hope you like it:)
http://bbs.chinadv.com/attachment/Day_080305/37_8367_d70f901232c069f.jpg
[/ QUOTE ]
Looks good I haven't seen the ref but I'd make the human skulls much larger unless this dude is a giant, at the moment he looks like he's a baby killer according to the size of the skulls.
Wow Adam. That looks sweet. Can't wait for the texture on that one.
blender animator
03-05-2008, 10:45 AM
http://img231.imageshack.us/img231/7640/piratewk1.jpg (http://imageshack.us)
My first low poly model. 3333 tris including props...will probably be 5000 after the arms and hands. Critique welcome.
flaagan
03-05-2008, 10:48 AM
blender, that pirate's face makes me think of the Burger King mask... eerily awesome. /images/graemlins/smile.gif
IronHawk
03-05-2008, 10:54 AM
nice start there Adam.
caseofchill
03-05-2008, 11:27 AM
Looks good adam. Waiting to see the textures.
Thanks to all,
Textures is a ways away from now. Much to do..
nice crates adampants, though, you may need a character in there, HA!
IronHawk
03-05-2008, 02:42 PM
[ QUOTE ]
I AM THE BOX MASTER.
[/ QUOTE ]
So thats whats up with your avatar. =p
Yesh! You see it's a cardboard box standing on its head!
Tumerboy
03-05-2008, 03:59 PM
Don't know if I can let you get away with that title. . . I see far more barrels than crates. . .
DeathByChris
03-06-2008, 03:10 AM
thx, and happy birfday b1ll
A small update, nothing much just working on building up the volumes. I have to add some dark values in there. /images/graemlins/wink.gif
Alex
http://apsentertainment.com/previews/lp_500_02.jpg
AdamBrome - thats a great start. did you have to model all the chain links though?
could n't you do one , then bake it to a poly plane or polyplanes then copy and paste that instead. just a thought, I am no environmental guy:)
I generally do them as single quads per chain link but only if the amount of links is small. For this scene it's a large amount, which would cost a huge amount in overdraw since each plane would have an opacity and opted to go for more triangles and no opacity.
Since the player in this little project of mine can get right up close to -everything- you can see in screenshots I believe the chains should be more than a single quad so that the 3D shape of each link can be seen from all angles.
=)
ok thanks for clearing that up. so would you make a section of fence with links a then instance?
For a fence I'd likely do a plane with a nice texture on it then mix in some 3D elements (signage, poles, etc) so it's not so flat.
Fence is a bit different than chains, IMO.
hmm almost tempted to have a go at some environment stuff. anyway nice piece so far. looking forward to the texures
garriola83
03-06-2008, 02:50 PM
http://www.digi-wingz.com/render001.jpg
http://www.digi-wingz.com/render002.jpg
3ds max 9, 4888 polys, 2 diffuse, normal, spec for body. 5 maps for skin: epidermal, subdermal, diffuse, normal, spec. its a lot but it works
timwiese
03-06-2008, 04:16 PM
garriola83: nice work you got there.
I didn't expect to see you on here.
heres what I'm just about finished with, moving on to something else but I need to fix the normal mapping problems on his loin cloth still.
http://i64.photobucket.com/albums/h167/opiate4kils/CopyofChargingBullPic.jpg
garriola83
03-06-2008, 04:26 PM
hey tim, nice to see you on here. great model, more texture work and you should be fine.
Swizzle
03-07-2008, 02:42 PM
Screwing around with an unused concept from a DW3 entry:
http://farm3.static.flickr.com/2082/2317493598_0a4dbc6a98_o.jpg
13th century gothic sword.
http://www.svartberg.com/gallery/pic/ts_blades_04_01.jpg
thefatladysings
03-07-2008, 04:34 PM
some armor concepting:
http://i2.photobucket.com/albums/y38/skwuig/armor01.jpg
http://i2.photobucket.com/albums/y38/skwuig/armor02.jpg
planning on doing the entire armor in mudbox /images/graemlins/smile.gif
Joseph Silverman
03-07-2008, 06:03 PM
Haven't gotten a chance to spend much more time on this, but B1ll gave me an excellent paintover and I wanted to try and make some of the fixes he suggested. Also still trying to develop the character -- and i discovered the clay tubes brush, i'm in love with zbrush now.
http://i26.tinypic.com/2dm3w0.jpg
brows are a bit lol at the moment.
LoTekK
03-08-2008, 09:17 AM
Suprore, that sculpt's coming along nicely. The forms are looking good. Clay brush ftw /images/graemlins/laugh.gif
Moved this over from the lowpoly thread, since it's now at about 800tris for the character.
Salem, from Army of Two, PSP-ish spec:
http://i72.photobucket.com/albums/i196/LoTekK/armyoftwo-wip2.jpg
804 tris for the character (including pads, accessories, etc). 168 tris for the SCAR, 62 for the GL attachment, 76 for the pistol (plus magazine). Not really optimised yet, and limbs (but not torso) are modeled underneath the pads and whatnot.
darth.perry
03-08-2008, 10:01 AM
Thanks for all comment!i will try hard!
http://bbs.chinadv.com/attachment/Day_080309/37_8367_bbf94c1f405cc4d.jpg
Joshua Stubbles
03-08-2008, 10:20 AM
holy shnikey!
That's hot, darth. Love the colors, form - everything. Top notch. /images/graemlins/smile.gif
ImSlightlyBored
03-08-2008, 11:15 AM
Heard something interesting this week about getting a contact within the industry so I'm spending this weekend putting together a quick sample of work, which I'd hoped to do after graduation... oh well.
Some texture I made ages ago for zelda. No photo sourcing, purely hand drawn.
http://medicinal-waste.co.uk/innards.png
(anyone know how to tone down the normal shading in UE3? I had a proper normal map done from zBrush, but the shading was too black so I ended up having to do an nvidia filter one which doesnt really show off too much skill. I played with material editor a little bit but to no avail. Help!)
More updates...
Everything in the background is a copy of the foreground, just rotated. I find doing this helps visualize what the end project will look like, even if I end up not using this setup exactly.
http://eonix.shackspace.com/ac1888_mar8th_01.jpg
http://eonix.shackspace.com/ac1888_mar8th_02.jpg
http://eonix.shackspace.com/ac1888_mar8th_03.jpg
omg Adam is a pimpwhore!!!
[ QUOTE ]
East , thats coming along nice. Did you use displacements for the seams?
[/ QUOTE ]
Thanks, Ruz. Which seams to you refer to? I normally make seams as uncomplicated as possible with a simple alpha, and the layer tool with Freehand and (sometimes) Roll activated combined with LazyMouse just to give the gesture of a seam.
SupRore, you're making great progress on the head there, his features are definitely coming to life. Clay Tubes are good to use to build up volume. Oftentimes you get the best results by adopting traditional sculpting techniques /images/graemlins/smile.gif
Swizzle
03-08-2008, 05:35 PM
[ QUOTE ]
hope Swizzle likes. been meaning to finsh it awhile ago.
http://www.deathbychris.com/wp-content/uploads/swizzle_comp.gif
[/ QUOTE ]Woah, shit! I just saw this. Badass, man!
sub_roland
03-08-2008, 06:37 PM
hey new to the site just found last week. like the things i see. here's my wip. please tell me what you think. gonna stat texturing it soon. also thinking about try to make another version thats around 1000 tris. http://zachperez.com/HellboyComp.jpg
maestro
03-08-2008, 08:47 PM
[ QUOTE ]
More updates...
Everything in the background is a copy of the foreground, just rotated. I find doing this helps visualize what the end project will look like, even if I end up not using this setup exactly.
http://eonix.shackspace.com/ac1888_mar8th_01.jpg
http://eonix.shackspace.com/ac1888_mar8th_02.jpg
http://eonix.shackspace.com/ac1888_mar8th_03.jpg
[/ QUOTE ]
Dude that's great work!! Good luck texturing that monster - impressed.
maestro
03-08-2008, 08:52 PM
We are still working on our machinima series. Ironing out the technical stuff still but we are putting together an excellent storyline and some really good episodes. Hopefully we will do the community right. I have posted some 3D renders of some various models in action. All of these will be sucked back into UE3 for the movie. cheers!
http://uk.youtube.com/watch?v=070W2fJA4as
Vailias
03-08-2008, 08:59 PM
maestro: The animation is pretty smooth and nice, but the vehicles look like RC cars. They bounce way too much, and even the one scene that hints the hellbender has mass (where it banks a lot when coming around a curve) is then shot to hell by how springy it is.
edit: ahh so it is stock mocap. well good of you to make use of what you have available. /images/graemlins/smile.gif
Saidin311
03-08-2008, 09:42 PM
Adam, that scene is badass. I have a question about the 2 buildings at the end of the pier. (the 2 buildings in the second picture on your first post).
How much floating geometry (if any) are on those buildings? And when constructing buildings like this is there any benefit to making everything one object? Or using floating geo?
I'm trying to come up with a workflow for large structure architecture, and things like dormers and window trims I find I can wrap my head around them when they are floating seperate pieces as opposed to always having to cut out triangles and then turn them into rounds. (ie how to get a decent proper looking curve from just a cut)
I guess thats multiple questions!
maestro
03-08-2008, 11:31 PM
Vailias - i should watch some videos of monster trucks then. I thought the corner scene was good. But I see what you mean now how soft it is after the corner. Thanks for your comment, I'll work on adjusting it.
Saidin311: Thanks /images/graemlins/smile.gif I am not quite sure which building you're asking about, but what I do know is there is no simple answer for this.
In todays game geometric data (triangles) haven't as much impact on a system as other major contributors, like texture memory.
However, I can say that if details are going to be cut in to a scene geometrically, those details will remain a part of the same object whenever they extrude IN to the mass (subtractive) and that I will try and have separate 'floating' pieces whenever the detail extrudes out (additive) from the piece.
This isn't any sort of golden rule, but its something I tend to go by. (For character art its a whole different ball game.) Sometimes its required that you do not extrude the details in and just have them be apart of the texture (for example, window on a brick wall) but for this instance we'll not be doing that.
odium
03-09-2008, 04:21 AM
A few OverDose pick up items and stuff...
Keep in mind most of these are animated, so will look different ingame. Plus this shots with bloom turned off:
http://www.quake2evolved.com/odium/od_models.jpg
ImSlightlyBored
03-09-2008, 01:36 PM
Got round to finishing off an old piece
http://www.medicinal-waste.co.uk/ArtnouveauLeccycupboard.png
Jesse Moody
03-09-2008, 10:08 PM
heres a little something something I started this weekend.
http://artbyjessemoody.com/nomad/wips/8.jpg
Tumerboy
03-09-2008, 10:49 PM
very cool style Jesse
is the asymetry intentional or did you just forget some of the little bars on the sides of the doors?
Nice either way.
Saidin311
03-10-2008, 12:47 AM
Cool model Jesse, I'm not too sure if the asymetry is throwing me off or whether it adds to the coolness. I'm curious how you modeled those spirals. Did you just twist an extruded cylinder?
i think he forgot to copy some parts since the furthest wall section is symmetrical /images/graemlins/smile.gif
http://mikerusby.files.wordpress.com/2008/03/basehead.jpg
my new base head. bit more detail built in this time and the loops are cleaner
JordanW
03-10-2008, 07:15 AM
Imslightlybored -> I would give a better presentation of the final result, it's hard to tell how effective your normal maps/specular maps are. Put them on an object in a scene with some lighting to show off how well they can pop. Is the top left biggest image just the diffuse or all maps combined? you should label the maps.
Jesse Moody
03-10-2008, 07:30 AM
Thanks guys. Actually I'm trying to decide to keep those pieces or not. Should have asked in my post but it was late and I was half out of it.
I am thinking that I like them so they will probably stay and I will add them in to the rest.
ImSlightlyBored
03-10-2008, 08:19 AM
[ QUOTE ]
Imslightlybored -> I would give a better presentation of the final result, it's hard to tell how effective your normal maps/specular maps are. Put them on an object in a scene with some lighting to show off how well they can pop. Is the top left biggest image just the diffuse or all maps combined? you should label the maps.
[/ QUOTE ]
Cheers! I've been thinking similar since I did them, and your right of course. I'll go back and think on the presentation.
Cheers again
LoTekK
03-10-2008, 08:33 AM
Already pimped in the lowpoly thread, but since most of the planes have been pimped here... I see your WW2 fighters and raise you a Sopwith Camel. /images/graemlins/laugh.gif
http://www.lotekk.com/images/sopwithcamel-wip2.jpg
http://www.lotekk.com/images/sopwithcamel-wip2.gif
Ruz!! <sneaky saves img>
i was actually going to post a turntable of the head wire, but can't upload mov files to wordpress. hmm
looking cool LoTekK
ScoobyDoofus
03-10-2008, 03:12 PM
Ruz: Looking good! I'd like to see it with no sculpting/deformation and you can upload an animated gif for your turntable right?
ScoobyDoofus - cheers,man - I will post the gif turntable tomorrow.
StefanH
03-10-2008, 04:04 PM
just a head doodle...
http://www.stefanheinrich.com/temp/headdoodle01.jpg
Slaught
03-10-2008, 04:55 PM
@Lotekk
Awesome...I was thinking about doing the wright-brothers plane but I canīt find good reference /images/graemlins/laugh.gif
@Ruz
Itīs so clean...Saved for reference!
http://img388.imageshack.us/img388/1093/semine22lu0.jpg
180 tris
Imagine crazy anime hair going everywhere later on. /images/graemlins/confused.gif
nice doodle StefanH
cheers Slaught- like the structures going on in your face. if anything thats where i struggle a bit sometimes,ie the blocking out stage and placing polys in the important places
Rumkugel
03-11-2008, 03:18 AM
http://www.abload.de/img/navysealdeltagreenbeonh.gif
Made that little fella today to wake up /images/graemlins/smile.gif
560 tris
and 1*256*256
First attempt at low poly modeling.
Not my own idea but i found they so lovely that they deserved getting into 3d.
(Cant find the original pic/author where ive seen them :/ )
Aside from that, i wasnt much into straining my head too much this morning /images/graemlins/smile.gif
Gonna make some more of these.
LoTekK
03-11-2008, 03:34 AM
rumkugel: that is awesomely hilarious! /images/graemlins/laugh.gif
darth.perry
03-11-2008, 04:08 AM
Ruz,love your head!Prefect model!Can't wait to the final works!
darth.perry
03-11-2008, 04:13 AM
oh,i hate 3dsmax......i was add one skylight in scens,i want to add some soft shadow in it,oh,damn,it weast me 3hours to render......what the hell,Why?maybe i need looking for some new model viewer:(maybe Xnormal better in it.i have make some changes in it,hope i can done it soon:)
thanks all!
http://bbs.chinadv.com/attachment/Day_080311/37_8367_49596f9bb9f1067.jpg
fantastic textures darth.perry, Id love to see some other views.
notman
03-11-2008, 05:56 AM
Looking pretty kick ass. My only complaint would be that the chains look like they're floating in space. Especially the one on his left arm
Joseph Silverman
03-11-2008, 07:15 AM
this is an awesome page
thats ace darth.perry. love the colour saturation and detail.
Rumkugel - nice looking character
Sean McBride
03-11-2008, 07:54 AM
darth.perry: Wow. /images/graemlins/laugh.gif
http://mikerusby.wordpress.com/files/2008/03/headmovie.gif
posting the head turntable. sorry about the logo in the last
bit, but there should be enough in the vid to see how I made it.
anyone recommend any free software to convert mov to gif?
LoTekK
03-11-2008, 08:09 AM
Ruz, nice basemesh there.
It may be overkill, but Blender will convert between quite a number of formats, mov and gif included. Its non-linear editor is pretty decent, as well.
ok cheers will have a look
Been working on this kind of space/steam punk samurai in my spare time just a showpiece for work, just making it up as I go along.
http://fc04.deviantart.com/fs28/f/2008/071/d/b/steam_punk_samuria_by_SirCula.jpg
and heres something I did for work for christmas, I know its old but I just thought I might as well show it. Its high poly and not game art but fun stuff anyway.
v2i christmas card (http://www.v2i.net/christmas07/)
http://mikerusby.files.wordpress.com/2008/03/basehead1.jpg
3dsmax patch goodness with normal map:)
EarthQuake
03-11-2008, 11:00 AM
Darth.perry: Try using lighttracer with your skylight instead of standard radiosity, it should be much much faster, and try turning down the samples a bit too.
Texture looks quite nice, but the scaley arm seems to lack any real form, it just has fine details.
rooster
03-11-2008, 11:34 AM
sweet stuff ruz! in that last one, I wonder if you could spare a few polys making the ears less flat
could n't do that rooster.
each vertex was accounted for and since its a patch model, adding more patches just messes up the flow or introduces evil tris and patch tris are truly evil.
unfortunatley I can't go in to too much detail:)
lokking nice Ged . left thigh and the boot shapes seem slightly off.
feet seem like they are facing the wrong way somehow
CaptainCock
03-11-2008, 02:36 PM
very cool rumkugel
maybe from here: http://rub-a-duckie.deviantart.com/art/Imaginary-COD-74761958 ?
neat stuff around here /images/graemlins/wink.gif
TWilson
03-12-2008, 12:03 AM
http://www.tylersart.com/misc/crusher_wip01.jpg
I wonder if he needs hammers
Rumkugel
03-12-2008, 12:33 AM
@CaptainCock
yea thats it /images/graemlins/smile.gif
thanks
erik!
03-12-2008, 12:36 AM
TWilson: He don't need no hammers with guns like those!
TWilson, veeeeery cool and strong creature anatomy. Serious cartoon style, I love it. Did you find a solution to your exploding mesh? If so, please do share /images/graemlins/smile.gif
Hey twilson, is that correct anatomy just exaggerated or did you make up some of the forms, like the forearms, Im never too sure what to do on forearms.
thanks Ruz, not sure whats wrong with the shoes myself, will go back and take another look when I get the chance.
Johan Carlsson
03-12-2008, 07:17 AM
TWilson: Awesome!
Here's a try at a lowpoly UT3 inspired char ;P 495 tri so far.
http://pici.se/pictures/MrSQZFgIa.jpg
notman
03-12-2008, 08:04 AM
TWilson: He'd look kick ass with a turtle shell on him /images/graemlins/wink.gif
Well, it looks kick ass either way actually /images/graemlins/smile.gif
firestarter
03-12-2008, 09:11 AM
http://firestarter.burning.it/stuff/ogre.jpg
adamlewis
03-12-2008, 09:17 AM
I can't seem to gather the energy for new ideas so I'm biding my time with anatomy studies in the meanwhile. Hurray for boobies!
http://www.adamvfx.com/femaleanatomy.jpg
caseofchill
03-12-2008, 11:24 AM
Cool firestarter, like the look of it.
Adam, she's look'n a bit creepy, but a good figure study none the less.
Vitor
03-12-2008, 12:20 PM
looking cool Adam, creepy but great so far.
Didn't post anything from me for a long time, been busy with school. Anyway here is my entry for DW3. Fighting for 3dtotal, but missing polycount a lot, there absolutely no feedback there... :\
http://img296.imageshack.us/img296/1734/wip07pv3.jpg
vitor you traitor! green and black suits you better. :P
Vitor
03-12-2008, 12:23 PM
I'd change right now if I could, but damn it! I got seduced by the idea of kick you guys in the nuts haha
firestarter thats ace - love the expression.
Vitor - really cool. very stylised
TWilson - looking cool also
TheMadArtist
03-12-2008, 01:42 PM
A big ol' Peterbilt. The engine it's going in won't be using normal or spec maps, so it's just diffuse at the moment.
http://img223.imageshack.us/img223/1769/peterbiltbeautyandwiresbj4.jpg
Slaught
03-12-2008, 03:52 PM
@firestarter
Awesome!
Looks a bit like a stylized sly stallone. /images/graemlins/laugh.gif
http://img186.imageshack.us/img186/6223/semine23yt2.jpg
384 tris
fire U tit, i didnt know u could still do art AHAHAHAHAHHAHA, Sexey. DO IT! MORE!
Joao Sapiro
03-12-2008, 04:05 PM
looking really awesome firestarter hehehe /images/graemlins/wink.gif
Vitor you better finish that or you will be raped by a mule
Adamlewis , that looks seckxy , but might be without perspective but maybe the face too wide ? nice tits !
I think I made enough swords for now /images/graemlins/wink.gif
http://www.svartberg.com/gallery/pic/ts_blades_05_02.jpg
damn firestarter, i'm with bill on this one. i havent seen anything from you in dickyears. which is slightly longer than a few years.
adamlewis: nice and creepy as always. gooood stuff
adamlewis
03-12-2008, 06:55 PM
Thanks for the replies everyone.
Cleaned up and refined a lot of anatomy on the character, especially the face. I actually wasn't intending to make the character look creepy that was just the result of a bunch of silly anatomy errors on my part. /images/graemlins/blush.gif
http://www.adamvfx.com/femaleanatomy2.jpg
Jesse Moody
03-12-2008, 07:13 PM
I'd hit it /images/graemlins/smile.gif
tokidokizenzen
03-12-2008, 09:02 PM
adamlewis, I'd be very scared to look at the ref you're using for her /images/graemlins/wink.gif
adamlewis
03-13-2008, 12:15 AM
toki, I'm not sure if I understand you correctly. Are you referring to some anatomical issue, or just the overall appearance of the character?
Vailias
03-13-2008, 12:48 AM
Highish res toon char in progress. (low poly clothing at the moment)
http://i36.photobucket.com/albums/e28/vailias/FantaSize/MandyClothes_Sm.jpg
blender animator
03-13-2008, 05:51 AM
http://img172.imageshack.us/img172/5407/piratelord4by2.jpg (http://imageshack.us)
Finished modelling (arms and parrot) and unwrapped sword and bomb
5701 tri's
adamlewis, technically it's a very competent piece of work. Although anatomically it all really depends on where you are going with it. Right now she looks a bit underdeveloped and malnourished, like someone who's been suffering from anorexia for years at a young age and as a result hasn't developed properly. Except for the tits. There's a strange mix of a child's features, and a woman's features. Giving her wider and fuller hips would probably help.
Her upper arms strike me as a bit odd, but I can't place my finger on it. It's almost as if she doesn't have any biceps, but instead what we see is the humerus bone showing through her skin, giving it the shape. On the other hand, the upper arm could be right, and it's the forearms and hands that are a bit oversized.
And finally the ear is a bit odd. Ears are individual, but they mostly follow a comparable set of lines across all people. If you put her ear next to a photograph of a real one, I think you will quickly see the tweaks that need to be done /images/graemlins/smile.gif
Overall, I think the sculpt is very good technique-wise, it's just the anatomy that feels a bit off somehow. How about a look at her from behind?
adamlewis
03-13-2008, 10:44 AM
Thank you for the extensive crits East, I pretty much agree with everything you said. I'm going to spend a lot of time carefully addressing the issues you pointed out and hopefully I'll have something better to show a bit later.
movento
03-13-2008, 11:59 AM
Some quick sculpt i did,using my basemodel.
http://img88.imageshack.us/img88/8724/baldmaleax8.jpg
MightyPea
03-13-2008, 01:06 PM
Adamlewis: if you weren't going for something stylised, then I'd revise, but if that was your intention: You're doing a fantastic job. I love the face, the awkward body, the thin upper arms and just her overal angularity. It's the furthest from an attractive body I can imagine, but it works wonderfully.
Firestarter: I love the shapes of that! Good going on the asymmetry, as well. It's a last step for most people, and I'm guilty of just forgetting about it altogether about 100% of the time.
swords are cool chai, you have indeed made a lot of swords:)
adamlewis - I like the style as it is. maybe you were going for full on realism , but I like that anyway
http://mikerusby.files.wordpress.com/2008/03/nakedguy.jpg
Did this texture in a day. still WIP but its coming out like I planned for a change.
http://mikerusby.wordpress.com/files/2008/03/malewhite_diffuse.jpg
oops should have posted the diffuse previously.
The challenge here is to make the character look just as good without the normal map.
somehow I will be baking the normal map deatil in to the diffuse and do a second more painterly diffuse texture.
Poor eunuch!
Looks good tho.
darth.perry
03-13-2008, 07:29 PM
adamlewis:Great body sculpt!Excellent!
Ruz:Awsome texture works!
and thanks all dude's comment for my works!
it almost done:)still need some little adjust:)
http://bbs.chinadv.com/attachment/Day_080312/37_8367_e574f07f8427a0f.jpg
TWilson
03-13-2008, 07:33 PM
Kind of a cross between a Shambler and an Iz so far...having fun with it though.
http://www.tylersart.com/misc/crusher_wip02c.jpg
konstruct
03-13-2008, 08:18 PM
Darth- that character is SUPER awesome. AAA work! (except the snake hand) I`d say just symmetry the other arm over. Right now that arm is killing it and it looks like he`s got some sort of weird sock puppet on his arm. You should either put a big heap of extra love into the creature hand, or axe it all together. Just my 2cents.
Tyler: I Def like the white
Armanguy
03-14-2008, 01:51 AM
working on my high-poly model for a ut3 asset i am making theres a lot of work to be done. :P
http://img.photobucket.com/albums/v92/armanguy/roboticarmwipcopy.jpg
firestarter
03-14-2008, 07:10 AM
http://firestarter.burning.it/stuff/ogre2.jpg
More detailing.
edit:user error on the baking issue :P
Cheers, b1ll, caseofchill, Slaught, Johnny.
Ruz glad you picked up on the expression, thats what this ones about!
Slum are they long dick years? :P Theres a whole list of reasons for my lack of doing and posting.
Ruz thats looking solid as! Extra shoulder loop maybe?
Dang Darth, those armpits are HOT! very nicely done. I agree with konstruct about the snake hand. Unless it gets some hot normal map that makes it work, its bringing the character down.
Whats the Res on this model?
oobersli
03-14-2008, 09:02 AM
just messing with the mats right now. Shooting to do something similar to figuro castle from ff6. Lots more metal crap, gears, machinery etc... hit crunch at work, so my personal production time has gone to the crapper.
http://img98.imageshack.us/img98/2725/ffcast2kt9.jpg
Mark Dygert
03-14-2008, 09:34 AM
http://www.vigville.com/wip/Sheep02.gif
Playing around with hair/fur, still a little poofy...
MOP, yeah I didn't want to give my character a 'wang' as it would just cause schoolboy sniggers:)
that's ace firestarter. you could export the low poly to max , uv then you can actualy bake it in zbrush even if the models are not the same by capturing a mesh and projecting.
yeah i think my model need more loops, its less than 4000 polys right now.
darth.perry - amazing work man, can we see the flats please.
ironbearxl
03-14-2008, 12:08 PM
Very nice work firestarter,
Nice Vig how long did it take to render?
Sculpting satyr and bacchante, minus satyr. Head too small?
http://i84.photobucket.com/albums/k30/ironbearxl/bacch_1.jpg
hey vig I modelled a sheep too:)
http://mikerusby.files.wordpress.com/2008/03/sheep.jpg
anatomies a bit off, but was a just a quick test.
your wool looks good though, was that done in max?
Vitor
03-14-2008, 12:50 PM
Looking great Ruz, you really got in a great level on modeling/shading humans. My only critic is the short arm and long forearm.
Richard Kain
03-14-2008, 04:46 PM
Ugh...very busy with non-3D projects recently. Still looking for employment, primarily. Thankfully enough, I have found the time to work on my Flash 3D model viewer.
Here's the current progress.
http://www.willhawthorne.com/ModelViewer/viewer_example.png
And here's a link to a functional example. Click Here For Example (http://www.willhawthorne.com/ModelViewer/viewer_example.html)
I finally have my own webhosting now, as well. So no worries on bandwidth or broken links. (finally, I should have purchased that hosting years ago) I'll post a download version of the viewer in its actual thread a little later tonight. I'd love for some of you polycounters to play around with it and tell me what needs changing.
Armanguy
03-14-2008, 05:36 PM
What can you actually do with that app? what can i import just a 3d model with diffuse? or can i get go diffuse,spec and normals?
Richard Kain
03-14-2008, 05:48 PM
Patience, Armanguy, patience. All things come to those who wait. Part of the reason that its taken me a little longer to get this app running is that I had to upgrade to the latest version of the 3D engine I was working with mid-way. And the new version has several shaders that the old version didn't support. So yes, there will be a lit version coming up. However, you can forget normal mapping. This is flash, which is extremely CPU limited. You aren't going to be getting stellar 3D performance out of this anytime soon. An advanced shader like normal mapping just isn't in the cards.
At the moment, you can use this flash player to load any ASE, 3DS, or DAE model that you have uploaded to the internet, along with whatever skin you've uploaded to the internet. The model and texture are both loaded dynamically. You can tweak several of the specifics of the viewer yourself, allowing you to readjust the angle you are looking at the model from, the speed at which it rotates and zooms out, the limits to which it will zoom in and out, and even readjust the height of the model's origin.
cheers for that crit vitor, the arms were a bit short in the upper arm:)
adamlewis
03-14-2008, 08:33 PM
Did more work on the study. Fixed a lot of the awful stuff going on around the arms/torso area.
http://www.adamvfx.com/femaleanatomy32.jpg
Joseph Silverman
03-14-2008, 09:04 PM
The shoulders seem really narrow, right now. Makes the head look really unnatural. I think the whole upper body is squashed horizontally.
Sa74n
03-15-2008, 06:17 AM
hey richard.. the flash viewer works great. it would be really awesome though if you could just grab the model and rotate by moving the mouse left/right. buttons to turn the model arent very comfortable you see /images/graemlins/smile.gif maybe replace the zoom buttons with magnifier icons? just to make it look a bit more sleek /images/graemlins/smile.gif
how can i try it out with my own files?
Mark Dygert
03-15-2008, 07:04 AM
Thanks guys. Ruz that was done in max using the Hair/Fur modifier (previously known as Shave and a Haircut) and renders in a few seconds. Because its a sheep I can use thicker strands with fewer segments. I'll take a screen grab of the settings if you're interested in trying them out on your sheep.
I made a cut length map (simple B/W map) which is why it looks so poofy, too much white not enough gray variation, easy fix tho. I also used the defuse for the strand tip/root color. From beginning to finished render it was about 4hrs broken up over two days. Unwrapping and painting the defuse took the longest, the hair/fur was a snap.
cheers vig I will have a look at the fur stuff in max after I its actaully a rework of a sheep a made for a UT mod back in 2002 called 'pearman'.
the sheep was an exploding foot and mouth sheep:)
kevlar jens
03-15-2008, 02:27 PM
A post-apocalyptic assault rifle.
http://img249.imageshack.us/img249/6701/homemadeakthingthatlookzb1.jpg
/images/graemlins/cool.gif
StJoris
03-15-2008, 03:43 PM
Bogged down by archi crunch I fail to have time for much else, still a strange doodle for kicks.
http://i234.photobucket.com/albums/ee206/StJoris/bloodydoodle.jpg
NeoShroomish
03-15-2008, 08:10 PM
[ QUOTE ]
A post-apocalyptic assault rifle.
http://img249.imageshack.us/img249/6701/homemadeakthingthatlookzb1.jpg
/images/graemlins/cool.gif
[/ QUOTE ]
A Chechen one? ;D
Psixos
03-15-2008, 08:47 PM
Retro coke machine
http://img80.imageshack.us/img80/9843/vendodz8.jpg
Szark
03-15-2008, 09:50 PM
WIP screens of a scene me and my friends are working on for the course we are doing..
http://quickimg.com/uploads/1918738e79240b3c09ab5eab65b5361f.jpg (http://quickimg.com/uploads/97a928aaeb307a66993beb43d0d522d7.jpg)
http://quickimg.com/uploads/d981a2026838676071bc882161923788.jpg (http://quickimg.com/uploads/4617a3e766d2d8cf7deabb1a9d0cd281.jpg)
http://quickimg.com/uploads/ab728d2d61ebe1f088d8d2ec8a0653b6.jpg (http://quickimg.com/uploads/dd26711621f19ba531628a3646c77feb.jpg)
http://quickimg.com/uploads/6dfbf262e7048f10ac64c299e53dd324.jpg (http://quickimg.com/uploads/c81bc42922a594d27506eacd7808583e.jpg)
Click the images for a larger resolution
C&C welcome, looking forward to what you think! /images/graemlins/smile.gif
Great stuff nooba! What engine are you using / or is this just in a 3d app?
Critiques [just my skewed opinion] The rocks all seem a bit rounded. Throw some sharp edges and jaggedness in there! Also the bricks on that structure could use some breaking up. Throw some variety in there!
Like some moss:
http://www.dynamicorange.com/blog/wallpaper/DryStoneWall_1600x1200.jpg
Or some different stones:
http://www.sandhillspavers.com/images/walkways/1large.jpg
http://www.sandhillspavers.com/images/walkways/3large.jpg
I like the turquoise accents. Effective way of adding color. Nice Work!
kevlar jens
03-16-2008, 03:39 AM
[ QUOTE ]
A Chechen one? ;D
[/ QUOTE ]
Yup, because they look so ace.
This would be my first attempt at an art piece..
http://i249.photobucket.com/albums/gg212/karam_b/kylie1b.jpg
It's based on this picture http://www.instablogsimages.com/images/2007/10/29/kylie-minogue_279.jpg
I know the likeness isn't really there, but that's okay.. I was more into this for getting a try at shading/lighting
Super
03-17-2008, 05:03 AM
http://www.splitpoly.com/images/work/blanka/wip_001.jpg
konstruct
03-17-2008, 06:36 AM
SWEEET
Armanguy
03-17-2008, 06:39 AM
hahah i thought that was the hulk for s second but looks more like blanka :P
tokidokizenzen
03-17-2008, 09:03 AM
[ QUOTE ]
toki, I'm not sure if I understand you correctly. Are you referring to some anatomical issue, or just the overall appearance of the character?
[/ QUOTE ]
No anitomical issue /images/graemlins/smile.gif I was just making a (stupid) comment about if the chick in your ref looks scary. It was my bad attempt at a joke.
Hey, the latest tweaks are a great improvement! Might be good to get a look at her back and side also.
demoncage
03-17-2008, 09:51 AM
working on a clean basemesh for zbrushin'
http://www.ent3d.com/base_mesh.jpg
buddy the designer
03-17-2008, 11:07 AM
Super - Ultra awesome... GET RID OF THE ZIDANE FACE THO /images/graemlins/laugh.gif
PolyHertz
03-17-2008, 12:31 PM
Super: HULK SMA...err, sweet blanka /images/graemlins/tongue.gif
Did you sculpt him in that pose or is that after rig/transpose?
Japhir
03-17-2008, 12:52 PM
looks great super!
here is my wip entry for the dominance war, i admit it: i'm a traitor /images/graemlins/wink.gif
http://img412.imageshack.us/img412/5287/turnaroundjx9.gif
still need to come up with some feet design...
Emil Mujanovic
03-17-2008, 02:48 PM
[ QUOTE ]
Super - Ultra awesome... GET RID OF THE ZIDANE FACE THO /images/graemlins/laugh.gif
[/ QUOTE ]
HAHA! Knew this was coming.
Jokes aside, it looks really nice. But I don't get the creases in the skin near the abs. Looks like he's wearing a really fitted t-shirt or something.
-caseyjones
Slainean
03-17-2008, 07:24 PM
boxer sculpt
http://img516.imageshack.us/img516/6863/joe1qt4.jpg
Super
03-18-2008, 10:48 AM
buddy the designer, you haunt me.
PolyHertz, sculpted in that pose as I had it in mind when I build the basemesh.
Tried a few techniques on the hair, but nothing that I'm happy with so.. I dunno. Might not end up as Blanka now.
TWilson
03-18-2008, 12:20 PM
http://www.tylersart.com/misc/Pitt_WIP05.jpg
Japhir
03-18-2008, 12:38 PM
hey twilson, is that brad pitt? he looks kindof pale, but the model rocks!
also he appears to be wearing lipstick... but yeah, good likeness
ImSlightlyBored
03-18-2008, 03:00 PM
started on a feng zhu concept today which needs to be done by friday for a showreel.
http://img88.imageshack.us/img88/7802/rocksvx6.jpg (http://imageshack.us)
Bad times. They're only fringe details though so should hold up, and they were purely box modelled.
Edit:
Quick question when working to a concept as an environment artist.
Do I just follow it verbatim? I see opportunitys to add in small details or add in some wear, but I'm cautious it'll seem like I can't follow concepts.
Also, Feng Zhu craftily obscured the doorway in his art. This is up to me to fill in the blanks, right?
Joseph Silverman
03-18-2008, 03:43 PM
feel free to embellish a little, 2d =/= 3d and it makes sense to add little details where needed. Just don't lose the spirit and major forms of the concept.
And yeah, fill in the blanks. /images/graemlins/smile.gif
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