PDA

View Full Version : [P&P] - What are you working on? 2008 Edition


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 [20] 21

bluekangaroo
12-07-2008, 09:18 AM
fantastic work Davision!

Xenobond
12-07-2008, 10:54 AM
Rens- What kind of paper are you using? You've got some odd streaking going on, maybe the paper is too slick?

Rens
12-07-2008, 11:14 AM
I actualy dont know, i ripped the cover off, but its like regular paper, only thicker.

The circles/bubbles are from smudging with my finger,
the strokes come from smudging with a tissue.

Its too sensetive for me, one mistake and you compleetly smudge everything to a blur.

Zwebbie
12-07-2008, 01:08 PM
Very WIP. She'll get her twist, I promise ;) .

http://img254.imageshack.us/img254/2433/r2uz0.jpg

It's amazing how much older she looks with skin tones and hair. I swear, people are the oddest thing ever.

Farfarer
12-07-2008, 03:20 PM
The paintover with the hair looks quite masculine.

I'm trying to work out whether it's just the paintover but you could maybe push it more in model itself. Might be an idea to pull the waist and the ankles a little, to give her a bit more of a female silhouette. Maybe pull in the boots in general, let the trousers bulge out a little where they tuck in, too.

Neox
12-07-2008, 03:40 PM
davision: can't wait to see it in engine the head worked really good, is this going to be the first person hand?

ok started sculpting Tokachuroo captured during sculpting but youtube doesn't show me when it's done, so i don't know when the video will be online

http://nonpublic.airborn-game.com/scribbles/neox/animals/tokachuroo_02.jpg

Jasp
12-07-2008, 03:59 PM
haha Neox, that little dude is really cool !

warriah
12-07-2008, 04:29 PM
Neox: very cool style

Pedro Amorim
12-07-2008, 04:43 PM
ahah neox! so cute

diZzyWalnut
12-07-2008, 05:15 PM
Hello ,

I try to get some likeness -

http://imageshack-france.com/out.php/i262434_arnywip.jpg

Zwebbie
12-07-2008, 05:28 PM
The paintover with the hair looks quite masculine.

I'm trying to work out whether it's just the paintover but you could maybe push it more in model itself. Might be an idea to pull the waist and the ankles a little, to give her a bit more of a female silhouette. Maybe pull in the boots in general, let the trousers bulge out a little where they tuck in, too.

Cheers, Talon. I changed the face to be a little smoother and I enlarged the eyes. That should help make her both younger and more feminine. The paintover was very quick - I imagine she'll look better with lighter eyebrows and actual eyelashes too.
I took your advice on the boots and trousers as well, but I'd rather not change the coat. Admittedly, the silhouette isn't particularly feminine at the moment, but she's wearing a men's coat that's a couple of sizes too large; it's not designed to show the female form and quite frankly, I'm getting rather tired of the curvy boobs-in-your-face ladies you see in games. Not everyone looks like that. I'll show an update soon :) .

rooster
12-07-2008, 05:50 PM
neox that is so cool! you have an excellent eye for shapes man :)

heres version 2, with maya 3d paint and 3d strokes:
http://redprodukt.com/wp-content/uploads/2008/12/3dsketch2.jpg

heres what im finding (I'm trying to blur the lines between concept and 3d blockout)
cons
- slower than just drawing it
- put up with mayas glitchy transparency
-maya (8.5) can't show you transparency as you're drawing it, unless you're in high quality display and then strokes only update after you've drawn them, so i have to use a workaround filling the planes with the background colour and making the material 50% opaque. however this might actually help the feeling of depth.
pros
- solve some shape issues before coming to modelling (from how I drew them to how they actually work :P)
- draw front and side view ref much closer to the real position (arm cross section is where the arm is not on 0,0
-good sense of volume before modelling. seems like a good blueprint to use
-easy to modify proportions using deformers

Joseph Silverman
12-07-2008, 07:30 PM
Rooster, that looks awesome.


This may be stupid, but wouldnt it be possible to use a falloff shader on alpha to make it so the lines only show up from the right angles? like no front view showing through as noise from the side.

obson
12-07-2008, 10:44 PM
http://joekeller.net/port/images/Jack_layout.jpg

greenj2
12-07-2008, 10:50 PM
Wicked! Love the style, obson! :)

Slipstream
12-07-2008, 11:19 PM
@Obson: Is that Airborn too? That looks awesome!
@rooster: I don't know much about Maya's 3d sketching capabilities, so I can't wait to see if you can take that into a full model (if tha's your goal =O )
@Neox: Love that :) Update when the video's up?

Took MightPea's crit too heart and added to the scythe's silhouette, then did up a quick texture for her, as she's supposed to be statue.
And I made time for a bit of personal work :D
http://img.photobucket.com/albums/v416/temetry/Ereshkigal5.jpg
http://img.photobucket.com/albums/v416/temetry/maka02.jpg

Slum
12-07-2008, 11:46 PM
neox and obson: holy shit, hotsauce!

Neox
12-08-2008, 12:15 AM
rooster crazy weir cool stuff o_O

obson that rocks

slipstream: suckky suck youtube tells me AFTER uploading that videos can't be longer then 10 minutes, before i started it said 1gig is the limit have to timelapse it and reupload it >_<

Funky Bunnies
12-08-2008, 01:53 AM
really cool stuff you've been doing, Rooster

Obson, that is impossibly awesome

FAT_CAP
12-08-2008, 02:30 AM
Obson - Neox - Rooster - all sexy as hell! :)

benclark
12-08-2008, 02:46 AM
obson - sweet as hell! reminds of the Ren & Stimpy for some reason

vladino
12-08-2008, 05:18 AM
Great stuff obson! Would you mind sharing some info bout the model and wires? :)

Harry
12-08-2008, 05:35 AM
Very WIP. She'll get her twist, I promise ;) .

[img]http://img254.imageshack.us/img254/2433/r2uz0.jpg[img]

Tighten the lips and make the mouth slightly smaller, smooth the cheekbones a little, and it might start looking more feminine IMO
E: smaller ears too, and some dark around the eyes to indicate eyelashes


[img]http://redprodukt.com/wp-content/uploads/2008/12/3dsketch2.jpg[img]

This, is incredibly fucking cool and I could see some real nice applications for graphic novels etc...
Is there a way to do it in max?

Mathorne
12-08-2008, 05:41 AM
That's really cool, Obson! The painterly old school textures and the normal maps have finally joined forces for the greater good!

Very inspiring method, Rooster.

Neox
12-08-2008, 06:15 AM
http://de.youtube.com/watch?v=nKpre8juST4

teh video

JasonLavoie
12-08-2008, 06:18 AM
Holy shit Obson... holy f-in shit :)

You just gained like about 1 million awesome points!

I haven't seen your work in awhile man, have I been blind, or have you been crazy busy?

b1ll
12-08-2008, 06:27 AM
obson, YES, u got my vote I DIG!

frubes
12-08-2008, 06:33 AM
This is a scene i built this weekend for a lecture im going to give at some point at Uni on modularity and techniacal modelling. The scene is made of about 7 or 8 key components and hopefully demonstrates to students that its possible to build highly detailed scenes without creating masses of work for themselves.

Its not game res but the principles are relevant so i thought i would stick it up.

http://img168.imageshack.us/img168/3708/modularityenvironmentfy2.jpg

I worked off a render by Stefan Morrell but the original concept was by another person. Ill link his image when i get home if i remember.

http://img442.imageshack.us/img442/2610/diffuseae7.jpg - High res if you want to look.

Slipstream
12-08-2008, 07:38 AM
*cough* I mean Neox . . . its still early >_>, anyway, that was awesome; I'm amazed at how you started and finished sculpting at such a high resolution too. =o

@frubes: That looks really good. What uni do you teach at?

frubes
12-08-2008, 07:44 AM
Thanks slipstream, Im not a lecturer as i work in the games industry but i was asked to go back and take a lecture. Its at the University of Portsmouth in the UK.

obson
12-08-2008, 07:48 AM
woah, thanks guys! Wires and textures sheets for that guy are here: http://joekeller.net/port/jack_model.html

neox: thanks for sharing the modeling vid, cool model!

JasonLavoie
12-08-2008, 10:36 AM
Hey frubes, if that lecture is being recorded, it would be great if you could link us to it... sounds like a great talk.

frubes
12-08-2008, 03:34 PM
thats not a bad idea Jason, ill check out what facilities they have at Uni and see what i can do. It will be early next year hopefully.

rooster
12-08-2008, 04:16 PM
a bit further:
I like not having to think too much :P
http://redprodukt.com/wp-content/uploads/2008/12/3dsketch3.jpg

penrod
12-08-2008, 04:24 PM
that one rocks rooster!

palm
12-08-2008, 05:02 PM
A robot of some sort Im working on.. Im stuck on the texture.=D Cant decide what color to go with and my eyes are getting really sore. I think I like the green, maybe the red. I dont know.>.<
Its about 8000 polies and have 2048 textures.

http://i302.photobucket.com/albums/nn112/cgipalm/Demonbot_texwip_04.jpg

/Palm

struve
12-08-2008, 05:13 PM
palm = Awesome! I'd go with one of the two warm colors, just because warm colors stands out more. And it makes for good contrast against the bare metal.

Pedro Amorim
12-08-2008, 05:39 PM
wow really nice palm1 nice materials!
i agree with struve. the warms colors are nicer.
i like the yellow one best.

Marshal Banana
12-08-2008, 05:48 PM
The yellow shows makes the wear stand out more, so I'm with Bitmap.

commander_keen
12-08-2008, 06:17 PM
Orange :P

okno
12-08-2008, 06:28 PM
That's amazing palm, I'd love to see some wires. I like the red colours.

JohnnyRaptor
12-08-2008, 07:22 PM
thats pretty cool design palm, how about combining all 3 colors!? whoo whee

achmedthesnake
12-08-2008, 08:21 PM
sweet work here guys!

litl update:
http://www.achmedthesnake.com/images/wip/cyclops10.jpg

X-Convict
12-08-2008, 09:18 PM
Badass palm! Could use some detail on the shoulder cones though, either some wear to the metal on the edge of the top of it that streaks down, or some horizontal grooves or inset detail to pop those pieces more, rest of it has a lot of nice detail that that area comes off more bland..
Agree with Joey, go with the warmer paint color, looks great man!

maltuna
12-08-2008, 10:21 PM
Obson, very nice. You should model a little environment for him. I really like your portfolio!

AimBiZ
12-09-2008, 12:20 AM
Palm: Awesome model and style! Agreed with X-Convict that the cone parts needs more lovin. Other than that I'd vote for the yellow color since the wear stands out much more, makes it look more menacing.
Are there by any chance we can get to see the hipoly?

JackBandit
12-09-2008, 01:44 AM
http://img117.imageshack.us/img117/911/sleetv2004py4.png

skart
12-09-2008, 01:44 AM
Palm: Sweet. I also like the yellow. Makes the detail stand out more.

Chai
12-09-2008, 01:57 AM
nice work Palm, the tear really look fantastic.

Jalechah
12-09-2008, 06:26 AM
using my base mesh to make myself into a character for JKA
http://i57.photobucket.com/albums/g210/Jalechah/golden7ames.jpg

_Gr9yFox_
12-09-2008, 11:29 AM
update on the texture.
http://i72.photobucket.com/albums/i171/_Gr9yFox_/obob_rascunho07.jpg

parasite7
12-09-2008, 01:12 PM
Palm, I haven't seen you around in a long time man. Great to see this new piece. I think elongating the proportions would help a bit for the model and as for the color, I pick all 3. :)

rollin
12-09-2008, 02:02 PM
nice1 palm..

maybe give him a colour sheme and not just one colour?

edit: Obson !! love it

Ruz
12-09-2008, 02:25 PM
that's nice palm. like the green one personally

kio
12-09-2008, 02:55 PM
new bake mesh for a crane model - still some details n stuff to do, as usual..

http://i289.photobucket.com/albums/ll213/ki_oku/kranane3.jpg

obson: super sweet - really refreshing, luv it.

palm
12-09-2008, 03:04 PM
Thx for all the replies! It gave me few ideas.;) Now when the model rested for a while I think I kind of like the red. Ill post the finished one in a couple of days along with animations, wires and whatever.


/Palm

Vredesbyrd
12-09-2008, 03:32 PM
http://i365.photobucket.com/albums/oo94/kimman-maniac/test1.jpg

http://i365.photobucket.com/albums/oo94/kimman-maniac/paint-1.jpg

hardcore criticism needed

orange markers referring to silhouette ,

Pope Adam
12-09-2008, 03:36 PM
Vredesbyrd: I'm not much of a character guy, but this looks really good. Textures are happening really well, only thing I'd suggest as far as that goes it that maybe you might want to consider changing around the saturation levels in different areas.

Right now, pretty much every color on the character is within just a few degrees of warmth or coolness of each other, and I think that certain areas may have more interest drawn to them if you separated these levels more. Also, I see you're only using brown here. I think more colors (maybe a bit of blues and greens) could be brought in here in grunge, wear and minor saturation in order to really sell the individual parts of this guy.

You've already pointed out your smoothing group errors.

Really a cool character man, but I think your textures could use more variety. Then again, I'm not a character guy so I'm totally blown away by this guy. cheers

little more wip on a room i'm doin

http://i189.photobucket.com/albums/z105/williafx/shot1-1.jpg

Ruz
12-09-2008, 04:46 PM
frubes, obson - awesome stuff
Vredesbyrd - lacking a silhouette , all very meshsmoothed right now and a bit noisy

tacit math
12-09-2008, 05:30 PM
tubbo !

http://www.orderindebris.com/images/tubby.gif

JasonLavoie
12-09-2008, 09:18 PM
Its like... looking in the mirror... I"M GONNA BE SICK!

He he, looks like fun man :)

HonkyPunch
12-09-2008, 09:41 PM
Obese ass makes me feel sick

maltuna
12-10-2008, 09:16 AM
tacit: it's the boomer before he got infected!

butt_sahib
12-10-2008, 11:51 AM
before or AFTER? :)

Anyways, vredesbyd, the model looks really cool. Wondering why you put those seams there though. The ones on the gas tanks are really obvious and could have been easoly avoided.
Also, i think its better to have seams either at the back of the boot or towards the inside of the boot at teh opposite side facing outwards. You should see how pior unwaps his character ( dont know if he unwraps all of his characters teh same way, but im sure his chun-li model has the unwrap im refering to).
Judinging from the other arrows pointing at the seams at the back and the boot, im guessing those arrows pointing at the arms show that you have a seam there aswell. My question, why? :)
You should check out the shaders Buzzy is making over at 3dtotal.

larolaro
12-10-2008, 04:04 PM
I dont know why im posting, my friend forced me.

Just some images i did recently.

http://farm4.static.flickr.com/3152/3098230183_60c3a07903_o.jpg

http://farm4.static.flickr.com/3002/3073484801_635e626e90_o.jpg

http://farm4.static.flickr.com/3191/3074318882_5b0d6948b8_o.jpg

rooster
12-10-2008, 04:12 PM
awesome

Slum
12-10-2008, 04:25 PM
robg, awesome! When are you getting more prints? I still have your birds in a forest print on the wall in my office. :)

EarthQuake
12-10-2008, 04:26 PM
yay robg! i love u!

tacit math
12-10-2008, 04:44 PM
niiice RobG. nice. most christmas spirit i've felt all year

Neox
12-10-2008, 05:13 PM
rob thats crazy cool

Ajax
12-10-2008, 06:00 PM
I dont know why im posting, my friend forced me.

Just some images i did recently.


Those are awesome, love the style!

zerafian
12-10-2008, 06:03 PM
robg: Reminds me of those insurance commercials with the cartoon brunette swinging around killing aliens and sh*t....they make no sense but your style matches them.

very festive.

Xenobond
12-10-2008, 07:26 PM
robG- YES YES YES!!

bounchfx
12-10-2008, 08:34 PM
you're posting because your work is fuck awesome and we enjoy seeing it.

jerk.

pliang
12-10-2008, 10:02 PM
http://farm4.static.flickr.com/3130/3099659982_838a19dfdd.jpg?v=0

http://farm4.static.flickr.com/3132/3098828653_2c6555a18a.jpg?v=00

Time to move on, enough cars.

okkun
12-10-2008, 11:07 PM
Hey Pliang, you've been cranking out some nice cars. I have to ask though, they seem very high poly with lots of small scale detail yet some of the larger shapes tent to look faceted. Are you planning on going sub-D with these or is there another reason for that?

pliang
12-10-2008, 11:41 PM
Hey Pliang, you've been cranking out some nice cars. I have to ask though, they seem very high poly with lots of small scale detail yet some of the larger shapes tent to look faceted. Are you planning on going sub-D with these or is there another reason for that?

Yep, I do have to say some of the surfaces along the edges seems a little faceted, I went sub-D with parts of the model but the parts that seem otherwise are just left the way it is for now, perhaps later I will fix them.

larolaro
12-11-2008, 01:24 AM
Thanks for the comments guys, I'll try and post more often if i can.

orionburcham
12-11-2008, 01:30 AM
nice rover, pliang!

starting the low polys- 1k faces:

http://www.nickelcadmium.net/show/supplies/cabinet5.jpg

ru4it
12-11-2008, 01:48 AM
orion- that is no ROVER that is a H3 dude lol

orionburcham
12-11-2008, 01:50 AM
lol- I've been looking at a lot of rover reference lately.

ru4it
12-11-2008, 01:51 AM
Its kool dude.

Rens
12-11-2008, 03:19 AM
Haha Pliang, i can imagine you cannot see another car atm :P




Oops i did it again! the refs, oh oh oh bad silly me
trying to block things out a bit,

http://rensedeboer.com/2d/portrait01.jpg

Rumkugel
12-11-2008, 04:27 AM
@robg

great style! reminds me a bit of the pinups of bawidaman.

Rens
12-11-2008, 08:02 AM
oke oke, why not start another thing today


im using xysdf's base mesh, (love it stef!)

big hour start
http://rensedeboer.com/3d/rudolf02.jpg

michi.be
12-11-2008, 02:35 PM
I brought me a Wacom one week ago for christmas. Only a bamboo fun - A5 and its really fun. :D

So i finally got into zbruh a bit more and its just another feeling.

My polypainting turned out totally cartoony and i couldnt stop mess around with this style. Only the trunk was done in zbrush.

Maybe i will do some more modelling for a scene based on this style.
This chainy model is intended to be a harbor bumper. I throught it in as a filler.

http://michi.be.hosted.dasprids.de/michibe/WIP/cartoon_test.jpg

This one in rendered in 3dmax using finalrenders toon shader.would be great to archive such a look in a realtime game.
Its fresh compared to winter where i live. :)

Neox
12-11-2008, 02:57 PM
most of it could be done in realtime, some of the inlines might be drawn static in the textures but it doesn't look too complicated, line weight is a bit of a problem but other then that it should workf, from what i see its just a blurred pass of the actual scenetexture and edgedetection based on the zbuffer, nothing too fancy

Justin Meisse
12-11-2008, 05:01 PM
iz my anatomy rite?
http://www.artbyjustin.com/wip/joe_face01.jpg

Joseph Silverman
12-11-2008, 05:12 PM
eyes should be halfway down the head justin, your anatomy iz not rite.

Holi
12-11-2008, 07:50 PM
A barrel:
http://uppix.net/7/9/7/4cd0f5c5ed6ba9d6a6200bdbd9645tt.jpg (http://uppix.net/7/9/7/4cd0f5c5ed6ba9d6a6200bdbd9645.html)

inspired by this one:
http://uppix.net/2/d/7/64c7277737465d817dbe91298c902.jpg (http://uppix.net/2/d/7/64c7277737465d817dbe91298c902.html)

hawken
12-11-2008, 08:02 PM
bit thinner and taller and you have a barrel

pliang
12-11-2008, 08:52 PM
The barrel seems to lack the base as there's no wear and tears on the bottom part.

Holi
12-12-2008, 03:54 AM
Thanks for the fast feedback hawken & pliang, I will fix it soon

Vredesbyrd
12-12-2008, 09:31 AM
before or AFTER? :)

Anyways, vredesbyd, the model looks really cool. Wondering why you put those seams there though. The ones on the gas tanks are really obvious and could have been easoly avoided.
Also, i think its better to have seams either at the back of the boot or towards the inside of the boot at teh opposite side facing outwards. You should see how pior unwaps his character ( dont know if he unwraps all of his characters teh same way, but im sure his chun-li model has the unwrap im refering to).
Judinging from the other arrows pointing at the seams at the back and the boot, im guessing those arrows pointing at the arms show that you have a seam there aswell. My question, why? :)
You should check out the shaders Buzzy is making over at 3dtotal.


I can't understand what you are referring too , except the seam gastank , that could be easily avoided , stupid mistake.
The seam is situated inside the pants , the seams of the boots is also situated between his legs.
All the seams are hidden inside except for the gastank.
Next time take a closer look.

zenarion
12-12-2008, 03:42 PM
Trying to learn making textures. This should be polished metal:
http://img.photobucket.com/albums/v216/zenarion/metalhead01.jpg

orionburcham
12-12-2008, 04:07 PM
http://www.nickelcadmium.net/show/supplies/low1.jpg

Slipstream
12-12-2008, 08:47 PM
Gettin back into straight up texture painting :)
Next up, Black Star
http://img.photobucket.com/albums/v416/temetry/maka05.jpg
4000 tris, 512 diffuse and alpha for Maka, and a 256 diffuse for the scythe

Paul Pepera
12-12-2008, 09:31 PM
http://www.peperaart.com/krotewip10pc.jpg

butt_sahib
12-12-2008, 11:33 PM
vredesbyrd:
"Next time take a closer look"I can obviously see that you edited your post "Last edited by Vredesbyrd; Today at 09:34 AM. "
Where at first, you just posted the image and said "hardcore critisism needed". You didnt tell what the markers represented. Actually, if you see your previous posts on polycount, you have ever bothered to write anything in your posts at most "C and C" and you expect us to figure out what the orange markers represent? what do you think i am, a psychic? However i am not that retarded to see teh arrows in the back and the shoe pointing to seams and not "concluding" that the arrows would,in turn, mark seams in the front everywhere aswell (if its not mentioned)?
"the seams of the boots is also situated between his legs". Ummm, no.The seam is present on the left top corner of his left boot and vice versa.
Please dont put out the poster as a retard next time :) and maye some information about the model would be nice too. Especially if you have 10 arrows pointing to i dont know where and expect others to figure it out by themselves.
I gave you my opinion with a clear heart. If you had seams there, it would have needed changing. I wasnt trying to diss anyone. Ill make sure to steer clear from commenting on your work since your too un-appreciative :)


Slipstream:
Excellent. Your BEST model yet imho.MOAR

vahl
12-13-2008, 06:04 AM
butt_sahib
those "seams" look more like hard edge/smoothing errors/normals artefacts/bitangents issues than texture seams to me, can be fixed by editing the normal is they are apparent in there, adding more edges, giving a better smoothing, fixing the tangents (can be just moving a point inwards or adding an artificial hardedge, on the sole for instance)

vredesbyrd: if you are looking to fix those, look at my reply to butt_sahib, otherwise I'd say your material doesn't read as metal and is too uniform, the weathering doesn't make much sense, that only needs few little tweaks though, overall the clothing needs less noise (IMO) and more contrast too, you have a lot of smoothing errors spread everywhere (where the tubes connect to the top tank for instance, or the side metal plates)
Don't hesitate to put in more contrast in the luminosity and color of your specmap, this is what will make your materials pop out and read as what they are supposed to be.

Vredesbyrd
12-13-2008, 08:42 AM
thanks everyone for your advice , I will clearly make some major modifications.
This will help me get out the comfort zone.

I haven't made the specular color yet.
Only specular level map.



a list of updates gathered at the end of this week :
-Separate colors , non uniform colors to sell the individual parts of the model.
-fixing the smoothing groups by adding extra edges for smoother interpolation.
-weathering , contrast in luminosity. , less noise for the cloths.
-silhouette for the folds and wrinkles.

onionhead_o
12-13-2008, 09:25 AM
this is a base mesh for a monster inspired by the monsters from silent hill. rite now im trying to figure out what extra stuff (ie clothes, accesories) to add to the monster.

http://farm4.static.flickr.com/3088/3104266347_92e82f7380_o.jpg

LEViATHAN
12-13-2008, 12:01 PM
http://srsbsns.nl/nerds.mpg

demoncage
12-13-2008, 12:32 PM
Eraserhead, that's a beauty:) The head reminds me a bit of the spy droid in Empire. Did you put any thought into the walking mechanics? The leg segments seem oddly proportioned for that so just curious. Even so, the overall visual design is great and I like the little inward angle you gave to the feet.

vahl
12-13-2008, 01:02 PM
blehslowcrapshit
http://wip.global-illusions.com/sketch/Magicwip3.jpg

Paul Pepera
12-13-2008, 01:24 PM
Eraserhead, that's a beauty:) The head reminds me a bit of the spy droid in Empire. Did you put any thought into the walking mechanics? The leg segments seem oddly proportioned for that so just curious. Even so, the overall visual design is great and I like the little inward angle you gave to the feet.

Thnx demon; the model is of the Krote walker (http://www.geocities.jp/getter1988/mak-krote.htm) from the Ma.K universe, not my design. ;)

demoncage
12-13-2008, 04:29 PM
Oh, thanks for the link. Awesome execution in that case. I see how it works now, the "backwards" feet had me confused. Honestly as cool as the design is, I don't like that feature...makes no sense. I wish they'd of had something built onto the front end of the feet. Oh well.

butt_sahib
12-13-2008, 08:14 PM
Vahl,
I see what you mean by the other culprits which might be causing that smoothing error on the boot.The textures on either side of the "error" dont really match so i thought it should be a seam.It was in the back of my head,but i didnt bother clarifying i guess. Thanks for that bit of information :)

Joao Sapiro
12-14-2008, 07:47 AM
aha vahl ! thats looking amazing ! hoping to see the full char soon YA HEAR ? damn frenchies thinking they can rule the world...

KikiAlex
12-14-2008, 08:37 AM
http://img81.imageshack.us/img81/8366/5helm3gb5.jpg (http://imageshack.us)
http://img81.imageshack.us/img81/5helm3gb5.jpg/1/w871.png (http://g.imageshack.us/img81/5helm3gb5.jpg/1/)

made from a concept by Nick Carver

larolaro
12-14-2008, 09:48 AM
http://farm4.static.flickr.com/3161/3107875262_8f1d7156bb_o.jpg

palm
12-14-2008, 09:52 AM
Vahl
That’s a kick ass model and concept. It has a potential to look great textured.

Japhir
12-14-2008, 11:16 AM
wow that's stylish robg! nice one!

perna
12-14-2008, 02:07 PM
that's a win-win situation rob

BrodyB
12-14-2008, 02:12 PM
Now that I have loads of free time, I'm working on two portfolio pieces. Here's an initial block-in for my Iron Helix homage.

http://img369.imageshack.us/img369/5840/helixblockinpu1.png (http://imageshack.us)

michi.be
12-14-2008, 02:25 PM
another update on my scene. doing the submarine prop.
needs textures and some more details. maybe wires hanging around from the open hatch.
nearly done with the modelling.

http://michi.be.hosted.dasprids.de/michibe/WIP/submarine_wip.jpg

Holi
12-14-2008, 03:14 PM
vahl: nice character, already pretty story telling to me :)

and now,
A BARREL:
http://uppix.net/7/a/5/a061ea593fa55cabdf36291f436b2tt.jpg (http://uppix.net/7/a/5/a061ea593fa55cabdf36291f436b2.html)
(just click for a quite larger version)

katzeimsack
12-14-2008, 03:17 PM
RobG I love you style :D

I started my remake of a character spacemonkey painted.

overpaint to get the right feel/direction
http://bildupload.sro.at/a/images/concept01.jpg

Nick Carver
12-14-2008, 04:08 PM
http://img81.imageshack.us/img81/8366/5helm3gb5.jpg (http://imageshack.us)
http://img81.imageshack.us/img81/5helm3gb5.jpg/1/w871.png (http://g.imageshack.us/img81/5helm3gb5.jpg/1/)

Err, ahem! I don't mind someone using one of my concepts, but credit for the image would be nice...

http://i3.photobucket.com/albums/y95/oishiiniku/helm3.jpg

EDIT: Also, RobG, I love, love, love what you do!

mat
12-14-2008, 04:20 PM
ripper stuff vahl, RobG and katzeimsack :D

Pedro Amorim
12-14-2008, 04:23 PM
hehe burn

rooster
12-14-2008, 04:58 PM
wip wip
http://redprodukt.com/wp-content/uploads/2008/12/roo_3dsketch04.jpg

c0ldhands
12-14-2008, 04:58 PM
::RobG--Stylish piece there mate, really enjoyed your blog. Would like to see more of this, or would like you hanging more around here. We could need some fresh breath in here! Cheers from RobC.(hehe)

Neox
12-14-2008, 05:17 PM
robg rocks

http://www.polyphobia.de/nonpublic/airborn/oppa10.jpg
falling asleep now -.- .zZ

Lord Ned
12-14-2008, 05:47 PM
Start of a quickly-loosing-inspiration cannon, based off of Natural Selection Siege Turret. (http://www.unknownworlds.com/images/ns2/screenshots/MASC_WIP/MobileSiegeTurret_withInfo.jpg)

However, there isn't terribly much detail right around where I"m working on, so I'm kinda starting to loose momentum behind it.

http://hailaeros.com/ZScreen_Uploads/SS-20081214164651.png


I feel so out-classed by all the other good work here. :(

Vrav
12-14-2008, 06:13 PM
Wow, everyone is kicking ass. Rad art on this page..

Here's a thing I started yesterday as a texture experiment (for disgusting beasts); the texturing itself is pretty early, but I rushed through the sculpting and retopo stage so quickly that.. while it isn't terrible, it's still quite ugly, hahaha, anyway: totally unwitting BoBo homage:

http://clocktock.com/vrav/toadhead-wip-01.jpg

Paul Pepera
12-14-2008, 06:29 PM
RobG, katzeimsack, Neox - Great stuff :)

BrodyB - Nice, an Iron Helix homage, great game and the model is looking nice.

Working on a SAFS now...

http://www.peperaart.com/safs01.jpg

rollin
12-14-2008, 11:09 PM
katze .. nice one.. looks like palpartine after too much beer

rooster: nice shapes!

neox: looks realy cool.. waiting for the textures.. this one has again lots of character.

Slum
12-15-2008, 12:22 AM
Little boredom project from tonight... Still needs work, like where the striker mechanism meets the body (missing that cone shape).. blarrrgh.

http://www.floatvoid.com/images/m67_grenade.jpg

FAT_CAP
12-15-2008, 02:17 AM
Some AWESOME stuff on the last couple of pages - katzeimsack, Rooster, Vahl, RobG... I bow down before your fonts of artistic goodness!

KikiAlex
12-15-2008, 03:30 AM
Nick Carver, I'm sorry I forget to say that I am modeling this from your concept...
I had this picture for some time in my inspiration folder, but I forget were I got it from... :(

c0ldhands
12-15-2008, 08:41 AM
:EraserHead-- Looking good mate, i like that u have kept yourself very true to the model. Im also impressed by your speed! Im kinda stuck with mine now in the uv mapping process, do you plan on making yours a game model?

Davision3D
12-15-2008, 08:58 AM
I have my FPV arms with the effect in the game:
http://www.vitamin3d.com/bilder/handsfpv.jpg

I have made a vid of it in action, also in there: the effect on the head and a bit of the invasion mod.
nice vimeo quality:
http://www.vimeo.com/2531213
crappy youtube quality:
http://www.youtube.com/watch?v=0VKYPrZA-68&feature=channel_page

Chunkey
12-15-2008, 10:00 AM
http://img183.imageshack.us/img183/6518/brainz2ma8.jpg (http://img183.imageshack.us/my.php?image=brainz2ma8.jpg)
http://img183.imageshack.us/img183/brainz2ma8.jpg/1/w710.png (http://g.imageshack.us/img183/brainz2ma8.jpg/1/)

gone a few weeks without doing any real art, used Vahl's basemesh and just started doodling about a week ago, got the basics done then did some more today. Just wanted to show I'm still alive heh

Waz
12-15-2008, 10:42 AM
New character I'm working on, based on a concept by Meatsworthy. Still have hair to do and maybe some more tweaking of the Zbrush,

http://justin.kics.bc.ca/forumimages/3d/Lily_Zbrush.jpg

Chunkey
12-15-2008, 12:07 PM
loving the clothing on the character Waz :) once the hair is on it'll be easier to comment on the face- loving the detail though, just need to make sure it doesn't become noise city :)

vahl
12-15-2008, 12:36 PM
Chunkey : GOGOGO dude :)

waz : folds, especially on the trousers are really random, more is not always better and you should keep in mind the reason they are supposed to be here. I tend to always start with obvious pressure and gravity points, then add more pressure depending on what is under the cloth, I'd strongly suggest you this book if you don't already have it :

Dynamic wrinkles and drapery


Also, the facial structure doesn't read as correct to me, eyes seem either too small and/or high, cheeks aren't working and mouth is way too pinched

_Gr9yFox_
12-15-2008, 05:01 PM
This is my special way of wishing LittleBigPlanet was on the PSP.

http://i72.photobucket.com/albums/i171/_Gr9yFox_/lbpsp3.jpg

Neox
12-15-2008, 05:07 PM
haha great _Gr9yFox_

http://www.polyphobia.de/nonpublic/airborn/oppa_col_03.jpg

Massbot
12-15-2008, 05:19 PM
Neox that is stunning.
haha, I lol'd when I scrolled up Gr9yFox, nice :)

Been doing a fair bit of zbrush recently, thought I would try some mechanical stuff for fun. Quite like this one, so I hope to get around fixing it up, then onto a low poly.
http://www.curtad.com/poly/y2.jpg

ae.
12-15-2008, 05:38 PM
runnning ingame woot thanks to Havok89!

http://img.photobucket.com/albums/v92/armanguy/jv6gqg.jpg

http://img.photobucket.com/albums/v92/armanguy/23ud2sw.jpg

seforin
12-15-2008, 08:16 PM
haha great _Gr9yFox_

http://www.polyphobia.de/nonpublic/airborn/oppa_col_03.jpg



amazing as always, neox is it possible that you can post your flats one of these days for these guys? I wanna see how much work the diffuse is doing versus shader one of these days!

Awesome as always!

Slum
12-15-2008, 10:20 PM
http://www.floatvoid.com/images/m67_grenade02.jpg

tweakage

Vrav
12-15-2008, 10:46 PM
Some pretty subtle changes there Slum, but I like it a lot better now. :) Nice little details.

butt_sahib
12-16-2008, 12:36 AM
@ neox and slum <3

Working on the storm giant. Have no idea which way to go.Slim and athletic or the way i have it now :/ DO tell :D
http://pinoshare.de/bild.php/3192,visuG64YF.jpg

Neox
12-16-2008, 02:17 AM
neox is it possible that you can post your flats one of these days for these guys?

sure

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

@butt: i really like the forms of this one, athletic yet subtle not overmuscular

butt_sahib
12-16-2008, 03:27 AM
Thanks alot neox! :D
I did some changes to the proportions and smoothed somethings out. Do i have your permission to go into detailing now? Mr.no eyes:
http://pinoshare.de/bild.php/3193,visuTF45Y.jpg
That texture flat is purddy. :) Thanks for posting!
Oh and sefronin, if the textures dont look good, theres a really good chance that the model is going to suck with shaders aswell (my honest opinion)

Japhir
12-16-2008, 03:27 AM
very very cool stuff neox! i see that the diffuse still owns da place ;). (not just materials but also shadows etc.)

Neox
12-16-2008, 03:41 AM
Some guys will burn me for this, but i give damn nothing about "it has to be dynamic" fuck that, it looks like dead plastic crap in most cases, never liked that and never will like that, while this one might not look correct when lit from beneath, it's looking good for most lighting situations, it doesn't have to be mathmatical correct to be good.

To me the diffuse has to guide the normalmap, the normalmap is just an addition, letting it do the whole job, still doesn't compete with good old diffuse textures. Sure you can tone down the shading more then when having diffuse only, but removing it entirely and letting the shader do the job is just not good enough these days, maybe it will be but it's not now. :)

vahl
12-16-2008, 05:39 AM
Neox : thanks for having common sense man :) and if they burn you, they can go ahead and burn me aswell !

great texture btw, I was wondering how you got that nicely drawn line inside the mesh itself without cutting it, NOW I KNO UR SECRETZ !!!
Seeing Airborn stuff is always refreshing and awesome guys, MORE!!! :)

butt_sahib
12-16-2008, 07:34 AM
Ooh,by the way, Adam, i really like the whole model, but that push on the polys at the back which is turning them into blobby form-less horns is really taking its toll on the model. You should just bring it back in, or make it flow through out the model.The latter might be difficult to do as im getting the vibe that you suddenly decided to do it haha. But you canz doing itz! :D
EDIT:
Best ref. you can get for yourself is either checking out paul's or djordje's (http://www.cakovan.com/) folios.(two people i admire very much <3) Speaking in reference to the skin-mechanic transition

Massbot
12-16-2008, 07:47 AM
Wow, thanks for the link, impressive stuff!

Ha, ye it was bit of sudden decision and kinda just left it, cant do much with them either because the poly distribution up there is screwed - Think i'll real them back in :)

seforin
12-16-2008, 09:12 AM
Some guys will burn me for this, but i give damn nothing about "it has to be dynamic" fuck that, it looks like dead plastic crap in most cases, never liked that and never will like that, while this one might not look correct when lit from beneath, it's looking good for most lighting situations, it doesn't have to be mathmatical correct to be good.

To me the diffuse has to guide the normalmap, the normalmap is just an addition, letting it do the whole job, still doesn't compete with good old diffuse textures. Sure you can tone down the shading more then when having diffuse only, but removing it entirely and letting the shader do the job is just not good enough these days, maybe it will be but it's not now. :)


thanks you so much for posting the diffuse! So your just running a diffuse and normal pass and the rest of the effects are being called by the shader? or are you using a ramp/gradient texture as well to effect the spec of the objects as well?

Ive been making some leaps in understanding shaders lately but I didnt realise that the diffuse had so much work put into it. I need to go back to my guy and really give him some diffuse love after seeing this!

Sectaurs
12-16-2008, 09:17 AM
http://farm4.static.flickr.com/3047/3112856925_8405ac9d84_o.jpg

the only way to eat a sandwich

Neox
12-16-2008, 09:17 AM
@seforin: i'm using a texture to ramp a half lambert shading and adding an ambient cubemap on that, pretty much like the TF2 Stuff works, but with some tweaks in the ramp, ambientcube etv. and put rimlight and specular above that, but i have to tweak that part still, really no great speculars/reflections right now

seforin
12-16-2008, 12:05 PM
@seforin: i'm using a texture to ramp a half lambert shading and adding an ambient cubemap on that, pretty much like the TF2 Stuff works, but with some tweaks in the ramp, ambientcube etv. and put rimlight and specular above that, but i have to tweak that part still, really no great speculars/reflections right now


so basically its more or less good diffuse/normal and cross hatching shader more then anything else to give the nice effects, the rimg light and specular are just minor fluff?


Im starting to understand more and more what you did sir! Veryvery sneaky!

Vredesbyrd
12-16-2008, 12:13 PM
http://i365.photobucket.com/albums/oo94/kimman-maniac/2.jpg

I made this after work , still needs bevels

Massbot I like what U did back there
http://i365.photobucket.com/albums/oo94/kimman-maniac/65465.jpg

warby
12-16-2008, 12:49 PM
background screen from my new casual game that hopefully will flush some cash into my wallet

http://warby.bitproll.de/wip/store_background.jpg

Neox
12-16-2008, 12:52 PM
so basically its more or less good diffuse/normal and cross hatching shader more then anything else to give the nice effects, the rimg light and specular are just minor fluff?


Im starting to understand more and more what you did sir! Veryvery sneaky!


no crosshatches anymore, we dropped that as we couldn't control it as much as we wanted, having it only in the shadows like in valkyria chronicles would be nice but we can't use the shadows as a mask, or well we don't know how to do that, so there is only some hatching in the textures

cholden
12-16-2008, 12:54 PM
lol warby that's awesome! :D

EarthQuake
12-16-2008, 01:02 PM
Some guys will burn me for this, but i give damn nothing about "it has to be dynamic" fuck that, it looks like dead plastic crap in most cases, never liked that and never will like that, while this one might not look correct when lit from beneath, it's looking good for most lighting situations, it doesn't have to be mathmatical correct to be good.

To me the diffuse has to guide the normalmap, the normalmap is just an addition, letting it do the whole job, still doesn't compete with good old diffuse textures. Sure you can tone down the shading more then when having diffuse only, but removing it entirely and letting the shader do the job is just not good enough these days, maybe it will be but it's not now. :)

This stuff is highly highly HIGHLY subjective, and very much related to exactly what sort of lighting, shaders, and art style you are trying to achive. While i wont try to tell you that you are wrong, because clearly what you have works really cool, and is a great style. But I think what you're doing here could be done in a pretty simple fashion, with the right shaders and lighting, while still being a dynamic effect.

Again not saying what you're doing is wrong, just saying that there are infact many ways to skin a cat. And none of them are "correct". There is no "correct" in game art, as it is all just a series of hacks to get a certain desire effect, so in essence, I am actually agreeing with you on some points here. =)

So experiment people, do what looks good! Not what some programmer tells you is correct.

Neox
12-16-2008, 01:52 PM
sure it's highly subjective, no questions about that

your last sentence pretty much sums it up :D

Massbot
12-16-2008, 02:34 PM
Thanks for the guide sectarus, i'll print it out and keep it in my lunchbox.

Marine
12-16-2008, 03:28 PM
nice, warby, but the candle is insanely bright.

LEViATHAN
12-16-2008, 03:33 PM
http://i42.tinypic.com/166x4w5.jpg
~1000 triangles atm

gamedev
12-16-2008, 03:43 PM
Nice Warby! Is that Ink n' Paint or something else? What game is it for / platform?

rooster
12-16-2008, 05:58 PM
Warby, Neox, Slum: cool beans!

dunno how far ill keep goin with this as a test, but it still needs another modelling pass (for facial features, wrinkles, tweaks)
http://redprodukt.com/wp-content/uploads/2008/12/roo_3dsketch07.jpg

Richard Kain
12-16-2008, 07:05 PM
Hey Warby. Is that a 3D scene that you rendered out? Looking at it I can't help but feel that environment was constructed in 3D. You've captured a very illustrative feel, and some of the elements might have been illustrated in afterwords, but I can't shake the feeling that I'm seeing a rendering of a 3D scene.

Either way, killer work, I'm really digging the style.

Tumerboy
12-16-2008, 08:06 PM
very cool Warby. Is that a store from 'The Old Republic'?! :P

Rens
12-17-2008, 03:55 AM
Good stuff Rooster! Love the style.

The only thing thats a bit weird is the curve in the upperleg and the lowerarm, maybe straighten those out a bit?
(upperleg in the frontview, lowerarm in the sideview)

FAT_CAP
12-17-2008, 06:39 AM
Still alot to do on the sculpting for these guys. The rider will have big ass armour (not an actual armoured ass!) and the straps and gubbins for the hog are subject to change.

http://www.samchester.co.uk/wip/rider_wip.jpg

Tumerboy
12-17-2008, 08:53 AM
Isn't that the guy I fought on the bridge in Twilight Princess?

OH! And where's his pee pee?

rooster
12-17-2008, 09:28 AM
looks ace!

Holi
12-17-2008, 10:18 AM
rooster: cool skin

a tree fully paint in maya:
http://uppix.net/f/4/0/ea287481da49d1295a89b5e603a2att.jpg (http://uppix.net/f/4/0/ea287481da49d1295a89b5e603a2a.html)

Slum
12-17-2008, 10:52 AM
Sweet FatCap!

Funky Bunnies
12-17-2008, 11:39 AM
majorly sweet, fat cap. Personally, I think he needs ass-armor indeed. Riding a boar all day is quite irritating to one's buttocks.

Rooster, that's so very hawt.

Neox, bloody hell I've been trying to get that awesome style and color for ages. Always kickass.

adam
12-17-2008, 02:21 PM
Fatcap, he needs a huge fatty dick. Right now he's a void-gina.

Davision3D
12-17-2008, 03:06 PM
http://www.vitamin3d.com/bilder/baby.jpg
Just wanted to check a different colored matcap on that sculpt with simply coloring the pic in PS but then i did a lot more.


@FatCap
Great!
I wouldnt worry too much about hurting buttocks like Funky bunnies does more about the poor hog that needs to carry that fatass! :D Maybe make the hog simply a bit bigger. Also you could hide his pee pee with a even more fatty belly. ;)

AimBiZ
12-17-2008, 03:13 PM
Progress been slow on this since I've been working on my new site.
Anyways, finally got started on the sculpting today. Tell me what you think. :)

http://i110.photobucket.com/albums/n117/AimBiZ/Bob_1-1.jpg
http://i110.photobucket.com/albums/n117/AimBiZ/Bob_2-1.jpg

Japhir
12-17-2008, 03:17 PM
nice aimbiz! it really has a lot of character already.

Thegodzero
12-17-2008, 03:36 PM
I like the direction but the hands look out of place, he needs gecko fingers, you know flat tips with the grip/suction on the underside and no nails.

Mauricio Cunha
12-17-2008, 04:39 PM
I made it for my game.
Tools: wings3d and photoshop

http://img512.imageshack.us/img512/1307/imagem2ya6.jpg (http://imageshack.us)
By mcunha98 (http://profile.imageshack.us/user/mcunha98)

AimBiZ
12-17-2008, 05:01 PM
I like the direction but the hands look out of place, he needs gecko fingers, you know flat tips with the grip/suction on the underside and no nails.
Ah yes, I had forgotten all about them. I'll make fix.

Ruz
12-17-2008, 05:04 PM
FAT_CAP looks cool man

Lee3dee
12-17-2008, 05:18 PM
been using Sathe's tutorials (http://boards.polycount.net/showthread.php?t=56014) & using Kevin's UT3 images (http://boards.polycount.net/showthread.php?t=54311) as reference to make a UT3 style wall piece.

Practicing hard surface modeling.
http://www.3dwasabi.com/Models/wip/wall01.jpg

solar
12-17-2008, 05:58 PM
need to get a tf2 type shader for this guy

http://i251.photobucket.com/albums/gg313/solarFlash/TrapJaw_002.jpg

Slipstream
12-17-2008, 06:18 PM
@aimbiz: That's the coolest thing I've seen all day
Looks like his goggles might not be big enough for his eyes though :)

Josh_Singh
12-17-2008, 06:19 PM
solar, that is cool!

Funky Bunnies
12-17-2008, 06:21 PM
that's rad, solar!

Sarccasmm
12-17-2008, 06:40 PM
Working I this type of scene I guess.
http://i18.photobucket.com/albums/b114/sarccasmm/BLAHMAN.jpg

okno
12-17-2008, 06:51 PM
That looks quite interesting, Sarccasmm.

Massbot
12-17-2008, 06:52 PM
Solar and animbiz, very cool!

low poly version for http://www.curtad.com/poly/y2.jpg
normals are a bit fooked, and the specular is really basic atm (and a bit crazy)

butt_sahib - couldnt decide what to do for the head extension things, so ended up leaving them.

Renderd in mental ray, havent used it for a long time so I was just pressing buttons and changing number's until it looked alrite :) Lots to do!

http://www.curtad.com/j3.jpg

seforin
12-17-2008, 07:55 PM
Solar and animbiz, very cool!

low poly version for http://www.curtad.com/poly/y2.jpg
normals are a bit fooked, and the specular is really basic atm (and a bit crazy)

butt_sahib - couldnt decide what to do for the head extension things, so ended up leaving them.

Renderd in mental ray, havent used it for a long time so I was just pressing buttons and changing number's until it looked alrite :) Lots to do!

http://www.curtad.com/j3.jpg



*fapfapfap*


fakin' awesome man! I love the coloring your doing so far! I feel the metals could use some reflective surfaces though. Cudos my friend!

BoBo_the_seal
12-17-2008, 11:15 PM
Love it Solar!

- BoBo

ae.
12-17-2008, 11:34 PM
awesome work massbot!

LoJack
12-18-2008, 12:19 AM
something for fun. Neox's coolness kinda inspired me to try it

http://i435.photobucket.com/albums/qq73/lojack14/sketch-1.jpg

rollin
12-18-2008, 12:40 AM
AimBiZ / solar - love this stuff

Vrav
12-18-2008, 12:46 AM
Aim and Solar: aawesome characters.
Massbot and Sarcc: look forward to seeing more of these!
LoJack: cool, heheh; perhaps to further emulate the style, more color variation in the flat-shaded areas?

Wrapped up that toad thing: skippy turnaround (http://img.photobucket.com/albums/v325/mwahaha/arrt/3d/toadyead2.gif)... was, as said, quick experiment.

konstruct
12-18-2008, 12:51 AM
damn some really really quality stuff in here lately
, also the geico lizzard looks SUPER bad ass,

LoJack
12-18-2008, 01:35 AM
vrav: thanks man. I'll try it out, see if i can make it pop some more. heheh

FAT_CAP
12-18-2008, 01:47 AM
@ Solar: That is the most awesome model I have seen for a long time! Love the proportions.

@ Everybody who needs to see fat ogre wang on my model !: The man-bits will be covered on the final character so no point wasting precious polys on them gubbins- there's enough people on here modelling polygonitalia to keep all of your fetishes happy anyway ;-)

b1ll
12-18-2008, 06:22 AM
SOLAR! i dig it. Goodjob man, lookin forward to seing more work from u

Ben

JasonLavoie
12-18-2008, 02:18 PM
Looks like that character would fit nicely in the Ratchet and Clank universe Solar, really really nice man.

butt_sahib
12-18-2008, 03:00 PM
That is looking suhweet Solar. I think this was your comicon entry? Love the colors!
Also, love the gecko :D

Taking a break from lookig at codes ALL day long.(i finally get to say that now! YAYZ)
http://pinoshare.de/bild.php/3247,visuJ3JQP.jpg
kthknz

jason: go work on your sexy environment! XD oh yeah btw, this character is the model ill be using...the thing i told you about...where youre going to help too? ;)
oh and btw,ben, no art from your end? :D

BoilingOil
12-18-2008, 03:02 PM
@butt_sahib: That looks great!
http://www.boilingoil.com/images/bitbucket/dwellerupdate.jpg

This is my first model. I started working on this again after a long break. Going to put it into UT3 when I get it finished.

GoSsS
12-18-2008, 03:44 PM
Here is a hallway i've recently finished !

http://gaetm.free.fr/3d/2008/Hallway/Hallway_Final.jpg

Some Hi/Low/Textured Models
http://gaetm.free.fr/3d/2008/Hallway/Walls.jpg
http://gaetm.free.fr/3d/2008/Hallway/Pillar.jpg

Edit : Yups, I've forgoten to mention that some props are designed by Gray Shuko (http://gray.shuko.free.fr) : http://gray.shuko.free.fr/096.htm

rooster
12-18-2008, 03:47 PM
nice one! reminds me a little of nova prospekt

JasonLavoie
12-18-2008, 04:02 PM
Oh.
My.
Gawd.

Damn GoSsS... damn, you have some nice colours in there, it looks like its in ut3, either way its fricken godly man, +1 to your fan list.

Farfarer
12-18-2008, 04:15 PM
Sweet stuff Gosss, nice colours :D

Cracks and chunks on the concrete look a bit forced, but neat nonetheless.

greenj2
12-18-2008, 05:09 PM
something for fun. Neox's coolness kinda inspired me to try it

http://i435.photobucket.com/albums/qq73/lojack14/sketch-1.jpg

Haha, he's cool dude! Nice work. :D

caseofchill
12-18-2008, 08:01 PM
Awesome work GoSsS. The scene could totally suck-start a leaf blower.

seforin
12-19-2008, 01:44 AM
http://img.photobucket.com/albums/v61/seforin/head1-3.jpg

hair gives me a headache but intresting to study and a bit fun to sculpt! (never seen wavy curly hair on a character before I wanted to attempt it)

Indecom
12-19-2008, 02:22 AM
Haha reminds me of spaghetti after its been sitting in water all day lol. Interesting to say the least.

Holi
12-19-2008, 03:27 AM
GoSsS: it looks a bit too monochromatic imho, nice work anyway, I love the windows matterial.


almost finished...
http://uppix.net/6/9/2/b9736e5e3b278dde30483cf8ad1b6tt.jpg (http://uppix.net/6/9/2/b9736e5e3b278dde30483cf8ad1b6.html)

MattW
12-19-2008, 07:52 AM
It's been done before but not by me. Little lunch break challenge between the modelers.

WIP VP grab

http://i711.photobucket.com/albums/ww116/mattw_album/viewport-1.jpg?t=1229696342
http://s711.photobucket.com/albums/ww116/mattw_album/?action=view&current=viewport-1.jpg

Final

http://i711.photobucket.com/albums/ww116/mattw_album/triangle-00.jpg?t=1229698212
http://s711.photobucket.com/albums/ww116/mattw_album/?action=view&current=triangle-00.jpg

Target_Renegade
12-19-2008, 07:58 AM
Nice work GoSsS, looking good. Not sure how you've done that MattW.

ArtsyFartsy
12-19-2008, 08:39 AM
Nice work GoSS, but I think there's a very big contrast in quality between the walls (referenced from concept art), and the rest of the environment. That bed of wires or something, in the middle is not very interesting.

Harry
12-19-2008, 09:03 AM
looks sick gosss

i think im getting ok at sculpting... i dunno

http://img360.imageshack.us/img360/3946/babescn5.jpg

Ruz
12-19-2008, 01:05 PM
I was bored so I decided to do some 2d stuff. I haven't painted anything for about 10 years, so I am happyish with the progress, but long way to go still. leaves are bit crap

http://www.mikerusby.com/tiger3.jpg

Wahlgren
12-19-2008, 01:13 PM
looks sick gosss

i think im getting ok at sculpting... i dunno

http://img360.imageshack.us/img360/3946/babescn5.jpg

Hehe now i almost feel unoriginal! Here´s one i made before. See the similarity in the mouth and side area? Hehe. Cool :)



http://pigged.net//Random/work/Bonehunternewest.jpg

Massbot
12-19-2008, 02:33 PM
that's some nice fur ruz

Ruz
12-19-2008, 03:39 PM
cheers massbot. was just messing really. drawings pretty awful

rollin
12-19-2008, 03:47 PM
GoSsS - i love your highpoly/normalmap stuff.. but why has everything to be so graygreenish?

rooster
12-19-2008, 03:49 PM
hey Ruz, it doesn't quite look to me like the tiger is looking at the butterfly ( maybe the left eye is more towards the viewer, not enough forwards) however i think its a real nice piece of work

Ruz
12-19-2008, 05:25 PM
doh, I see that now Rooster. will fix it

Harry
12-19-2008, 06:28 PM
Hehe now i almost feel unoriginal! Here´s one i made before. See the similarity in the mouth and side area? Hehe. Cool :)



[img]http://pigged.net//Random/work/Bonehunternewest.jpg[img]


Yours doesnt have veins though ;D

caseofchill
12-19-2008, 06:41 PM
Also practicing in zbrush, though with less alien....

http://www.digitalillusionary.com/polyCount/zbrushHead.jpg

Racer445
12-19-2008, 09:52 PM
NOT DOING A WEAPON THIS TIME

http://i43.tinypic.com/29x884h.jpg

HAL
12-20-2008, 02:57 AM
GoSsS: Wow.. nice one, I like the overall color scheme, it really fits to the enviroment.

Racer: Art deco?

butt_sahib
12-20-2008, 05:21 AM
caseofchill:
Hehe looking awesome. But that matcap makes me wish he had more angular features on him. :)

Racer:
Yeah that really doesnt look like a gas tank/dispenser (it should have a big ass handle)? but i guess itll come donw to the texturing

Wahlgren
12-20-2008, 10:51 AM
Playing around with the design of the H.E.V chargers from the half life universe. Will see if i finish it.

http://pigged.net/Random/work/hevcharger11.jpg

seforin
12-20-2008, 02:48 PM
played with this guy some more lately

http://img.photobucket.com/albums/v61/seforin/updates1.jpg

Joao Sapiro
12-20-2008, 03:16 PM
looks stiff as a...stick, and you once again went higher subd levels too soon ...uuuse reeefs man...last comment ill make to your stuff btw , dont want to annoy you more :P

Ruz
12-20-2008, 05:18 PM
yes, although your stuff has improved seforin, your approach is a little lazy. as johnny says use more photo refs, particularly 3/4 view on the head

Zwebbie
12-20-2008, 05:28 PM
looks stiff as a...stick, and you once again went higher subd levels too soon ...uuuse reeefs man...last comment ill make to your stuff btw , dont want to annoy you more :P

Aww, I love it when you do that! It's so funny to see you get worked up.

Joao Sapiro
12-20-2008, 05:50 PM
exactly man! butter.

rooster
12-20-2008, 05:54 PM
ok calling it quits on this dude, some tweaks since last post (modeled some wrinkles, tweaked shape, face definition, texture tweaks and some subtle gradients)
http://redprodukt.com/wp-content/uploads/2008/12/roo_3dsketch09.jpg

DanConroy
12-20-2008, 07:20 PM
Been working on the texture of this HK USP model I did awhile ago, not a very original gun I know.

First time doing a pistol texture, pretty tough to get my head round for some reason.

http://img68.imageshack.us/img68/2028/usppcyi4.jpg (http://imageshack.us)
http://img68.imageshack.us/img68/usppcyi4.jpg/1/w715.png (http://g.imageshack.us/img68/usppcyi4.jpg/1/)

WIRE:

http://img123.imageshack.us/my.php?image=wireuspfs4.jpg

Spinks
12-20-2008, 08:56 PM
rooster: looking awesome, my only suggestion is working in some more cool colors to balance it out and add some contrast. is it photoshop or 3d paint of some sort?

DrillerKiller
12-20-2008, 09:17 PM
rooster, looks pretty good, i like the musculature on the arms and legs but the cloth doesn't sit right.

Cybroxide
12-20-2008, 09:23 PM
Im working on a scene right now, I'll start a thread for it when i've gotten more.

http://www.cybroxide.com/images/posts/Sconce_High.jpg

It's a sconce for a snowy mining town

rooster
12-20-2008, 09:30 PM
thanks for the feedback!
Spinks: aye you've got a good point here, I've been neglecting the colour balance- just having too much fun doodling.. I'll go back to it in a bit and try to add some nuance. Texture was done 50/50 in mudbox and SAI
DrillerKiller
another good point.. I basically just stuck with the first thing I drew, it's something I'll pay more attention to next time around

for now though, I might move onto something more.. fiendish
http://redprodukt.com/wp-content/uploads/2008/12/roo_fiend_01.jpg

Vrav
12-21-2008, 01:28 AM
Reminds me of the demon from Quake. Quite cool. I noticed you made the sketch version of the hat guy then a painted version, now a sketch version of a fiend... what could you be up to? So many creative possibilities. Still loving the messy NPR.

Neo_God
12-21-2008, 03:04 AM
Been away for a bit, too busy with school work to even touch 3d stuff. Anyway, I decided to get back into things, and I just watched Bram Stoker's Dracula and I liked the idea of an old Nobleman monster. So I'm working on making a troll nobleman past his prime.

http://img.photobucket.com/albums/v305/Neo_God/Troll.jpg

Just roughing things out now.

rooster
12-21-2008, 01:27 PM
looks great neo, I think what you're aiming for is coming through in the face
sorry to spam the thread.. don't really think they deserve their own atm
i decided to scale back the fiend's attributes more in line with the original, since the big claws would prevent him from doing his original run, which I like.. (not that I'm animating it). Also made a few shapes more aggressive
http://redprodukt.com/wp-content/uploads/2008/12/roo_fiendogre_02.jpg

CIgano
12-21-2008, 04:19 PM
thats problably one of the most original things ive ever seen

i hope you make a tutorial for that sort of effect, im guessing its just alpha/opacity maps?

EmAr
12-21-2008, 04:25 PM
http://img241.imageshack.us/img241/7979/22pckc5.jpg

This bus is for Blitzkrieg-Mod:

http://www.blitzkrieg-mod.com

cptincognito
12-21-2008, 07:03 PM
Dusting off an old unifinished project, here's a section of a wall, single texture sheet (the section repeats many times all the way around the building) It's about 1800 tris per section, could be reduced if i didn't inset the porthole. Sorry about the interface in the etqw shot, my windows partition crashed today so i can't do a new one. Also need to break up my smoothing on the model.

http://a.parsons.edu/%7Eevan/sketchbook/wallsection_wip.jpg
http://a.parsons.edu/%7Eevan/sketchbook/wallsection_etqw.jpg

Mtg_kirin
12-21-2008, 08:48 PM
been practicing weapon modeling. Going to be 1st attempt at normal mapping a weapon... so unwrap is next. Any feedback before I unwrap will be most appreciated.

http://i228.photobucket.com/albums/ee3/Mtg_Kirin/Untitled-1-9.jpg

Harry
12-21-2008, 09:42 PM
Danny, USP frames are polymer, not metal

Kirin, youve got a lot of errors, if you want me to address them all i can, but if you arent going for accuracy thats ok.