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Mtg_kirin
12-21-2008, 10:00 PM
sure harry, here are my ref. I modeled it to the sheets and have had other people look at it. I havent heard many issues that I havent fixed, but would really appreciate any feedback.

http://www.pixagogo.com/9865254616

achmedthesnake
12-22-2008, 12:16 AM
http://www.achmedthesnake.com/images/wip/cyclops11.jpg

maltuna
12-22-2008, 12:37 AM
achmed: Haha, that guy is cool, he's coming along nicely. He would make a cool vinyl toy.

butt_sahib
12-22-2008, 12:46 AM
achmed:
haha glad to see you finally working on him(?) again lol
Clever going with the sexy shadow. Gives him such balance

Neox
12-22-2008, 03:07 AM
achmed, i'd try to break the silhouette a bit, right now the normalmap gives him a lot of depth the silhouete can't hold up, it's very smooth, a bit more edgyness would help him i think

maybe something like this, green is your silhouette
http://polyphobia.de/nonpublic/beefed.jpg
you already started giving him some form but i think you can push this further

DanConroy
12-22-2008, 03:50 AM
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.

Ah bugger!! don't know why I've done that, thanks for telling me mate.

Rens
12-22-2008, 04:29 AM
New piece, another art form.

Im studieing Nymphs and Satyr by William Bouguereau.
Practicing oilpainting, since this is my 3rd attempt i have no clue what im doing.

I put down part of the base, going to fill in the rest today and try to add another layer in a couple days.

Its on a 18x24cm canvas board

http://rensedeboer.com/2d/nymphs01.jpg

Chunkey
12-22-2008, 05:48 AM
http://img88.imageshack.us/img88/4938/221208yl4.jpg (http://img88.imageshack.us/my.php?image=221208yl4.jpg)
http://img88.imageshack.us/img88/221208yl4.jpg/1/w330.png (http://g.imageshack.us/img88/221208yl4.jpg/1/)

taken from my sketch thread

woogity
12-22-2008, 08:26 AM
dude rooster cool texture work love the style! also please tell me that that dude is going to ride the fiend critter u have laid out!

-woog

MoP
12-22-2008, 02:59 PM
rooster, you are THE MAN
btw if you finish that fiend, I will happily rig/animate it, want to practise that stuff anyway (Maya or Max, whatever you're working in) ;)

Ruz
12-22-2008, 04:24 PM
looks nice rooster.

As much as I like normal mapped stuff, I still think there is a lot more individualism in hand

painted textures.

Chunkey - are the biceps/upper arms too short? coming along though

Rens - I like to see that loose style, her spine curve is looking good so far

Indecom
12-22-2008, 09:06 PM
Learning to model in max, this is my first creation so far. I'm liking how easy it is so far, and i love the modifier tools, though i still need to come up with a good keyboard configuration so i can access all my tools at the push of a key rather than searching and clicking.

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

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

any crits? or any examples of butt geometry? lol

Oh, can anyone tell me what function will convert selected vertexes into a face?

ALPHAwolf
12-23-2008, 12:40 AM
well it's ctrl and click on the icon you want, if u have faces selected them ctrl and click on the verts icon, under edit poly.ha

Japhir
12-23-2008, 01:18 AM
nice work indecom!
if i where you i'd set up some shortcuts for select edge loop, select edge ring, connect, bridge etc. read this (http://boards.polycount.net/showthread.php?t=58125&highlight=max+hotkeys) to see what everybody else uses.

Neox
12-23-2008, 01:25 AM
Oh, can anyone tell me what function will convert selected vertexes into a face?

"convert to vertex, edge, face"

Indecom
12-23-2008, 01:43 AM
Thanks for the link Japhir, i'm sure that will help me out a lot. I got a script that does what i want now so i'm alright in that department. I think after just one day's worth of tutorial and interface learning, i'm doing fairly well, i only wish i could switch to a resolution higher than 1024*768. I just feel so cramped, and cant fit all the buttons i want on my screen.

I'm converting from blender to max, and its relatively rocky but the foundation of modeling remains the same, and the fancy features of max really help speed things along. I love how simple it is to extrude edges :)

butt_sahib
12-23-2008, 04:42 AM
indecom:
I wouldnt recommend using scripts for EVERYTHING you do, especially if there are other standard ways of doing it which are equally fast/easy.
I have my keyboard set as Ctrl+1 to convert to vertex, Ctrl+2 to edges and Ctrl+4 for plys.
As neox mentioned, you can also use the quad menu (right click)

Also, LOLZ
http://pinoshare.de/bild.php/3301,cosmogirl8cNQXRH.jpg

Josh_Singh
12-23-2008, 10:49 AM
Here's a little something I have been working on for someone:
http://img.photobucket.com/albums/v139/nurbs_801/Guard_Finalsmall.jpg

ironbearxl
12-23-2008, 10:53 AM
cool Josh!

caseofchill
12-23-2008, 11:22 AM
That is sweet josh.

_Gr9yFox_
12-23-2008, 11:26 AM
Wicked work Josh!

b1ll
12-23-2008, 11:34 AM
Josh! nice, Always nice to see your work man!

I WANT MORE OF THOSES. fun style.

Ben

|Buddy|
12-23-2008, 11:40 AM
Arnold the Scout.

rollin
12-23-2008, 11:48 AM
haha nice one josh!!

AimBiZ
12-23-2008, 12:58 PM
Josh, is it possible to make him a playable character in TF2? :D

Been working on this one as usual.
http://i110.photobucket.com/albums/n117/AimBiZ/Bob_1-2.jpg
http://i110.photobucket.com/albums/n117/AimBiZ/Bob_2-2.jpg

Indecom
12-23-2008, 01:11 PM
that's wicked josh, good job on the gecko dude ambiz.
@butt, thats pretty funny, though i'm really just using them as a base to build a general female mesh, not going to be making her suit.

pliang
12-23-2008, 01:12 PM
Here's a little something I have been working on for someone:
http://img.photobucket.com/albums/v139/nurbs_801/Guard_Finalsmall.jpg

Aw snap, sweet TF2 stuff.

The grnade launcher looks pretty authentic to me.

Rens
12-23-2008, 01:25 PM
Still no clue

http://www.rensedeboer.com/2d/nymphs2.jpg

bounchfx
12-23-2008, 01:27 PM
scout demoman ftw

Joao Sapiro
12-23-2008, 01:30 PM
Put dispensar hear ! BONK ! josh that fucking rules.

Thegodzero
12-23-2008, 01:36 PM
aimbiz,
I love this guy but i still think he needs gecko fingers more like this,
http://farm4.static.flickr.com/3064/2514333659_71400093e2.jpg?v=0

Josh great work!

Davision3D
12-23-2008, 02:04 PM
Made a weapon:
http://www.vitamin3d.com/bilder/swordthingy.jpg
Its kinda like a multi-tool, it can transform in different type of weapons and can also be used as scissors for sliceing enemys heads off.

urgaffel
12-23-2008, 02:08 PM
Thanks for the link Japhir, i'm sure that will help me out a lot. I got a script that does what i want now so i'm alright in that department. I think after just one day's worth of tutorial and interface learning, i'm doing fairly well, i only wish i could switch to a resolution higher than 1024*768. I just feel so cramped, and cant fit all the buttons i want on my screen.

I'm converting from blender to max, and its relatively rocky but the foundation of modeling remains the same, and the fancy features of max really help speed things along. I love how simple it is to extrude edges :)

Get the meshtools + cspolytool scripts from www.scriptspot.com, set up hotkeys and quad menus then press ctrl+x to get maximum screenspace ;) This does mean you have to know what you're doing though since the modifier menu goes away... Having said that, you can hide everything but the modifier menu in the customize menu. It's in one of the sub menus that I've forgotten the name of, "show ui" maybe?

AimBiZ
12-23-2008, 02:50 PM
aimbiz,
I love this guy but i still think he needs gecko fingers more like this,
http://farm4.static.flickr.com/3064/2514333659_71400093e2.jpg?v=0

Josh great work!

I've changed his fingertips, though it doesn't show very well on theese shots. I still want him to look like a crossbreed between a gekko and a human so I want a bit of both on his hands.
I'm going to give the fingers some more love though on the next subdiv level. Was thinking of adding those details on the pic you posted.

Do you also want his whole fingers to be more slim like on the pic and less bone showing?

Thegodzero
12-23-2008, 03:23 PM
From the rest of body i guess what i'm expecting to see for his hands is that the top would look very human but with the finger flattening and widening at the tips (with or with out the claws). Then on the under side it having the gecko grip.

HandSandwich
12-23-2008, 05:08 PM
Colored up some cards for gifts.
http://i24.photobucket.com/albums/c44/deadxiii/blueHeads.jpg

maltuna
12-23-2008, 05:15 PM
Scout hits the gym! PUNK!

seforin
12-23-2008, 06:47 PM
FINALLY after some time I Got the shader working correctly (or near enough) Now after learning much of the secrets of shaders and neox and others I am going back to the diffuse to give it the love it needs!

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

butt_sahib
12-23-2008, 08:51 PM
urgafell:
Show command panel ;)

indecom:
Andrew loomis,Guass and Mop to the rescue! I was going to PM you, but the page already as a deadly side scroll :/
http://pinoshare.de/bild.php/3310,loomisorthofemaleSSMKX.jpg

You could use my blueprint manager script :P

killingpeople
12-23-2008, 09:01 PM
I've been working on a board game as a personal project. I'm writing up a second draft of the rules. I made some images for it today:

http://dl.getdropbox.com/u/192198/J-Rules00.gif
http://dl.getdropbox.com/u/192198/J-Rules01.gif
http://dl.getdropbox.com/u/192198/J-Rules02.gif
http://dl.getdropbox.com/u/192198/J-Rules03.gif

Here's a WIP of a painting I'm working on for it as well
http://dl.getdropbox.com/u/192198/Jasper_NU_00.jpg

Sectaurs
12-23-2008, 09:13 PM
!!!

they're wizards, i know it

Indecom
12-23-2008, 09:36 PM
@butt Thanks for the blueprint thingymaboob! I'll use that as a starting base for any female orthos i might need to draw up i think.

Work is coming along okay on the model so far, though i feel really noobish working in max still.

http://i132.photobucket.com/albums/q27/indecom/frontangle.jpg
http://i132.photobucket.com/albums/q27/indecom/backangle.jpg

though i think i improved on my butt geo, though you didnt see it last time.

warriah
12-23-2008, 10:48 PM
really good stuff in these forums.
AimBiZ: coming along really nicely, not my style of character but looking good nontheless.
Josh_Singh: digging it alot, nice pose too.

heres something aim working on at the moment. i will try to do a full character for this.
http://www.mladenjovicic.com/i/PORTFOLIO/sketchbook/invader_001_1.jpg
cheers.

Slipstream
12-23-2008, 11:34 PM
@warriah: That looks adorable :D
Got alot of little stuff left to finish up on this girl, but she's getting there.
Using Wang Jing's hlsl shader. Its amazing :)
http://img.photobucket.com/albums/v416/temetry/kashailaRen010s.jpg

rooster
12-24-2008, 05:09 AM
hot stuff kp!

LEViATHAN
12-24-2008, 01:40 PM
Colored up some cards for gifts.
http://i24.photobucket.com/albums/c44/deadxiii/blueHeads.jpg

holy shit

killingpeople
12-24-2008, 05:22 PM
I like that TF2 dude Singh, nice job dude. Ur big pimp'n.

Here's some more pics for my board game.

http://dl.getdropbox.com/u/192198/J-Actions01.gif
http://dl.getdropbox.com/u/192198/J-Actions02.gif
http://dl.getdropbox.com/u/192198/J-Actions03.gif

Mtg_kirin
12-24-2008, 10:34 PM
trying to get better at normal mapping. Just a flashlight model, no texture. screens taken from ue3 and maya 8.5

http://i228.photobucket.com/albums/ee3/Mtg_Kirin/Untitled-3-1.jpg

http://i228.photobucket.com/albums/ee3/Mtg_Kirin/Untitled-4.jpg

edit: should be 490tris. I could cut alot, but didnt bother with it cause its so low

Snader
12-24-2008, 11:26 PM
KillingPeople - like the style on the midgetwizards but the spells, in particular the last few with the helmets, look a lot like sperm..

HotHandSandwich - i like, i like... how big are those?

Davision - i recognize that weapon concept... where's it from?

PixelMasher
12-24-2008, 11:38 PM
mtg_kirin : flashlight or fleshlight....(surreptitiously glances from side to side... ) hahah kidding :P normal maps look pretty clean, Im assuming the texture is 1st pass, I think once you get a proper spec and some details in the diffuse itll look rockin, only thing i would maybe suggest is pushing the silhouette a bit more (10-15%) so its not so straight tube like

MasteroftheFork
12-25-2008, 12:34 AM
Do a sackboy for the gameartisans minicomp :)

http://img.photobucket.com/albums/v408/MasteroftheFork/sackboy_wip03.jpg

killingpeople
12-25-2008, 01:48 AM
KillingPeople - like the style on the midgetwizards but the spells, in particular the last few with the helmets, look a lot like sperm..

Honestly, I'm cool with that. -_-
So long as they explain the rules better, I'm happy. Maybe someone will get a laugh out of it and laughing at sperm is A OK in my book.

Mtg_kirin
12-25-2008, 08:31 AM
mtg_kirin : flashlight or fleshlight....(surreptitiously glances from side to side... ) hahah kidding :P normal maps look pretty clean, Im assuming the texture is 1st pass, I think once you get a proper spec and some details in the diffuse itll look rockin, only thing i would maybe suggest is pushing the silhouette a bit more (10-15%) so its not so straight tube like

hey thanks. Ya its just a black texture. Will be adding in detail within next few days, been looking around at refs to get some ideas.

How would I push the silhouette?

thanks again.

Davision3D
12-25-2008, 08:35 AM
Davision - i recognize that weapon concept... where's it from?
Its from my own concept, maybe you recognize it from wip screens i had post before.

garriola83
12-25-2008, 04:13 PM
i dabble
http://www.digi-wingz.com/Lady.jpg
not thoroughly done with the diffuse nor the spec, but thats what im dabbling on

Rens
12-25-2008, 04:16 PM
hawt.

Revliss
12-25-2008, 06:53 PM
sculpting any one :P
http://img178.imageshack.us/img178/3936/sculpt25decei5.jpg

perna
12-25-2008, 07:18 PM
urgafell:
http://pinoshare.de/bild.php/3310,loomisorthofemaleSSMKX.jpg


Loomis character sheets.
Just... No.

Rens
12-25-2008, 07:25 PM
I allways find it funny how they call it "ideal"
Everything about it is just way off.

seforin
12-25-2008, 09:53 PM
mmm the more I paint this guys diffuse the more I realise that his shader needs more work to make his diffuse bleed through correctly...hmmm more work to do ever still

http://img.photobucket.com/albums/v61/seforin/basic3pointdudley.jpg


Well back to teeth enough painting for tonight

timwiese
12-25-2008, 10:34 PM
i dabble
http://www.digi-wingz.com/Lady.jpg
not thoroughly done with the diffuse nor the spec, but thats what im dabbling on

Looking great gene!

Medestruit
12-25-2008, 11:48 PM
I allways find it funny how they call it "ideal"
Everything about it is just way off.

Well, Loomis was a turn of the century illustrator. So "ideal" takes into consideration no balance between reality and unique-ness. Basically, by "ideal" it's implied that the muscle is all perfectly sculpted to the bone in 1 uniform fashion, and the skin directly sculpted to the muscle as tight as possible.

I suppose it's a good way to start off with proportions, but staying stuck to it is going to give a very unrealistic look to anything you make generally.

Indecom
12-26-2008, 12:12 AM
http://files.turbosquid.com/Preview/Content_2008_12_25__18_23_51/max_body_girl4.JPGa1be6d9e-d0be-47cc-b1d8-c47052867487Large.jpghttp://files.turbosquid.com/Preview/Content_2008_12_25__18_23_51/max_body_girl1.JPG808af1b0-4e8d-485b-8d2b-a2359807455dLarge.jpg
http://files.turbosquid.com/Preview/Content_2008_12_25__18_23_51/max_body_girl2.JPGe11d6ab9-0821-4c41-a945-e8710775f901Large.jpghttp://files.turbosquid.com/Preview/Content_2008_12_25__18_23_51/max_body_girl3.JPGe680a889-d60b-4888-9bf7-c4bd4be20e14Large.jpg

So i have the body done, i'm not comfortable with max yet to do the head or hands, so i'll save that for later once i've learned enough to go forward.
Oh, and i totally posted it on turbosquid for 5 bucks, i need some extra cash and if it works, great! If not, then i'm no broker than i am now! :P

snake85027
12-26-2008, 01:11 AM
http://i93.photobucket.com/albums/l74/spawn85027/overallview.jpg
http://i93.photobucket.com/albums/l74/spawn85027/updateagain.jpg

Neo_God
12-26-2008, 02:50 AM
garriola83, looks great so far, I really like how soft the skin and features look on the face. And the overall costume design is nice too.

Revliss, first thing that looks off is the head seems way too big, even if it is stylized. I'd also suggest that you don't go into so much detail (like on the torso) until you have the whole thing somewhat what fleshed out. I know, I'm impatient with that sort of stuff too, but in the end it makes for a better composed design.


Put more work into my superannuated Troll
http://img.photobucket.com/albums/v305/Neo_God/Troll2.jpg
http://img.photobucket.com/albums/v305/Neo_God/Troll3.jpg

The forehead bothers me a tad, I'd like some second opinions on it. and the body doesn't have nearly as much detail, because he's going to be clothed and I just have it there for structural purposes, and the detail I did put into it, was just something I felt like doing for fun...except the feet I didn't feel like working on feet, no reason for it either.

SpeCter
12-26-2008, 03:10 AM
i dabble
http://www.digi-wingz.com/Lady.jpg
not thoroughly done with the diffuse nor the spec, but thats what im dabbling on

I love it, but is it just my imagination or does her right arm look weird?
http://e.imagehost.org/t/0701/Lady.jpg (http://e.imagehost.org/view/0701/Lady)

Hatred
12-26-2008, 04:10 AM
i dabble
http://www.digi-wingz.com/Lady.jpg
not thoroughly done with the diffuse nor the spec, but thats what im dabbling on

Great character Garriola!,
one thing comes to my mind: dont you think her knee is positioned a bit too low?

edit: a bit fun with modelling in new soft
http://img126.imageshack.us/img126/2619/91449132fy0.jpg

palm
12-26-2008, 08:41 AM
Here is a wip on what im working on now.
http://www.michaelpalm.se/post/buffout3_wip01.jpg

Im using that brdf shader found somewhere on this forum (seems to be kickass). Still lots to do. The weapons, more texturework, hair and then riging.

killingpeople
12-26-2008, 09:29 AM
Really like it palm. The style looks rad how it is. Once you polish it up more, small things I'm seeing would probably be fixed. I'm interested to see how upping the contrast in your diffuse and spec would effect the results. Although, it has a very unique and soft look that is its own.

Very nice Neo_God. I like his forehead, but there could be a better solution there.

LEViATHAN
12-26-2008, 10:57 AM
http://i43.tinypic.com/2ugnku1.jpg

low-poly tits from hell

feet are early

ChrisG
12-26-2008, 01:43 PM
sculpting any one :P
http://img178.imageshack.us/img178/3936/sculpt25decei5.jpg
I would love to know the tools you use, and how you start is it wire and then clay put on top?, I really want to get started doing this type of thng but Im not sure where to start

thanks
chris

Rens
12-26-2008, 02:08 PM
todays progress

http://rensedeboer.com/2d/nymphs3.jpg

MoP
12-26-2008, 04:09 PM
taking shape well now Rens, you seem to be doing pretty well with the poses.

Andreas
12-26-2008, 04:30 PM
Loving this, there's a lot of charachter in both. :)


http://www.mladenjovicic.com/i/PORTFOLIO/sketchbook/invader_001_1.jpg
cheers.

Revliss
12-26-2008, 08:03 PM
chrizz1 emm ya wire and putty as for tools the standerd sculpting tools atheomr that looks like dentis tools.

Neo_God thank for your input i know the head is too big even for manga propotion sine i set the size my self i seem to get the head too big every time .. :(
and you are reminding to get new Glasses .. my eye not working :(

almighty_gir
12-27-2008, 01:28 AM
i wouldn't sweat it. miniature sculpts tend to have out of proportion heads (and sometimes hands) to exaggerate character. it's a great start!

what scale is it in? 35mm? 55mm? or just something random? haha. i'll try to get pics up of one of my sculpts soon (if i remember to take photos before painting it..)

Keen
12-27-2008, 03:01 AM
Loomis character sheets.
Just... No.

I was going to use that Loomis book for learning to draw the figure. What's the problem with it?

elementrix
12-27-2008, 04:22 AM
working with 100% nurbs:

http://i307.photobucket.com/albums/nn288/el-ementrix/nurbsboat1.png

Harry
12-27-2008, 04:37 AM
Here is a wip on what im working on now.
[img]http://www.michaelpalm.se/post/buffout3_wip01.jpg[img]

Im using that brdf shader found somewhere on this forum (seems to be kickass). Still lots to do. The weapons, more texturework, hair and then riging.

change the shottie to a trench gun and im there baby

rul119
12-27-2008, 07:10 AM
great work palm, love the style

LEViATHAN
12-27-2008, 07:33 AM
http://i43.tinypic.com/sf9co6.jpg

creases are a cunt.

ArtsyFartsy
12-27-2008, 08:36 AM
working with 100% nurbs:



you must really hate your life :poly142:

ship looks good though

Peris
12-27-2008, 09:06 AM
Here is a wip on what im working on now.
http://www.michaelpalm.se/post/buffout3_wip01.jpg

Im using that brdf shader found somewhere on this forum (seems to be kickass). Still lots to do. The weapons, more texturework, hair and then riging.

ooh very nice! Very sexy =). The diffuse could use some more work, some more tones and color in there, but only subtly. Really like how clean the model and normals look!

MoP
12-27-2008, 11:40 AM
I was going to use that Loomis book for learning to draw the figure. What's the problem with it?

Loomis is great for learning to draw, he makes a lot of good points and teaches very well.
However the "character sheets" are not really that useful for modelling from, the proportions are a tad strange and the pose is pretty boring.

The books are definitely good for learning to draw/paint/compose though. Just don't use them as be-all, end-all reference.

elementrix
12-27-2008, 04:09 PM
you must really hate your life :poly142:

ship looks good though

actually, I love to work with nurbs (and this is my first nurbs project so I hope I will learn alot more about nurbs in the future) :P

http://i307.photobucket.com/albums/nn288/el-ementrix/nurbsboat2.png

http://i307.photobucket.com/albums/nn288/el-ementrix/nurbsboat3.png

Mtg_kirin
12-27-2008, 05:15 PM
still working on this ak47. I know it doesnt have all the details, but After I clean it up and ad some more little details I wanted to Ima call it done and then finish/unwrap the low poly.

http://i228.photobucket.com/albums/ee3/Mtg_Kirin/Untitled-1-20.jpg

low poly wip:
http://i228.photobucket.com/albums/ee3/Mtg_Kirin/Untitled-1-11.jpg

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

any crits are welcome. This is my 1st normal map project, so suggestions or anything would be appreciated. (using maya)

Slipstream
12-27-2008, 10:01 PM
Beautiful work elementrix :)

killingpeople
12-28-2008, 02:26 AM
http://dl.getdropbox.com/u/192198/J-Actions04.gif
http://dl.getdropbox.com/u/192198/J-Actions05.gif
http://dl.getdropbox.com/u/192198/J-Actions06.gif
http://dl.getdropbox.com/u/192198/J-Actions07.gif
http://dl.getdropbox.com/u/192198/J-Actions08.gif

Nick Carver
12-28-2008, 03:51 AM
Loomis is great for learning to draw, he makes a lot of good points and teaches very well.
However the "character sheets" are not really that useful for modelling from, the proportions are a tad strange and the pose is pretty boring.

The books are definitely good for learning to draw/paint/compose though. Just don't use them as be-all, end-all reference.

I agree with MoP - Loomis' female proportions in particular are a bit weird(quite a 50s shape, I think). His head construction (in Drawing the Head and Hands) is still probably the best method out there, though. There are aspects in his figure drawing manual that are pretty useful, such as the page on 'landmarks' and the drawings of the figure broken up into planes, but you should definitely supplement it with lots of other sources.

I'd recommend Bridgman for construction and understanding basic forms, and someone like Glenn Vilppu or Karl Gnass for pose and gesture. Burne Hogarth's anatomy is quite misleading at times but his drawings are very sculptural and can help when trying to understand overall forms and insertion points. Kevin Chen's figure drawing tutorials over on Conceptart.org are a really useful (free) resource as well. Mix all of that together along with lots of studies of your own and you should start to get a grasp of the human figure. Modelling sheets will only get you so far as you need to be able to visualise and understand more than is just apparent from a couple of flat drawings at right angle to one another.

adam
12-28-2008, 04:16 AM
With another week before I have to go back to work from the holidays, I opened this up again to try and get lots done.

The green cubes are human scale. With most of the innards of this vehicle being human scale objects (compared to the outside frame work being much larger shapes) I am fighting with how much detail, or rather the scale to stop detailing at, for something this large.

The wheels are as far along as they are because I did them a few months ago to freshen up on my highpoly modeling. Going forward with the rest of her, I am trying to figure out the innards first before moving on to the frame & exterior.

http://dl-client.getdropbox.com/u/17188/beholder_1228_01.jpg
http://dl-client.getdropbox.com/u/17188/beholder_1228_02.jpg

Marine
12-28-2008, 09:18 AM
the vent looking things running around the middle of the wheels look really impractical, brome

butt_sahib
12-28-2008, 09:29 AM
Yeah i do agree with you guys that andrew loomis does kick-ass and i also agree that these modelsheets arent the best around,but as posted earlier, imo they are an ok place to start. Proportions can be changed after the simple block-in stage. *shrugs*

I had asked sefronin to put this guy in unreal with his shader. But before handing it over to him,i decided to rework some things which i had wanted to work out since ever. So thanks to sef. for that :D The version i sent to sefronin is actually older than this one,but i dont know.
http://pinoshare.de/bild.php/3332,reworkfinalforumsPXL2J.jpg
I am completely satisfied with him now. I wasnt actually before.I had him at the bottom of my folio.

Blaizer
12-28-2008, 10:43 AM
Nothing special, working in details for a model i have between hands... like too many others i hardly can finish :S

http://blog.whiteblaizer.com/wp-content/uploads/2008/12/craneo_hebilla_01.jpg
Bump...

http://blog.whiteblaizer.com/wp-content/uploads/2008/12/craneo_hebilla_02a.jpg

http://blog.whiteblaizer.com/wp-content/uploads/2008/12/craneo_hebilla_03.jpg

More view details here: http://blog.whiteblaizer.com/?p=1022

killingpeople
12-28-2008, 11:04 AM
Rad Blaizer, really nice.

Ninjas
12-28-2008, 11:07 AM
Really loving the art KP

JasonLavoie
12-28-2008, 11:13 AM
PUSH THE TEXTURES BUTT!!!!!!!

adam
12-28-2008, 12:44 PM
Marine, I actually think they're purpose is for digging in to the ground when its rollin'.

http://dl-client.getdropbox.com/u/17188/beholderconcept.jpg
http://dl-client.getdropbox.com/u/17188/beholderconcept_fengzhu.jpg

Vrav
12-28-2008, 01:52 PM
Heh, Brome, you using dropbox also? It's interesting.

Keen
12-28-2008, 03:36 PM
I agree with MoP - Loomis' female proportions in particular are a bit weird(quite a 50s shape, I think). His head construction (in Drawing the Head and Hands) is still probably the best method out there, though. There are aspects in his figure drawing manual that are pretty useful, such as the page on 'landmarks' and the drawings of the figure broken up into planes, but you should definitely supplement it with lots of other sources.

I'd recommend Bridgman for construction and understanding basic forms, and someone like Glenn Vilppu or Karl Gnass for pose and gesture. Burne Hogarth's anatomy is quite misleading at times but his drawings are very sculptural and can help when trying to understand overall forms and insertion points. Kevin Chen's figure drawing tutorials over on Conceptart.org are a really useful (free) resource as well. Mix all of that together along with lots of studies of your own and you should start to get a grasp of the human figure. Modelling sheets will only get you so far as you need to be able to visualise and understand more than is just apparent from a couple of flat drawings at right angle to one another.


Cool, thanks for the info Mop and Nick! I'll be checking that stuff out.

adam
12-28-2008, 03:43 PM
Hey holmes, Dropbox is sweet! One of the most useful apps I've gotten in a long time.

Heh, Brome, you using dropbox also? It's interesting.

Ferg
12-28-2008, 03:46 PM
Marine, I actually think they're purpose is for digging in to the ground when its rollin'.
http://dl-client.getdropbox.com/u/17188/beholderconcept_fengzhu.jpg

Model's lookin good brome, but the concept has those diggers sticking out a lot more from the wheel, so they really look like they'd grip the ground. On your model they follow the curve the of the wheel perfectly and don't read as the same kind of mechanism.

Tennis
12-28-2008, 04:51 PM
http://www.kennethfejer.com/test/protomons.gif
a couple of customizable avatars im playing around with.
they are around 350 poly each.

Talbot
12-28-2008, 07:58 PM
The green cubes are human scale.


...those are some... those are some freakin big wheels... :P

Szark
12-29-2008, 01:05 AM
Looks cool, Adam. Is the concept art from anything in particular? GOW maybe?

adam
12-29-2008, 02:18 AM
Talbot - ya dude, the thing is huge.

zerafian
12-29-2008, 11:21 AM
a little bit of palm tree action..Im planning on adding shrubs, weeds, rocks, blah blah blah to make it more of a complete composition. Im hoping to be near completion tomorrow. Let me know what you think.
http://i40.tinypic.com/35k6b93.jpg

Ryan Smith
12-29-2008, 12:44 PM
some high poly doors based on a concept by Dave Nash.

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

rollin
12-29-2008, 01:08 PM
cool stuff Blaizer!

-

I´m on it.. still tons to do texture-wise
and the colour theme is subject of possible changes

btw: the chest belt is missing atm.. i know :)

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



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

Razorb
12-29-2008, 01:23 PM
super slick n sexy rollin! great style :)

Neo_God
12-29-2008, 01:23 PM
Just a little messing around with base head I have in ZB

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

Jaco
12-29-2008, 02:09 PM
Great stuff rollin, color theme reminds me of the dude in Neo_God's avatar :)

HandSandwich
12-29-2008, 03:22 PM
holy shit
Hope thats a good Holy Shit :{)

HotHandSandwich - i like, i like... how big are those?
Not that big. Maybe 3"x4.5"
I got a set of artist trading cards as an early Christmas gift and decided to draw some graphic stuff to give out with presents

mat
12-29-2008, 03:47 PM
all kinds of awesome sauce rollin

Marine
12-29-2008, 05:17 PM
love it, rollin, your style always stands out

started a quake ogre, was going to post earlier but that cock rooster showed off his own first
http://marine.cottages.polycount.com/wipthings/ogre.jpg
still needs his chainsaw then i can start cleaning up and detailing
can't decide if he should be pissed off or look sad

JasonLavoie
12-29-2008, 05:42 PM
rollin ROLLIN' out da awesome! Man I'm loving what you're doing with that character.

Virtuosic - Now that looks like fun man, great job!

thinsoldier
12-29-2008, 06:05 PM
The only problem I see with this is the actual control of the game which is way hard to do right with just tap-screen and accelerometer ;)

Does the i-phone only work with finger taps? Could you not use a stylus like the DS?

vladino
12-29-2008, 06:07 PM
Does the i-phone only work with finger taps? Could you not use a stylus like the DS?

Yap, nothing else than fingers :)

BradMyers82
12-29-2008, 07:20 PM
damn Rollin, Awesome as always.

palm
12-30-2008, 12:28 AM
Great design Rollin.

elementrix
12-30-2008, 03:02 AM
http://i307.photobucket.com/albums/nn288/el-ementrix/render4.jpg

snake85027
12-30-2008, 03:49 AM
just some updates, still working on the highpoly mover for the robotic arm. The lights in the scene are from unreal 3, just a holder..
http://i93.photobucket.com/albums/l74/spawn85027/eehupdate.jpg

http://i93.photobucket.com/albums/l74/spawn85027/morefun01.jpg

odium
12-30-2008, 08:19 AM
These are some WIP's for a starting area for our new free game, based on Q2 tech but re-written about 99% lol.

Merry Christmas ya filthy animal... And a happy new year!

http://www.teamblurgames.com/overdose/media/levels/odmp3_1_small.jpg (http://www.teamblurgames.com/overdose/media/levels/odmp3_1_large.jpg) http://www.teamblurgames.com/overdose/media/levels/odmp3_2_small.jpg (http://www.teamblurgames.com/overdose/media/levels/odmp3_2_large.jpg) http://www.teamblurgames.com/overdose/media/levels/odmp3_3_small.jpg (http://www.teamblurgames.com/overdose/media/levels/odmp3_3_large.jpg) http://www.teamblurgames.com/overdose/media/levels/odmp3_4_small.jpg (http://www.teamblurgames.com/overdose/media/levels/odmp3_4_large.jpg)


Links dont seem to work above, sorry:

http://www.teamblurgames.com/overdose/media/levels/odmp3_1_large.jpg
http://www.teamblurgames.com/overdose/media/levels/odmp3_2_large.jpg
http://www.teamblurgames.com/overdose/media/levels/odmp3_3_large.jpg
http://www.teamblurgames.com/overdose/media/levels/odmp3_4_large.jpg

You can find more info and pics at the OverDose website:

http://www.teamblurgames.com/overdose

rooster
12-30-2008, 10:38 AM
hehe sorry marine, but it looks like you're much further actually making yours :P
he always sounds pretty angry, so thats gonna be my aproach, but sad would be an interesting twist.. good stuff!

JasonLavoie
12-30-2008, 10:58 AM
Yo odium, those thumbnail links you're posting don't work, it just opens up the actual thumbnail image instead of the full res image.

odium
12-30-2008, 11:24 AM
Very odd... Does PolyCount have Flashbox installed? That may be why. I'll post the links under them.

JasonLavoie
12-30-2008, 12:43 PM
I think so man, it seems like now when I click on an image it opens up the FlashBox or Litebox or whatever its called.

Rens
12-30-2008, 01:04 PM
Thanks Mop :D


One stap forward and two steps back!

http://rensedeboer.com/2d/nymphs4.jpg


(shot under an angle because it is still wet and reflects alot)

Popeye9
12-30-2008, 01:17 PM
I am working on my painting skills. I still have a ways to go:poly127: Was a sketch that I did in a figure drawing session at the local Junior College


http://img411.imageshack.us/img411/8107/rian005tt5.jpg (http://imageshack.us)
http://img411.imageshack.us/img411/rian005tt5.jpg/1/w660.png (http://g.imageshack.us/img411/rian005tt5.jpg/1/)

Vrav
12-31-2008, 03:35 AM
Glad to see some 2D study in this thread. :D I posted some painting studies in mah sketchblog (http://vrav.tumblr.com/) tonight, aye. Hmm... back in April I remember doodling up this concept (http://img.photobucket.com/albums/v325/mwahaha/arrt/-PS/sigil_lamp0a_wip0.jpg) for a quirky, Sigil-like streetlamp; following that as a guide, tonight I made some models:

http://img.photobucket.com/albums/v325/mwahaha/arrt/3d/bulbstreetlamp-01.jpg
Probably will unwrap and see about a bit of baking next-up; this is my first 100% modeled highres mesh for normal maps on a game model though (no big deal, but eh), so maybe I'll look over and be tweaking a bit on the 'morrow... nae too much tho', needta be gettin' that portfolio together.

Silo 2

Eclipse
12-31-2008, 05:02 AM
I finished this guy up last night for the GameArtisans.org challenge. He was a new experience for me because I had never done normal maps or Zbrush or any of that stuff, but in the end it was worth it! I can see why people like normals so much now, haha. Hntrluc and Hobodactyl helped me out with it as well, so thanks guys :D. Hope you all like it

http://brandonmorris.info/mfsb_7.jpg

mat
12-31-2008, 05:32 AM
eclipse- very cool take on the sackboy challenge

started this carnifex like 6ish months ago... should probably get around to finishing it
http://img156.imageshack.us/img156/3109/wipak2.jpg

odium
12-31-2008, 06:17 AM
Eclipse that Sackboy is so cool! I think the only thing I can see thats off, at least to me, is you could push the normals more on the face cloth texture? ATM it does look very smooth, which isn't the same as the others, no?

Havok
12-31-2008, 08:39 AM
Looks epic, mat.

Started this yesterday, still have to do more details and shizz. Tell me how the proportions are, I didn't use any reference. Also, notice the camel toe, that shit is hot!
http://img228.imageshack.us/img228/8852/mutantwip1xc0.jpg

Slipstream
12-31-2008, 09:25 AM
@Eclipse: Ha, that looks amazing!
@Mat: I did a double take when I realized those were two upper arms attached to the one lower one. Really nice so far. I love the hardened shell around the hands :)
@Havok: Looks cool so far, whatever its gonna be

Jeremy Lindstrom
12-31-2008, 09:31 AM
..

Eclipse
12-31-2008, 09:56 AM
Thanks a ton mat, odium, and slipstream. Odium, I originally had it sharper and I agree it would have looked better, but that map was causing some seem problems so I had to change it up quickly because the deadline was around the corner, so it doesn't have the full effect sadly.

Also, Havok, I really like the style of your model, he looks cool. I am curious what you have planned for the textures.

And mat, killer work! He looks really cool and unique, kinda reminds me a tad of a burmak, but that could be becaue I have GoW on the brain after working on this guy for long :P.

Popeye9
12-31-2008, 11:51 AM
Eclipse nice job on the sack boy I love it. :)

seforin
12-31-2008, 11:53 AM
matt: EXTRA HERSEY!


Its looking good, I was about to start a project of a space marine for my next upcoming character after I get around to finishing my knight . hmm maybe i'll make a angry marine.

Ninjas
12-31-2008, 12:34 PM
Nice lamp Vrav. Looking forward to seeing how the texturing comes out

Havoc: Toes look a bit off to me. Otherwise good

Vrav
12-31-2008, 01:31 PM
Thanks Aubery, I'll get started.

Eclipse, nice - I was looking through the minicomp thread at GA with my non-artist sister last night and she liked your best because it's so soft and smooth-looking. Good job. :)

mat, you must finish this.

edit: welp, normals are okay - got to fix a couple "wavy lines"
http://img.photobucket.com/albums/v325/mwahaha/arrt/3d/bulbstreetlamp-02.jpg
It's not a lamp at this point, just a hefty 8ft bludgeoning object - thwack
Really wish some parts were more detailed; guess I'll do it in the textures...

renderhjs
12-31-2008, 09:04 PM
been working on my online portfolio solving the technical side:
http://www.renderhjs.net/portfolio2k9/portfolio_2009_ss_03.jpg
this is how it looks in flash (70 %)

online link:
http://www.renderhjs.net/portfolio2k9/dmo1/
right now you can only move the mouse- the animation of the flaps on the side are linked to the mouse position. The page bending is scripted and not animated,- it has some basic collision detection.

for this project I wrote another maxscript in max 9 to export vertex animations from 3dsmax (from any poly object with any modifiers) as a custom binary file.
http://www.renderhjs.net/portfolio2k9/portfolio_export_script.gif
Vertex positions are compressed with a animated object,- the engine supports n-Gons (no triangulation, less faces = more performance). The format is targeted to be xtra tiny for fast online loading usually below 1 KB.

I posted about the concept some time ago but I guess it went under
http://boards.polycount.net/showpost.php?p=852273&postcount=81

will create a propper thread once the real page flipping works,- together with all the concept, content ect.

Pedro Amorim
12-31-2008, 09:13 PM
amazing man!
what cant you do?

Armonio
01-01-2009, 02:26 AM
I am currently working on finishing my first ever project (which, is huge, I might add), that I had actually dropped a month into it. I'm aiming for a "Gears of War" type technology and grime feeling to it, situated on a prehistoric planet (Like Jurassic Park :D), which is inhabited by a crazed scientist who captures T-Rex's and Raptors and conducts experiments such as bio-engineering, cryogen (seeing if reptiles can successfully recover from a prolonged sleep) and numerous "armor augmentations".

The point of the project is to help develop my modeling, rendering, lighting and compositing skills all the while creating a scene that I enjoy and am proud of.

Anyways; here follows the terrain (WIP environment), props, models etc etc
http://i131.photobucket.com/albums/p316/cameronhintz/barrel_.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/space_occlusion2.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/dinosaur_noeyes_poly.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/dinosaur_armor.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/ship2.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/environment.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/flyer_together.jpg

I know that looks like a wheel, but I'm not completely satisfied, so I may change it, and with it textured it will look much better, and more "hi-tech"
All are WIPs. One of my new year's resolutions is to complete this project with time to spare.

Laheen
01-01-2009, 02:35 AM
http://img357.imageshack.us/img357/6512/chojivy1.png

meh, low poly choji. was bored, did it for the lulz.